Arcane Crystal

Deposits of Arcane Crystal are found all over the Empire region. Areas with it are usually Corrupted with Undead and Corrupted Creatures. Raw crystal is unstable and hard blows or magic, fire or lightning blasts (10% per point damage applied) may cause release of the stored energy doing 1 pt per oz. (3d6 per pound). Shaped raw spheres or rods can be found (small) in streambed gravels.   Arcane Crystal is unsealed and when raw, unstable -where any hard blow may cause sudden discharge. Shaped and Craved makes it stable and resistant to sudden discharge.
 
Arcane Crystal holds Essence - 1 essence / inch.
Crystal may be made to produce a 10’ illumination glow by anyone trained in Essence control. The Glow lasts 1 hr/ inch of Crystal.
Drained Crystals are clear and will absorb 1-2 pt Essence. If done slowly the crystal may be charged. Sudden application (2+/round) causes the crystal to shatter. Crystal Armor is used to absorb magical attacks.
Arcane Crystal is also called Demon Crystal: it carries Corruption and contaminates what it contacts. 1 lb carried causes +1 Corruption per day. Being within 10ft of 10 lb or more adds+1 Corruption/ day. Lead Cases reduce Corruption by 1/2. Colors: Activation requires attuning to the Crystal on Skill roll vs Wits-1 / inch of crystal and investing 1 essence. 1 round action. Most effects last 1 round/ inch of Crystal.


Green: Allows healing +1 when worn and activated. Long term use of medium or large can regrow limbs. Fails on healing cause a mutation manifestation - • mild, color change, texture. ••••• = tentacles, extra eye, extra limb, etc (see Monstrous Corruption path).

Yellow: Scrying - creating a warp window equal to Crystal size between two locations within 100 ft/ inch in the living world. Things may pass through the warp in either direction, as does sound or light. Accuracy based on familiarity and skill roll on Perception -inches of crystal. Imperial Mages can link 2 Crystals to create a warp between them. Warps into solid matter resolve at the nearest surface.

White: When activated produces cold with 1 area. 1 pt/ inch (or 3d6 on 1 lb).

Red: When activated produces 1 area of 1 pt fire/ heat / inch (3d6 per lb).

Blue: when activated reduces weight of things attached to by 1 lb per oz. With enough to cancel a weight, things will float or levitate away. May be used to reduce weapon weight so even weak individuals may wield heavy or very heavy weapons. It is used to also reduce armor penalty and encumberance.

Black: Acts as a poison doing 1 pt within 1 area after 1 round exposure per oz or 3d6 per pound (resist vs POW vs 1d per oz). Effect lasts 1 round/ inch of Crystal.

Violet: Activation allows a warp between living world and Umbra, as per Scry (Yellow Crystal).

Orange: lightning spark for 1 pt/ oz or inch of crystal within 1 area. (3d6 for 1 lb).

Properties

Material Characteristics

The crystal has a smooth and greasy feel.  It is translucent - with a sea-gass or raw sapphire appearance but a deeper color.

Origin & Source

Sages and scholars believe that Arcane Crystal comes from a damaged, corrupted portion of the celestial crystalline dome that covers the sky between the mortal realm and the celestial realm where stars are set. What caused the damage and caused it to fall is unknown.  It is believed to be the cause of the Tumult and the end of the Demon Age approximately 10,000 yrs ago.

History & Usage

Everyday use

Small shards of green are used for healing, while shards of red are snapped to produce fire that will ignite tinder even in wet conditions.  They are sold in small lead cases.
Blue is used to lighten oversize weapons or cause wagons or other things to float in the air.  The most dramatic use is the city of Aimyla The floating city.
The Green Legion and local city guard have been known to wield shaped hammers of warp Crystal that warp those hit into cages that have been bound to the Warp Crystal. These are specially made single use items.

Distribution

Trade & Market

Small arcane crystal shards are fairly common with the wealthy and adventuring seekers.  A small lead case of Red shards will spark a fire under almost any surface conditions.  Small green shards help healing.  Upper class markets will use the cooling and ice effects to keep fish and meats cold and fresh.  The Legions use warp hammers and The Archway for rapid movement to set locations.
Value
50 sp per inch as raw crystal. Carved and sealed may be double that.


Cover image: https://azgaar.github.io/Fantasy-Map-Generator/ by mutterwolf

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