To continue with the theme of the last couple of days, here’s the first list of exotic Hearthstones. I seem to recall a second file or two with a bunch of them, so I’ll try to turn that up – although whether that will be next or eventually is another matter.
Armory Stone (Sidereal 3)
These small cross-shaped stones contain a modest pocket-domain of their very own, allowing the user to store up to 120 pounds of gear within it. Such equipment can be recalled with a word, allowing the user to go from a man or woman dressed for a night on the town to one accoutered and armed for war with a mere whispered phrase. Sadly, while the necessary phrases of command always appear on the walls of the hearthstone chamber when something is put inside such a stone, they can be difficult to determine otherwise.
Artificer Stone (Solar, 1-5)
These metallic “stones” take the form of small statues covered with impossibly detailed smaller images, runes, and illustrations right down to the microscopic level. Such Hearthstones do not provide essence for the user: instead they feed it through him or her to power artifacts. Once attuned, an Artificer’s Stone reduces the total number of motes which the user must commit to his or her artifacts by four times it’s level, although not below zero. Sadly, you can’t use the motes from an Artificer Stone to attune itself or another, similar, stone.
Augmentation Stones (Any Aspect, 1-5)
Creation of an ambitious overlord as a solution for the shortage of high-level manses (and the abundance of low-level ones), Augmentation Stones are designed to feed the energies of one manse into another. Sadly, the process isn’t all that efficient: It takes two level-X stones to boost a manse of level X to level (X+1). While 2 stones of Level (X-1) can be substituted for one of level X, it takes quite a few low-level manses to accomplish much. Worse, unless the manse being augmented is redesigned by a competent occult architect, it tends to blow up.
Augmentation Stones don’t need to be attuned, they only need to be fitted into the manse to be enhanced. There’s another version which only needs to be socketed next to the hearthstone to be enhanced, but it’s effective level for enhancement purposes is one level lower than usual.
Essence Stone (Any Aspect, 1-5)
While they come in a bewildering variety of forms, the inner fire of an Essence Stone is unmistakable. The bearer gains one point of base essence up to a maximum of twice the stones level. Regardless of this, the mote-regaining boost from the stone is cumulative with the enhancements of another hearthstone (although not with that from another essence stone).
Eternal Forest Gem (Wood 3)
This hearthstone takes the form of a delicate jade leaf, as translucent and perfect as if freshly plucked from a tree. Its bearer partakes of the boundless life of the forest; the gemstone harmlessly absorbs the first level of damage the bearer would normally suffer from any given attack.
Eye Of Issaril (Sidereal 3)
This violet gem shows an interior shot full of thousands of twining lines entwining the stars, each facet presenting a different view. Its bearer can see beyond the veil, looking into the realms of essence and fate. Even in the darkness the bearer will see the world illuminated by a blue glow of energy, a light which reveals spirits and other noncorporeal entities. As a side effect, the user enjoys a +2 bonus to Awareness.
Gem Of Supernal Clarity (Sidereal 2)
This delicate blue stone resembles a snowflake more than a conventional gem. It’s depths mirror the appearance of the sky outside it’s manse. It’s bearer enjoys incredible clarity of thought, gaining immunity to all mental effects that alter his or her attitude and behavior, or which cause him or her to spend willpower to undertake an action which is normally allowed without such restriction. The user is not protected from compulsions which reduce dice pools.
Ironhands Gem (Earth 3)
This rough and heavy stone appears to be little more than a crudely polished geode. It’s bearer is filled with the strength of the bedrock, and can block or shrug off melee attacks with casual ease. Whenever the character is subject to a melee attack he or she may make reflexive roll to dodge or parry it (his or her option) at his or her full Dexterity + (his or her dodge or highest combat ability at his or her option) dice pool.
OK, so this is the melee version of the Windhands Gem from the basic book (page 338).
Living Stone (Unknown, 1-5)
This irregular stone gives the vague impression of a small, sleeping, furry creature until it blinks at you. It’s alive, and it loves you and worships you and purrs contentedly as long as it’s with you. While it uses up a good deal of it’s power being alive, it’s comforting and reassuring to have something around which likes you that much. Owning a Living Stone is equivalent to having an equal level in the Cult background. Nobody knows where living stones form; they don’t seem to actually be linked with a Manse. They don’t need to be attuned either; once one has decided to stay with you, it’s probably yours for life. The most popular theory about Living Stones is that they’re hearthstones from lost or abandoned manses; after a few millennia of concentrating magic without anyone to use it, it takes on a life of its own to go out looking for someone to take care of it – while the manse begins creating another hearthstone which won’t be quite so independent.
Living stones are sometimes referred to by the vulgar as “pet rocks”. This is, obviously enough, simply a variant on the “Cult” background.
Philosopher’s Stone (Solar, 1-5)
This crimson teardrop-shaped gem glows with the internal fire of a forge, shedding the rosy hues of dawn and sunset. When dipped into water or passed over bread it transforms them into a rich and satisfying viands. It’s true power, however, is only apparent in the hands of a mage; a Philosopher’s Stone negates the need for any incidental material components normally called for by a spell or ritual. L1 negates the need for Thaumaturgic components, L2 covers Thaumaturgy and Terrestrial Circle Sorcery, L3 covers components thru the Celestial Circle, L4 thru the Solar Circle, and a legendary L5 stone eliminates the need for components beyond the basic seed of one of the five magical materials when creating Artifacts – although they may still be included to reduce the difficulty.
Powerstone (Any Elemental Aspect, 1-5)
These massive opals hold a spinning wheel of energy within their depths and emit occasional sparks of essence from their edges. Unlike most Hearthstones, powerstones exist specifically to power artifacts, and are very good at it; they’re as effective at powering an artifact as a normal hearthstone two levels higher.
Powerstones are often linked to unlivable “manses” – geomantic foci sitting on volcanoes, in the middle of great whirlpools, or other power-rich but unwelcoming locales. They’re derived from the Sorcerers and Savants book.
Savant’s Eye (Air 3)
This massive star ruby shimmers with visions, offering tantalizing glimpses of strange and long-forgotten lore. Any time the user spends XP, he or she spends one less point than usual (for example, going from willpower 6 to 7 would cost 11 points instead of 12). Unfortunately, even if someone has more than one Savant’s Eye, this cannot result in negative expenditures.
Speaker’s Stone (Air 1)
This curious gem is so transparent as to be invisible in air; it normally takes the form of a thin crystalline sheet emitting a faint hum. When worn it can amplify any sound the user makes to any level up to painful levels. It’s useful for those who want to address large crowds, startle foes, or simply play loud rock music.
Spellstone (Varies, 1, 3 or 5)
A Spellstone simply duplicates the effects of a single spell from the Thaumaturgical lists (1), Terrestrial (L3) or Celestial (L5) circles. The spell must have a duration of at least one turn, can only affect the bearer, and cannot be turned on and off. If the spell has effects based on successes it is considered to have five of them. If the spell is countered, the stone will regenerate it in 3 turns.
The most common stones of this type are the Cabochon Emerald (The bearer is constantly treated as if under the effects of the personal version of Emerald Countermagic) and the Gem of Sapphire and Emerald (The bearer is constantly treated as if under the effects of the personal version of Sapphire Countermagic). A Solar-Circle stone would require a Manse-7, and may or may not exist.
Spellbinder’s Stone (Earth, 2, 4, or 6)
Tetrahedrons or octahedrons of murky quartz, these hearthstones are normally dull and opaque – but begin to glitter with a tangled web of incandescent lines entwining like serpents in their heart when they’re attuned to a spell.
If a spellcaster holds an appropriate Spellbinders Stone while casting a spell with a duration he or she can link the spell with the stone, extending its duration indefinitely. A L2 stone can sustain Thaumaturgic effects, while a L4 stone can sustain Terrestrial Circle Sorcery. A (legendary) L6 stone can sustain Celestial Circle Sorcery, but a stone would have to be at least L9 to sustain a Solar Circle spell.
If someone attempts to use countermagic to dispel such a spell he or she must roll an opposed essence check against the spellcasters essence at the time of casting to actually break the spell.
Specialized variants on the Spellbinders Stone are attuned to specific arts or small sets of spells and can be one level less potent than the general variety. For example, a Wardstone is a L1 stone that only maintains Wards. Such stones are very useful to cities, since they negate the need to maintain wards, and so are (or at least were) relatively common.