Introduction
Spells
Absorption
Air Crystal
Armor Crystal
Beam Crystal(F)
Collaboration Crystal(F)
Crystal Eye
Crystal Slave
Crystal Speaker
Crystal Spirit Focus
Crystal Trap
Crystalline Entity
Crystallize
Crystallize Spirit
Danger Detector
Drain Crystal
Elemental Beam Crystal
Entity Crystal
Entity Detector
Failsafe
Farsee(F)
Forge Crystal
Greater Crystal Spirit Focus
Greater Drain Crystal
Heal Crystal
Healing Crystal
Hypnotic Crystal(F)
Item Crystal
Lesser Crystal Spirit Focus
Lesser Drain Crystal
Life Crystal
Light Crystal
Magic Detector
Mana Crystal
Mindscan Crystal
Ping
Prisoning Crystal
Quiet Crystal(F)
Recharger(F)
Retune Crystal(F)
Room Crystal(F)
Shards(F)
Spell Crystal
Type Detector
Ventrilocrystal
Wall of Crystal
World Crystal
Crystal magic is the subset of alchemistry that deals with creating, modifying, manipulating and improving crystals. Crystals are enormously good at becoming attuned to magic and detecting or storing it. Crystals can be used to store ethereal quantities like light, air, or mana in a solid, and often more stabled, form. Crystals can be attuned with one another and so remain in contact when physically separate. Crystals can also be used as joiners to connect things that cannot normally be connected.
At the core of crystal lore is the ability to clean and regularize crystals, preparing them to work at the heart of a crystal lore spell. Crystals tend to improve, over time, as foci for crystal spells. This is reflected in the spell descriptions. Unless otherwise stated, a crystal lore spell that requires a crystal, requires a flawless crystal. Most gems, diamond, emerald, ruby, topaz, amethyst, sapphire, etc. are crystals. Quartz is a cheaper sort of crystal and lead crystal is an acceptable synthetic crystal. Shaped glass, amber, and plain rock are not crystals. Mana stones are not crystals, rather they are polycrystalline.
This spell allows the caster to cause a crystal to absorb a fluid or gas in which it is immersed. This requires 5DP of preparations over the object per deciliter (which in turn is the size of a flask of oil or five vials of alchemical base). If anyone other than the caster touches the crystal in question it will be as if they had quaffed or breathed whatever the absorbed substance was. In some situations the crystal will act as if it were made of the substance; e.g. a crystal that absorbed lamp oil could be made to burn like an oil candle. The number of doses in the crystal equals the number of doses absorbed. The spell absorbs five doses of a substance initially and requires +1 mana per +5 doses absorbed. If this spell is made permanent, it will yield a crystal permanently able to affect people, requiring a recharge time per dose of from hours to days, at referee discretion. For +1 mana the caster may trigger the release of the absorbed substance with an appropriate magic item trigger, in which case it may affect the caster. The DPs spent on this spell need not be contiguous; the caster spends them meditating over the crystal. The actual absorption is done at the end and is quite rapid. Special failure mode one causes an incubation period of 2-20 days before the absorbed substance becomes effective. Special failure mode two forces the substance absorbed to have a roll of the spell failure table and the crystal will act as if the substance, as modified, was absorbed. Mode three causes the first release of the substance in question to release all the doses at once, as if they had been gasified by the alchemical spell of the same name.
This spell allows the caster to condense air into a crystalline form. The resulting crystal may be used as a crystal in other crystal lore spells. The gem has 5 cubic centimeters per determination point spent. The air may be released later in any of several fashions. Anyone may release the air explosively by shattering the crystal. People within a radius of 1 meter per 5 cc of crystal volume must save vs agility or fall over and there may be other effects if the crystal contains more than simple air. All other methods require a crystal mage, who may release the air at will, or someone with magic skill who makes their magic skill roll. Any such person may breathe the air (the gem shrinks) if it is touching their skin, 12 minutes per cc. This spell may also be used to condense fog, brimstone, lethal vapors, or any other primarily airy substance. This spell, once started, will causes such substances to last until they are released from the gem. The thermal and humidity properties of the air or airy substance in question are also preserved. The appearance of the crystal is highly dependent on the gases used to create the crystal. Special failure mode one causes the crystal to slowly evaporate. Special mode two makes the crystal much stronger, massive force is required to break it (generic defense of 3d6 instead of 1). Such a gem may shatter, rather than burst, leaving shards of crystal that slowly evaporate. Special failure mode three causes the crystal to be weightless when it forms; this may be somewhat inconvenient - it will be mildly buoyant even in air.
This spell permits the caster to modify a mass of crystals so that they fuse and change their physical properties in a manner that allows them to be bonded to a piece of padded cloth or leather armor. It requires 7DP plus 3DP per kilo of crystal. The armor values for the crystal armor are given below.
| Crystal Armor Values | |||||||
|---|---|---|---|---|---|---|---|
| Edge | Point | Impact | Magic | Fire | Necro | Penalty | |
| Crystal/Cloth | 8 | 8 | 12 | 7 | 12 | 7 | 20 |
| Crystal/Leather | 8 | 8 | 12 | 5 | 12 | 9 | 22 |
Special failure mode one creates crystal that loses its magical properties 3d6 hours after the crystal cools. Special failure mode two causes the crystal to warp as it cools, making the armor pretty much useless. Special failure mode three causes the armor to contract, making it perhaps fit a smaller person, though the cloth and leather must be retailored..
This spell allows the caster to transform a crystal and attune it to himself, or, for +3 mana, to another person. This requires 5DP. Using the crystal requires that the user be attuned to it and make a skill roll. This skill roll is the better of Crystal Alchemistry or Magic Skill, at -2 per mana poured into the crystal. The crystal can accept up to two mana per rank of its creator. The mana is transformed into a beam attack, d6 magic damage per mana used, and targeted with magic skill at -1/1". Using the beam attack is like triggering a magic item, a speed -3 action using Csp. If you pour too much mana into the crystal it explodes instead, doing d6 magic damage per mana in a 3" radius. If the skill roll is blown by 30 or more then the crystal will also explode as if it had been overloaded. Mere failure to make the skill roll simply causes the attack to malfunction, costing no mana. The crystal must touch the mages skin to be triggered unless it is incorporated into his personal focus. Special failure mode one creates a crystal that does 2 points per mana, with 4 points treated as d6. Special failure mode two causes a crystal that explodes if you blow the skill roll at all. Special failure mode three makes a crystal that is -30 to the skill roll.
The spell transforms a crystal of at least 20cc into a magical focusing device. It permits mages casting the same spell to add the spells together if they all touch the crystal. It is required that one mage be the leader of the joint effort and the version of the spell he casts is the primary. The combined spell will issue from him. All other spells have their mana added to his with each mage making their own casting roll based on the mana they contribute. If any mage undergoes spell failure then the whole spell fails at the full power level. A single failure roll is made with any ``blown by'' modifiers added together. The most mana any of the non-primary spells may contribute is the amount in the primary spell. The leader may make a stress save to incorporate similar spells rather than identical ones into the effort. A stress save at -30 may incorporate spells not actually opposed or opposite in type to the primary spell. A stress save at -60 may incorporate even opposed spells of spells of an opposite type. Special
This spell transforms a pair of crystals, at least 5cc each, into a remote viewing device. Holding one crystal to his eye the caster can see what is near the other crystal as it the crystal were his eye. The two crystals are not interchangeable. By turning his head, caster may change the viewpoint through the remote crystal. The crystal eye has a maximum range of 50", 2x per +1 mana. A crystal eye is attuned to a single individual, usually the caster, though a crystal eye may be attuned to another person for +4 mana. A single crystal eye yields monocular vision - two may be used to restore full depth perception. Special failure mode one renders the vision though the crystal monochrome gray. Special failure mode two causes an image of the user's eye in the remote gem when it is used. Special failure mode three causes the remote crystal to glow brightly when used, with the light of the glow not discernible by the user of the paired gem.
This spell requires the caster to spend 5DP meditating over the creature it is cast upon. The caster may add +1 to the casting roll per added DP spent in meditation, to a maximum of +5 per rank of the caster with crystal alchemistry. The spell acts as a Crystallize Spirit on the creature it is cast upon, including the special failure modes.
This spell splits a crystal into two or more pieces. It requires a crystal that is at least 4cc's per piece that will result. The number of DPs required are 5 plus two per piece after the first two. The spell cleaves the crystal in a manner that will not trigger powers normally triggered by breaking, splitting, or shattering a crystal. By now you are asking ``why bother?'' People holding pieces of a single crystal divided by this spell against their skin may speak silently to one another. This spell transforms the crystal so that it is a deep blue color which lightens slightly in proportion to the ``loudness'' of the silent speech. This silent speech requires a perception roll at -1/10" to initiate a given session of conversation, with the save being allowed once per round. The person initiating the conversation is considered to be concentrating on the round they make the save. The caster may add +10 to such perception save or at +5" to the ``per -1'' range for +1 mana each. Each piece of crystal after the first two costs +2 mana. Special failure mode one creates a crystal that allows those within 2" of a crystal holder to hear the communication as odd voices. Special failure mode two causes crystals that only permit one speaker per round - the crystal goes ``one way'' and resets at the end of each round. Special failure mode three creates crystals that repeat the silent speech out loud.
This spell permits the caster to create, out of his own life force, a sardonyx crystal spirit focus. This focus is attuned to the caster when it is created. See the section on campaign color for details on crystal spirit foci. The process of creating the focus requires 50DP. Special failure mode one costs the caster d3 point of sanity. Mode two creates a focus that is very visible on the spirit plane, deducts 30 from the casters spirit to hit and 6 from his spirit speed, and attracts (possible hostile) spirits. Special failure mode three creates a focus that requires a shock save each time powers gained through it are used. If this save is blown the user loses a point of sanity.
This spell is cast on a creature that is immobilized (tied up, unconscious, sleeping) and in contact with earth, rock, or crystal. It causes crystal to grow around them imprisoning the creature in crystal with a generic defense of 5+caster's rank and 100hp+20hp/caster's rank. Hitting the crystal damages the imprisoned creature; they use the generic defense as armor. It takes 2d3 minutes to immobilize the creature (before the time the creature may escape if it moves - the crystals to not brush against the creature) and 3d6 minutes for the crystals to finish growing. The mage may select the pattern of growth and may suffocate the target if they wish. The color of the crystal is at the caster's whim. The caster may target +1 adjacent creature for +1 mana. Special failure mode one divides the generic armor of the crystal by 3d6. Special failure mode two divides the hitpoints by 3d6. Special failure mode three causes the crystals to grow without imprisoning the target.
This sp ell permits the caster to transform a crystal into a living creature that looks like a crystal. The creature is still shaped like a crystal and has 20 balanced or 10 unblanced design points per mana spent on the spell. One of the mana is expended permanently. The caster must specify the creatures basic stats and may allow the creature any skills he has at the initial level. Monster powers that the player and referee agree are appropriate, e.g. small size, high density, and lots of armor, are also permitted. The spell takes 5DP/mana and the crystal being enlivened may be placed in a bed of sand or other crystalline materials from which it draws mass as it grows (a 10cc crystal requires about 6 levels of shrinking). The creature may buy flying or teleportation, paying the base cost, but must be rigid and have a clearly crystalline shape. The creature may be intelligent or not at the casters whim. The creature may make ``gestures'' needed for spell casting as an internal, mental process. The creature starts as a loyal child of its creator and evolves as any creature might from its experiences. The general makeup of the creature is a ``recipe'' and the caster must learn the spell again or each such recipe. Special failure mode one causes the creature to feel no loyalty to (or even interest in) its creator. Special failure mode two modifies the stats, disadvantages, and powers capriciously. Special failure mode three is like two but also induces substantial hostility.
This spell causes earth (dirt) to separate into a black oily fluid and sharp rock crystals. This transformation requires one round. Anyone in the area of effect once it has crystallized must save vs agility or fall if moving at faster than 1" and anyone in the area of effect will take d6 of edge damage, direct to hits, in the feet and d3 d6s of edge damage if they fall. This spell may be cast on bare rock, but then there is no black oily fluid and no agility saves. The area of effect is +1" radius per +1 mana, the duration is +10 minutes per +1 mana. Special failure mode one makes the oily fluid sticky negating the need for agility saves. Mode two makes the crystals smooth and round so that there is no edge damage. Mode three renders the effect permanent, thought the oily fluid can flow away if the spell is cast on a slope.
When this spell is cast, a crystal forms on the caster's forehead. It can be removed or will stick there if the caster wishes. This crystal contains the vital portions of the caster's spirit. If it is shattered, the caster is obliterated (worse than dead, no resurrection possible). The crystal is very strong and requires massive force to shatter. The crystal need not be near the caster; it may be hidden as he wishes. It counts as part of his body. If it is used to create a magic item the caster acts as if he is the magic item, for example. The caster cannot make more than one such crystal. If held by another person this crystal can make the caster obedient to the person's will if they make a stress save. So, I hear you ask, why bother? As long as the crystal is intact, the caster does not die. If the crystal is in an area where there is enough mana for a mage to regain mana then the caster will regenerate one hitpoint per ten minute. This holds even if the caster is burned to ashes: the caster will start to regrow. Special failure mode one causes the caster to regenerate at a rate of one hitpoint per hour. Special failure mode two causes the crystal to radiate intense magic making it obvious to anyone with magic skill that passes within 10" of it. Special failure mode three causes the crystal to evaporate over a period of 3d6 months. The caster is dead, as if he had dies normally, when the last shard of the crystal evaporates.
This spell attunes a crystal to a specific person. This requires 20DP from the mage and as much time as 20DP from the mage takes for the person the crystal is to be attuned to, if that person is not the mage. Once attuned the crystal will ring if the person to whom it is attuned is in danger and the crystal makes a roll of 3x the willpower of the mage that attuned it. This roll is +5 per +1 mana, to a maximum of +5x the caster's rank. This danger must be immediate and physical and not entirely the fault of the possessor of the crystal. So - the crystal will warn or a trap or ambush but not of saying something stupid that makes an enemy. The referee makes the roll secretly for this crystal. In a noisy environment, a perception roll may be needed to hear the crystal as well. Special failure mode one causes the crystal to explode doing 5d6 of edge damage in a 3" radius. Special failure mode two causes the crystal to explode on a 96-00 when it detects danger, doing 9d6 in a 5" radius. Special failure mode three causes the crystal to explode on a 76-00 when it detects danger doing 15d6 in a (3d6+2)" radius.
This spell attunes a crystal to the caster in a manner that allows it to drain mana from a recharging magic item. This mana goes into his own mana store. Mana beyond what he can normally hold leaks out at a rate of one per five minutes. The caster may take less than all the mana by making a stress save at -3 per mana left in the item. Special failure mode one creates a crystal that wastes one mana per three it transfers. Special failure mode two creates a crystal that explodes on a 96-00 when used, doing d6 points of magic damage per mana transfered in a mana transfered/3 inch radius. Special failure mode three creates a crystal that wastes half the mana it transfers.
This spell requires the mage to take a beam crystal attuned to himself, hold it in his hand, and then immerse his hand in a source of some elemental damage type as he finishes the spell. Unless he is using some alchemical elemental essence, this will require him to expose himself to damage. He may use magical protection, but must expose the beam crystal and his bare hand to the damage source. The effect of doing this is to add +2 points per die (+4 becomes +d6) and to transform the damage type to the elemental damage type. Possible damage types are fire(fire), lightning(air), impact(earth), cold(water), disintegration(void), magic(ether). For +3 mana the caster may get acid(water), edge(earth), point(earth) or spirit(ether). Acid does not continue into additional rounds. Special failure mode one makes a crystal that is +1 point per die. Special failure mode two merely transforms the damage type without increasing the damage at all. Special failure mode three makes a crystal that does its damage in a 3" radius about itself instead of making a beam.
This spell requires the caster to spend 5DP with a living creature, able to touch its skin occasionally and meditate in the creatures presence. At the end of this period the caster throws the spell and the creature is transformed into a crystalline miniature statue of the creature. This statuette preserves the creature, unharmed. The caster may release the creature from crystal form by touch or may specify a trigger condition that will reverse the transformation. The creature may have +1 size per +1 mana, likewise the caster may transform a group of creatures (rabbits? rats?). For +1 mana the caster may transform 2x as many creature at the size limit of the spell or 10x as many creatures whose combined mass does not exceed the spells size limit. Shattering the crystal destroys the creature. Special failure mode one causes the creature to become very, very upset (as this is done by its species) when it is released from the crystal. Special failure mode two opens the creature to possession by a spirit while in crystal form (any spirit, not necessarily an evil or malevolent spirit). Special failure mode three imposes an additional release trigger condition.
This spell attunes a crystal to the presence of a type of entity. Possible types include the six elemental types, corporeal undead, non-corporeal undead, demons, living species (men, deer, unicorns, trout), animate trees, etc. This requires 5DP and the blood (ichor, dust, whatever) of an entity of the type to be detected. The spell is cast with the crystal sitting in the ichor and the crystal absorbs the ichor and changes its color to a color appropriate to the entity (not always the same). When in the presence of the sort of entity it is meant to detect, the crystal will glow. The intensity of the glow reads roughly proximity and/or quantity/power. The color of the glow is related to the entity type and will often be the color the crystal turned when it was attuned. Special failure mode one causes the crystal to ring as well as glow when detecting (this can be inconvenient). Special failure mode two causes the crystal to detect only creatures very like the one that supplied the blood or whatever used in the spell. Special failure mode three inverts the detection.
This spell requires the caster have a passive source of damage available (e.g. a fire, not a sword; the source must do damage on its own). The caster places the crystal next to damage source and casts the spell. The crystal is transformed so that when a simple trigger condition is met the crystal emits the damage, at the level of the source, for a day, 2x as long for +1 mana. The caster may add a ``stand down'' trigger condition, like a password, for +2 mana. Special failure mode one causes the damage to fill the hex containing the crystal. Special failure mode two divides the damage done by 3d6. Special failure mode three causes the crystal to explode doing the damage type in a 3d3" radius.
This spell allows the mage to use the special focus, a transparent crystal of at least 20cc, to see faraway people and places. In order to work the mage must concentrate on the spell. The mage must have some piece of the thing he is trying to see, must be very familiar with the target, or have used Farsee on it three times before in the recent past. For a person such a piece might be a hair clipping. For a city it might be a bit of dirt from it's street. For +3 mana this spell will allow the mage to smell the far side of the link. For +5 mana the mage may hear what is being said. For +7 mana he may use spiritual abilities through the link. For +10 mana he may cast a single spell through the Farsee, though this will both break his concentration and destroy the usefulness of his bit of the person or place in question. Each time beyond the first that a mage uses a Farsee spell within a given day he must save vs insanity or lose a point of sanity. The mage may add or subtract 5 from this save for each +1 mana. Normally the view is fixed. For +3 mana the view may pan at a rate of 3", +3" per +1 mana. It requires +5 mana for the Farsee to reach to other planes of reality (unless the referee has placed a cost structure on his alternate planes). If a Farsee is permanently embedded in an item, the item may maintain the concentration but a save versus insanity is required at the end of each 10+WP minutes and casting a spell still breaks the connection and denatures the any sample used to target the Farsee. Special failure mode one causes any insanity saves to be made at -30. Special failure mode two leads to random targeting of the Farsee's viewpoint. Special failure mode three leads to a possession attempt by a spirit during the Farsee, details are left to the referee. The spirit is not necessarily malign.
This spell permits the caster to modify a mass of crystals so that they fuse and change their physical properties in a manner that allows them to be forged as metal. The strength of these weapons is that of steel. Edged and pointed weapons made from this sort of crystal is magical, acting against half of edge or point armor. Dispel magic can transform the crystal back into normal crystal which will typically break easily. The transformation requires 7DP+3DP pre kilogram. Kilograms of crystal affected after 5 cost +2 mana each. For +3 mana the caster may attune the crystal to one person. For him the weapon is strong - for any other it is normal crystal. Special failure mode one creates crystal that loses its magical properties 3d6 hours after the crystal cools. Special failure mode two causes the crystal to warp as it cools, giving the weapons an odd shape, doing -2 damage and being -10 to hit. Special failure mode three causes the weapon to contract giving it rounded edges and points, doing impact damage (with no advantage against armor).
This spell permits the caster to create, out of his own life force, a sapphire crystal spirit focus. This focus is attuned to the caster when it is created and has the minimal power set for such a focus. If the caster has spiritual skills then he may place them in the focus for +1 mana per +5 points the skill costs. The caster does not lose these skills. For +3 mana the caster may put his conscious memories into the focus in ``reference book'' form. For +6 mana the caster may place a copy of his mind with will and intent in the focus, capable of doing spiritual combat to possess anyone attuned to it. The size and number of sides in the focus are up to the caster save that they will tend to go up with power. See the section on campaign color for details on crystal spirit foci. The process of creating the focus requires 100DP. Special failure mode one costs the caster 2d3 point of sanity. Mode two creates a focus that is very visible on the spirit plane, deducts 60 from the casters spirit to hit and 12 from his spirit speed, and attracts (possible hostile) spirits. Special failure mode three creates a focus that requires a shock save each time powers gained through it are used. If this save is blown the user loses d3 points of sanity.
This spell attunes a crystal to the caster in a manner that allows it to drain mana from a permanent magic item. It may also function as a lesser or standard Drain Crystal. This mana goes into his own mana store. Mana beyond what he can normally hold leaks out at a rate of one per five minutes. The caster may take less than all the mana by making a stress save at -3 per mana left in the item. Mana drained from a permanent item returns as if the item was a recharging item - and before it recharges, use of it is a good way to get a spell failure. Special failure mode one creates a crystal that wastes one mana per two it transfers. Special failure mode two creates a crystal that explodes on a 96-00 when used, doing d6+1 points of magic damage per mana transfered in a mana transfered/2 inch radius. Remember +4 points becomes a d6. Special failure mode three creates a crystal that wastes all the mana it transfers and also explodes (based on wasted mana) as in mode two.
This spell permits the caster to remove flaws from a crystal by meditating over it. Time is proportional to damage. One DP suffices to restore a tiny chip. At the other extreme 60DP suffices to transform a handful of beach sand into a crystal. A large crack trough the middle of an otherwise beautiful crystal would require 5DP. The caster may trade 1 mana for 3DP, so long as one-third of the nominal time is spent, and so long as at least on DP is spent. Special failure mode one causes a crystal to become a polycrystalline amalgam along flaws. Special failure mode two causes the crystal to develop a single large crack just as the other flaws heal. Special failure mode three shatters the crystal after 1 DP is spent.
This spell requires that the caster meditate over it while exposing it to a type of damage, e.g. cooking it in a fire, for 3DP. The crystal must be at least 10cc and becomes attuned to the damage type. Sufficient edge, point, or impact damage for this spell will typically shatter any crystal less strong than diamond. Sustained damage of some types e.g. electricity, are hard to arrange. Others, like poison or acid, are easier. Once the crystal is activated it is also attuned to the caster (or some one other person for +3 mana). If the attuned person touches the crystal to a wound made by the type of damage it is attuned to, it permits the caster to heal d6 hitpoints of damage, done by the relevant damage type, per mana expended. This mana expenditure requires no skill roll and may not exceed the caster's rank with crystal alchemistry. Special failure mode one reduces the healing to d3s. Special failure mode two reduces the healing to single points. Special failure mode three causes the crystal to do temporary healing with the damage returning at the rate of one per ten minutes.
This spell requires it special focus be a crystal. When the mage casts the spell, which required only concentration and subtle gestures, the focus emits a pure tone and a flash of light. Anyone, other than the caster, looking at the flash or who looks upon hearing the tone must save versus magic, at +30 if alert and on guard and at +50 if in combat, or be placed into a waking trance. Plausible suggestions or offhand remarks made while people are in such a trance will be incorporated into their thinking, though not in a manner that allows control. A tranced individual will not move for an hour minus 2 minutes per point of willpower unless they feel pain, take damage, or hear a very loud noise, obnoxious smell, brilliant flash of light, etc. If a stimulus comes in, the tranced individual saves versus stress at +1 per stamina taken and +3 per hit taken. Special failure mode one doubles the effect of willpower on recovery time (which means high willpower individuals will be able to ignore the effect). Special failure mode two causes the spell to affect the caster. Special failure mode three causes the the spell to affect only the caster.
This spell permits the caster to attune a crystal to an area or school of magic that he knows (you know a school is you know one or more of its areas). The effect is to decrease the activation cost for spells of the type in question by 5% x the casters rank with crystal lore (for a school) or 10%x the caster's rank (for an area). The total reduction may not be more than 90% and the activation cost is at least 1 in any case. Special failure mode one creates an item that explodes doing d6 per (full cost) activation point of edge damage in a (3d6+2)" radius. Special failure mode two creates a magic item that works but drains a point of health on a 96-00 when the item is used. Special failure mode three creates an item that explodes on a 96-00 when used creating a zone of magic damage, with dice as in mode one, 3" across initially that grows 1" per minute for 3d6x10 minutes.
This spell permits the caster to create, out of his own life force, a milky crystal spirit focus. See the section on campaign color for details on crystal spirit foci. The process of creating the focus requires 30DP. Special failure mode one costs the caster a point of health. Mode two creates a focus that is very visible on the spirit 111plane and attracts (possible hostile) spirits. Special failure mode three creates a focus that requires a shock save each time powers gained through it are used. If this save is blown the user loses a point of sanity.
This spell attunes a crystal to the caster in a manner that allows it to drain mana from a charged magic item. This mana goes into his own mana store. Mana beyond what he can normally hold leaks out at a rate of one per five minutes. The caster may take less than all the mana by making a stress save at -3 per mana left in the item. Special failure mode one creates a crystal that wastes one mana per three it transfers. Special failure mode two creates a crystal that explodes on a 96-00 when used, doing 2 points of magic damage per mana transfered in a mana transfered/5 inch radius. Remember 4 points becomes a d6. Special failure mode three creates a crystal that wastes half the mana it transfers.
This spell requires the caster to meditate for 5DP and save versus stress (in addition to the normal spell casting roll). If successful, it causes a crystal with opalescent sparkles the color of the caster's aura to form. See Aura Vision in Vision Magic for aura colors. The crystal has 2cc per caster's rank with crystal alchemistry. If touched to a person who is down health, it will dissolve into them, restoring a point of health. If the stress save is blown, the caster loses a point of health and no crystal forms. The caster may get +5 to this save per +1 mana, to a maximum of added mana equal to his rank with crystal alchemistry. For +3 mana and -30 to the stress save the caster may make a crystal +50% larger that restores +1 health. Having health restored in this fashion makes the individual helped -30 on saves against spells cast by the life crystal's creator. This penalty reduces by 5 per week and is cumulative if multiple crystals are used. Life crystal last indefinitely and are typically a high priced commodity. Special failure mode one permits the spell to work but the stress save is at -30. Special failure mode two creates a crystal that suddenly evaporates after 3d6 days. Special failure mode three creates a crystal that does one health if touched to someone who is down health. The colors of the crystal are modified so this failure is obvious unless it is the first crystal the caster has produced.
This spell allows the caster to fix light of a particular sort into a crystal. The caster must spend a number of DPs determined by the referee to fix the light in the crystal. Larger crystals are easier to fix light in, brighter and rarer light is harder to fix. Examples of types of light are full moonlight, sunlight, torch light, etc. The crystal created by this spell glows with the type of light fixed, retaining the special properties of that light, though they may be decreased. For example, a creature normally automatically petrified by sunlight would get a saving throw vs magic to avoid being petrified by fixed sunlight. For +1 mana the crystal may be given a trigger condition to begin, and another to cease, emitting light. Special failure mode one make the light loose it's special properties though not its color. Special failure mode two makes the light leak out, darkening the crystal in 3d6 days. The crystal is effectively a magic marker that can write in the light fixed and will last a few weeks. Stuff written in the light will fade in a few hours. Special failure mode three causes the crystal to abruptly flare from time to time. During the flare the light has full effect.
This spell attunes a crystal to the presence of magic. This requires 2DP. When in the presence of any sort of magic the crystal will emit a faint tone - barely audible for the normal background of mana in the world to as loud as normal conversation in the presence of an active rank 7 spell or legendary magic item. The pitch and character of the tone will be related to the type of magic, but in a different way for each crystal (you must learn the crystal to interpret it). The crystal glows in the presence of magic as well. Active spells (e.g. a invisible wall or the field of view of a crystal ball) yields a white glow, stored spells (e.g. bind fire or a magic item) a blue glow, while creatures (e.g. mages) with more than 20 mana yield a buttery glow. Special failure mode one causes the sound character related to types of magic to change over time. Special failure mode two deletes the glow. Special failure mode three causes the crystal to change or limit what it detects in a random manner.
This spell permits the caster to transform a crystal so that it can hold up to 1 mana per 3cc. The crystal is attuned to the caster or (for +3 mana) some one other person. This requires one DP per 3cc (or mana). When first activated, the crystal is full of mana. The mana is drawn out as if it is part of the possessor's mana reserve and is recharged by casting mana into the crystal as if it were a charged magic item. The per DP mana increase for recharging meditation is one plus the creators rank with crystal alchemistry. Special failure mode one causes the crystal to leak one mana per hour. Special failure mode two causes the crystal to intercept mana from its possessor if not fully charged - when the possessor casts a spell or triggers a magic item they must save versus magic or the crystal will grab either all the mana in the spell or as much as it needs to recharge. If it grabs the whole spell the spell appears to fizzle. If some of the mana is grabbed then the spell deceases in effect and has a spell failure if the amount left is less than the minimum needed for the effect the caster is trying to achieve; added area, range, and duration are just smoothly deleted. Special failure mode three causes the crystal to explode for 2 points of damage per mana it contains if someone within 1" of them expends mana.
This spell permits the caster to attune a crystal, at least 10cc, to himself or, for +3 mana, to another person or creature. Touched by the attuned party to the forehead (or equivalent part) of another creature will permit the possessor to hear surface thoughts. A stress save permits the attuned party to follow a surface thought deeper - one chance per time a thought on a given topic comes up. Following a train of though into the area of unconscious motivations requires another stress save, at -30. Special failure mode one makes all stress saves at -30 additional and requires a perception save to understand thoughts. Special failure mode two causes the crystal to become bidirectional. Special failure mode three makes it so that if the party whose thoughts are being read is resisting, they may make a stress save, with a plus equal to the point value of any psychological limitation they are protecting, to turn the crystals direction of action around.
This spell causes a crystal to make a ringing sound and causes flaws in the crystal to emit light. The purity and volume of the tone are in proportion to lack of flaws; light emission is in proportion to number and size of flaws. Practice renders this spell a useful tool for grading gem stones and crystals. The ping will reveal if the crystal is magically tied to another crystal; the crystal mage will get a distance and direction from the ``shape'' of the sound. Examples of such attachment are created by the Crystal Eye and Crystal Speaker spells. Special failure mode one causes an information free ker-thud with no glow. Special failure mode two causes the ringing to persist for 3d6 minutes and cancels the light emission from flaws. Special failure mode three is like mode two, but the glow persists and the sound is canceled.
The caster may transform a large (10cc+), flawless crystal into a prison. This requires 15 DP. The caster may tune it to imprison a person who's name he knows or to imprison the next sentient creature that touches it. When a potential prisoner touches the gem they vanish and the gem begins to glow. For +2 mana the crystal will show a tiny picture of the prisoner instead of glowing. If the gem is smashed the prisoner will take d100 points of edge damage and reappear. The caster of the spell may restore the prisoner by touch and may pre-program the prisoners reappearance by specifying release conditions. The caster may also talk mentally with the person in the crystal while touching it. The imprisoned person is effectively asleep unless the caster is talking to him. A necromantic spell that allows speech with the dead might enable someone other than the caster to talk with the person in the crystal. A successful dispel magic or other removal of magic from the gem will restore the imprisoned creature with only 6d6 points of edge damage. Special failure mode one makes the crystal glow so brightly that it is blinding at close range. Mode two makes the person inside the crystal die slowly, loosing one health per week until he's gone. Special failure mode three allows the imprisoned a chance to shatter the crystal, with standard effects, once a week. The imprisoned must make a stress save at -90, +5 will be semi-awake instead of asleep.
Many crystals ring or glow in response to a stimulus or command. This spell requires 5DPs and modifies the crystal to emit a different type of signal. The crystal may be made to quiver, emit heat or cold if a reservoir of those temperatures are available, or, if a small bowl of spice, scent, or essence is available the crystal may absorb that scent and then be made to emit a scent. Special failure mode one causes the crystal to emit both its old and new signal. Special failure mode two causes the crystal to revert to its original type on a 96-00 each time it emits a signal. Special failure mode three causes the crystal to emit an excessive signal, quivering like a trapped mouse, becoming hot enough to do d3 points of damage, or emitting a whole lot of the scent.
This spell permits the caster to attune a crystal to a magic item. An individual magic item, not a type of item. This requires 4DP per rank of the highest ranking charged spell in the item to be recharged. The crystal must have at least 2cc per mana it can conduct and can conduct no more mana that the rank of the crystal alchemist casting the Recharger spell. Once attuned the crystal can conduct 3 mana, +1 conductor per +2 in the spell, subject to the proceeding limits. This mana is per hour and recharges the magic item to which the recharger is attuned so long as it is in contact with it.. Anything that increases or decreases the recharge rate of any mage will also increase of decrease the flow through a recharger. Special failure mode one creates a half strength (recharge/hour) recharger. Special failure mode creates a recharger that only half-way recharges the item. Special failure mode three creates a double efficiency recharger (twice as fast) that has a 5% per recharging session chance of disenchanting the item it is recharging.
This spell allows the caster to take a crystal attuned to one person and attune it to another (this removes its attunement to the first person). It requires 3DP of meditation while touching the crystal on the part of the caster and the person the crystal is to be attuned to, if they are other than the caster. The caster makes a nominal spell roll to retune a crystal attuned to him or that he created or enchanted with a crystal alchemistry spell. The casting roll is at -30 on other crystals. The casting roll is also +1 per extra DP, to a maximum of five times the caster's rank with crystal alchemistry. Special failure mode one causes the spell to attune the crystal to the caster no matter who was supposed to be attuned to. Special failure mode two causes a crystal attuned to no-one. Special failure mode three causes the crystal to shatter, destroying it.
This spell attunes a crystal to the caster and forms a room, with walls of apparently endless depth crystal, inside the crystal. The room is 3"x3"x2" and may be enlarged by 2x per +1 mana. The caster may mentally enter this room while meditating and touching the crystal (this counts as a trance) or may physically enter the room, vanishing into the crystal. The caster may take up to his own mass worth of stuff into the room, 2x with a stress save, 2x more per -5 to the save. Overfilling the room is painful. The room must be a right parallelepiped (square box) but may have interior partitions as the caster wishes. The crystal is quite tough once transformed into a room crystal but can be shattered by enormous force. This releases the content of the room, possibly explosively. For +3 mana the caster may double the rate at which time passes in the room, +1x multiplier for +1 mana, but the multiplier may not exceed the caster's rank with crystal lore. This can make healing, studying, and recharging far more convenient. Special failure mode one causes objects to occasionally tunnel back to the real world. Special failure mode two causes a room that occasionally ejects the caster. Special failure mode three causes a room that requires a stress save for the caster to enter.
This spell shatters a crystal, spreading ultrasharp shards all over the area of effect. These shards do 3d6 edge against half of edge defense if stepped on; 5d6 if you fall on it. The caster holds the crystal, at least 5cc, in his hand and casts the spell. The crystal shards spread from his hand into the area of effect. The caster may add +1" radius for +1 mana. The shards will fall apart in 6d6/10 hours into sand and can be carefully swept up with a broom or other equipment. Special failure mode one places the shards around the caster. Special failure mode two causes the shards to bond with the floor, lasting 6d6 hours and becoming unsweepable. Special failure mode three causes the crystal to explode violently, acting as mode 1 and also doing 7d6 in the area of effect (against half of edge armor) to all in the area of effect.
This spell allows the caster to modify a crystal so that it is attuned to a particular spell. This must be a spell the caster knows and the process takes 3DP+2DP per rank of the spell+1DP per 3 maximum mana in the spell. Once the crystal is attuned, anyone may cast the spell in question into the crystal, storing it. When this is done there is a quiet musical ``ping''. The spell will come out when some relatively simple trigger condition is met. It the trigger condition so specifies the spell may be targeted by a mage holding the crystal. The rank for casting this spell is the larger of the rank of Spell Crystal spell and the rank of the spell to which the crystal is being attuned. The crystal must be at least 2cc per three mana of the embedded spell, and, subject to this limit, the crystal may hold +1 ``charge'' of the spell per +1 mana. The crystal looses a charge each week, 2x time before losing a spell per +1 mana. If too much mana is in one instance of the spell or too many instances of the spell are thrown into the crystal then there is a 5% per extra mana chance it will explode doing 1 edge damage per mana in the crystal in a 3" radius. Being enchanted as a charging, recharging, or permanent item does not count against the mana limit. For +3 mana the crystal will absorb its spell if that spell goes through or is aimed at the hex containing the crystal. This can be a powerful defensive technology. Each spell after the first to which a crystal is attuned reduces the casting roll for Spell Crystal by -5. Note that mana cannot be traded between instances of spells in the crystal. Special failure mode one will modify the trigger condition. Special failure mode two will cause (a charge of) the spell to be released if another spell is cast nearby. Special failure mode three will cause the spell(s) in the crystal to fail when they are released.
This spell attunes a crystal to an area or school of magic. This must be an area or school known (know the area or an area within the school) to the mage. This requires 5DP for a school and 9DP for an area. When touched to an mage or magic item the spell will ring and emit a pulse of light if the person or item knows or has spells from the school(area) to which the crystal is attuned. The pulse of light is white. Special failure mode one causes the crystal to broaden its detection from area to school or from school to any magic at all. Special failure mode two causes the crystal to explode on a 96-00 when it detects something doing 5d6 of edge damage in a 3" radius. Special failure mode three causes the crystal to drain 3d3 mana out of an item or person when it detects something.
This spell attunes a single crystal to the caster. This requires 4DP. Once the crystal is attuned, it turns light blue. An attuned crystal speaks with the caster's voice (or any sound the caster can make). The caster may choose to speak normally or silently when generating speech from a ventilocrystal. If the caster has multiple ventrilocrystals he may choose which to speak through with a perception save of -5 per crystal chosen or excluded (whichever yields the smaller save penalty). The ventrilocrystal has a maximum range of 20", 2x per +1 mana. The caster may create a ventilocrystal that works for someone else for +3 mana. Special failure mode one gives the voice issuing from the crystal the character of one who has been breathing helium. Special failure mode two causes a crystal that deletes a few seconds of sound every once in a while. Special failure mode three creates a crystal that emits light, varying with sound intensity, in addition to transmitting sound.
This spell summons up a wall of transparent, translucent, or opaque crystal. It's color and transparency are left to the mage's whim. It may be made +5" square or +1 cm thicker for +1 mana and the duration may be increased by 2x for +1 mana. The shape of the wall is left to the casters whim. The wall has a generic defense of 30 and a breaching threshold of 300 hitpoints, +50 per +1 cm thickness. Any earthen weapon (metal, stone) that strikes the crystal wall takes twice the damage it does against its break, accompanied by a melodic ringing sound. Wooden weapons, on the other hand, do +3d6 damage against the wall. When the spell duration ends the wall falls into shards and falls, with the fragments vanishing in mid-air. Special failure modes as per wall of earth. Special failure mode one reduces the height of the wall by half. Mode two causes the wall to wander back and forth somewhat instead of being straight. Mode three causes the wall to have occasional gaps or holes.
This spell transforms a crystal so that it contains a pocket universe. The world in the crystal can be any size and is as imagined by its creator. This process of imagination requires meditating on the crystal in a trance. During this trance the caster is mentally inside the crystal and can shape things to his personal satisfaction. While in or touching the crystal the caster has the ability to shift himself and his viewpoint teleportationally and so has (processing limited) omniscience. The time this takes is large, consult your referee. Once the world in the crystal is created the caster may add to it again later by recasting the spell. An act of will (stress save at -5 per 2x human mass) can be used to shift things near the caster into the crystal universe. The caster may tap into the non-living generic parts of the universe by wanting to, supplying mountains and oceans, air and black soil. The act of will is needed to get living creatures into the world.
Access to the crystal universe comes in two forms. Someone inside the universe or outside but touching the crystal may shift themself into the other state by making a stress save, though the creator may impose any plus or minus or special conditions (e.g. a password) for transit in either dimension. The second method involves meditating (while touching the crystal, if outside). In this state the person meditating is transferred as a spirit. And outsider roams the crystal freely, someone inside the crystal must stay within a few hundred feet. Such a spirit may speak and listen as well as cast spells but may not do or take physical damage, save that they acts as a +3 weapons to hit monster.
Once made into a world crystal a crystal becomes phenomenally strong - damage is distributed through the world inside. It is normally not practical to shatter such a crystal. If a dispel magic disenchants such a crystal then the world inside is inserted into the real world as a new portion of the map, with possible inconvenience for some.
Special failure mode one deletes the caster's omniscience and transport ability once the world in the crystal is formed. Special failure mode two creates a situation in which any crystal mage touching the crystal has the special powers reserved for the caster. Special failure mode three causes the crystal to grab an area around the place it was created instead of making the world the caster wanted - a chunk of the map disappears and is embedded in the crystal.