|
Storm crystals are rare crystals often found in small cluster
formations in the high-elevation mountain regions of Tarias. They are usually clear
and prismatic, with a slight blue tinting often resembling that of the rare blue
diamond. However, unlike the diamond, these stones have a useful and potentially
deadly property.
These crystals are so named because they are always found in regions prone to violent
lightning storms. The reason for this has to do with the crystals themselves. The
crystals have a natural tendency to accumulate and release electrical charges. This
not only makes them prime targets for lightning strikes, but far more often, the
crystals are the source of the lightning discharges.
Cultivating such natural wonders is a dangerous, but rewarding enterprise. The amount
of electrical energy stored in a crystal no larger than a man's finger is enough to
kill him should it suddenly discharge, and the smallest spark can set off a
fully-charged crystal. However, when successfully cultivated and employed with the
use of magic, storm crystals can create a potent weapon or energy source. As such,
they are often found in magical staffs, wands, and powerful spells.
Because their energy capacity varies from one crystal to another, based in part on
size and amount of imperfections in the crystal, the power and value of storm
crystals are based on the number of "charges" they can hold. Devices which employ
these crystals can use these charges to perform specific functions, deal damage, etc.
Either way, the function or damage is always electrical in nature. The typical value of
a raw storm crystal varies widely. The value starts at 100gp per charge, but then increases
25gp for every additional charge the crystal can hold. Thus a crystal that can hold 2 charges
is valued at 250gp (125gp per charge), and one that can hold 10 charges is valued at 3250gp
(325gp per charge). A crystal that can hold 20 charges is valued at about 11,500gp.
In terms of damage, a single charge in an unmodified storm crystal can deal 1d6
points of electrical damage to all targets up to 5' away, or a single target up to 5
yards away. Two charges can deal 2d6 points to all targets up to 10' away (or a single
target up to 10 yards away), and so on. When discharging naturally, they can discharge
any number of charges at once, up to the number of charges currently stored. All targets
may make a save vs. electricity (5 or less charges) or lightning (6 or more charges)
for half damage.
Magical devices, such as wands and staffs, can dramatically increase the range, area,
or damage of the discharge by controlling and focusing the release of energy for a
specific purpose.
After discharging, storm crystals naturally recharge over time (1 charge per day), but
the process can be expedited through magical means. Care must always be
taken, as the crystals have a nasty tendency to discharge if they are charged too much or
too rapidly. To recharge a crystal, electrical-based damage spells may be cast into
them. 1 charge is added to the crystal for every 6 points of electrical "damage" the spell
inflicts on the crystal. However, there is a chance that the crystal will discharge, based on
how full the crystal is when the spell is cast. The following is a rough guideline of the
chances of a discharge after charging it with a spell:
10% full = 1%
20% full = 4%
30% full = 9%
40% full = 16%
50% full = 25%
60% full = 36%
70% full = 49%
80% full = 64%
90% full = 81%
Attempting to overcharge a crystal will always result in the crystal discharging.
All content on this site is Copyright 2000-2008 by Stephen Nispel or its respective
authors.
Content is for personal use only, unless otherwise granted by the original authors.
|