Alewelian High Elves:

The Elves of Alewelia tend to be a bit insufferable. With their long lives to accumulate skills and build, they were among the first races to become truly civilized – planting mana-focusing Dairilin Oaks on magical nexi to serve as prototypical Towers Of Wizardry, focusing the mana of those nexi into the first city wards, and constructing safe treetop villages while most other races were still wandering hunter-gatherers or living in caves. In the dawn of time, those first villages were the wonders of the world – a lead that has been maintained across the millennia partly because those prototypical settlements were already occupying many of the best magical nexi and partly because the elves have become symbiotic with the city wards they created.

When foolish meddling with the dark powers triggered an Undead Apocalypse – the Nightfall War of legend – those villages became living fortresses. By the time that war drew to an end… many races were extinct, many others had been reduced to a handful of survivors, and most of the surviving, non-elven, settlements were tiny, isolated, places – hidden in deep caravans, huddled on tiny veiled islands, or perched on isolated crags. But many of the elves, their settlements, and their territories, survived. With their long-hoarded pre-war skills – almost forgotten by the shorter-lived races due to the exigencies of war – the elves rebuilt and set the pattern of the Empire to come. Other races – most notably the halflings and gnomes – were absorbed into the empire, while the short-lived (if highly adaptable and fast-breeding) humans made up much of the population base.

The elves still have an affinity for the great forests and the magic of the land, and so ensure that the cities boast green spaces, rooftop gardens, and a certain amount of nature – but the High Elves of the Empire are urban elves, the sophisticated inhabitants of the most ancient cities on the disk, at home among the marble and crystal towers of antiquity. They KNOW that they are the keepers of elder lore, wise, and experienced, rich in coins, influence, and imperial connections. They stand upon the shoulders of ancient giants and know that much of the world is ordered according to their desires. They are smug – and, however irritating that is, it is not entirely unjustified.

Alewelian High Elf Racial Template (31 CP / +0 ECL):

● Rooted In The World: All living beings hold a core of wyld energy, of potential and growth. In elves, that spark burns hot – but it’s energy passes back out into the world. A population of High Elves helps sustain nearby magical nodes and the great wards they empower, even if all the nearby wyld has been fully tamed. 1d6 Mana, Specialized and Corrupted / Offers no Natural Magic, maximum of 1 Mana, only to (automatically) feed the local magical nexus (2 CP).
● Local Traditions: The Elves have had many centuries to develop a wide variety of Racial Package Deals, offering far more than the usual one to three choices (3 CP).
● The Green Depths: The lives of the Elves are tied to the long, slow, life of the forests, which the years touch lightly. Immunity to age (uncommon /minor/minor, 2 CP). Elves can expect to live for many centuries.
● The Wind In The Branches: Elves are slender, gracile, precise, and swift – but not especially muscular. Attribute Shift: +2 Dex, -2 Str (6 CP)
● The Stochastic Wild: Occult Sense (Select One), Specialized / the “user” s little or no control, the GM decides when something comes up. An elf might have strange visions, or occasionally overhear people a hundred miles away who are talking about them, or sense when puppies are in danger, or be alerted when demons are nearby, or have an intuitive ability to navigate, or any of a thousand other things. For good or ill, however, this sense is fixed at birth, and cannot be changed (3 CP).
● Speaks Elven (1 CP). It doesn’t matter if they’ve ever actually learned it or not, all elves who are old enough to speak both speak and read the ancient language of the Elves.
● The Light Of Ancient Days: Innate Enchantment (Up to 9500 GP Value, 10 CP)

● Extended Childhood: +2 Competence Bonus to All Skills (SL1 x CL1 x2000 GP Unlimited-Use Use-Activated x .8 Abundant Magic x.7 Personal Only x.4 only affects six skills in total that the user took an interest in during his or her extended childhood = 448 GP.
● Falling Star Style: Patterns of Attack and Defense, laid down across the ages, become as powerful as any ritual. The ancient weapons of the Elves are the One-Handed Sword and the Bow – with which they gain the grace of a thousand generations. (Personal Haste, SL1 x CL1 x2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Only to add +1 Attack at full BAB when making a Full Attack with Bows and One-Handed Swords = 1120 GP.
● Grace Of Dawn: Enhance Attribute (+2 Dexterity, SL1 x CL1 x 2000 GP Unlimited-Use Use Activated x.8 Abundant Magic x.7 Personal Only = 1120 GP
● Heritage Of Dairilin: Patterns give strength to magic – and the patterns of the great city wards of Alewilia have been linked to the elves for millenia. Each elf in a city adds – just a bit – to the power of the City Wards. (500 GP worth of value added to the local Ward Major, x.8/only works on Wards built on Magical Nexi x.8 Abundant Magic = 320 GP).
● Inner Stillness The mind of an elf is old well-established, and so is difficult to bend. (Sidestep (+3 Competence Bonus on Saves Versus Enchantment spells and effects) SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only = 560 GP).
● Legacy Of Nightfall. With vigilance through the night all-important during the Nightfall War, Alewilian Elves learned to enter a trancelike state that allowed them to remain vigilant through the night while gaining the full benefits of a nights rest. Keep Watch (SL1 x CL1 x2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.5 (One Target Only) x.8 (User Only) = 640 GP).
● Master Builders: Across the ages the Elves have been the architects of the world, the first temples and structures were theirs – and to the elves the patterns of such things have long become familiar. If they examine a structure, or even move through it attentively, they have an excellent chance to detect hidden doors and passages, slanted floors, hidden rooms and compartments, and – for that matter – areas in need of repair or likely to fail. They’re also good at designing and building structures. (Detect Architecture, +5 Insight Bonus to relevant checks, may “take 5″ passively when merely walking by an architectural feature. SL1 x CL1 x Unlimited-Use Use-Activated .-8 Abundant Magic = 1600 GP).
● Natural Affinity: Cloaked in the forces of nature, Elves are unaffected by normal environmental extremes of heat and cold, (Endure Elements, SL1 x CL1 x2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.2 (1/Day) x.7 (Personal Only) = 224 GP).
● Song Of The World’s Youth: Embrace The Wild (Variant: Low-Light Vision, Sensitivity to Wyld Energies (this sort of includes nature and magic, even if only vaguely) (allows analysis with appropriate skill checks) instead of a choice of Scent or Blindsense, and +2 to Spot and Listen. SL1 x CL1 x 2000 GP Unlimited-Use Use Activated x.8 Abundant Magic = 1600 GP)
● The Magic Of Eld: The supple strength of wood, the mighty sinews of beasts, the flight of birds, the cutting edge of stone or metal… The strength of the Bow is old, OLD, magic. The power that struck down the beasts that would devour friends and family, that brought food, that repelled enemies, that brought down birds and the fleetest of prey. But it is the magic of wood at it’s core, the ancient heritage of the elves. Weapon Mastery (+3 Competence Bonus to BAB with Elven Longbows, SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only = 560 GP.
● Touch Of Kings: Elves have a knack with herbal magic, using it to soothe small problems. (Polypurpose Panacea, SL1 x CL1 x1800 GP Unlimited-Use Command Word Activated x.8 Abundant Magic x.6 3 Uses/Day x.8 Requires Heal +5 or better and various healing herbs = 691 GP.
● Wakeful Meditation: The High Elves cannot be forced to sleep; such effects will result in nothing more than a momentary blink or yawn. (Dawn (SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.8 Abundant Magic x.7 Personal Only x.7 does not affect nonlethal damage = 560 GP.
● Net Total: 9275 GP

● Ward Channeler: Enthusiast, Specialized and Corrupted for Increased Effect / only to add up to 3225 GP worth of “City Magic Items” and / or the ability to sense Nature and/or Magic to their Innate Enchantments (3 CP).
● The Inward Fire: Immunity / Stacking limits when combining racial innate enchantment effects with external effects (Common, Minor, Trivial (only covers L0 and L1 effects), 2 CP).
● Immunity/Dispelling and Antimagic (Common, Minor, Great, Specialized and Corrupted/only protects innate enchantments that provide personal augmentations, only protects the basic racial abilities not the “city magic items”, 4 CP).
● Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover initial racial abilities, 1 CP).
● Racial Disadvantages:

● Accursed / Susceptible to Wild Corruption. The elves constant channeling of magical energy is useful for fueling Wards, but inherently renders them vulnerable to wyd corruption, suffering a -3 penalty on any rolls needed to resist such difficulties (-3 CP).
● Blocked: Unlike human characters, Elves cannot spend CP to expand on or otherwise improve their racial template abilities. Their pattern is set, and they are what they are. (-3 CP).

Alewelian High Elves are an atrocity of power for a +0 ECL race – in large part due to that natural-law immunity that bypasses stacking limits. That kind of thing is potentially game-breaking. It’s included here because – unless there’s some major advantage to playing with a preset race – pretty much every player is going to go for that “design your own Birthright” option. Why take a standard race when you can have 31 CP precisely tailored to the kind of character you wish to build? Ergo, these elves have hefty slice of cheese built in to make them more attractive to play.

High Elf Cultural Package Deals:

Elven Cultural Package Deals are generally fixed within any one area – but there are a lot of areas. Some elven clans train with swords or bows, others have minor spells that everyone knows (making some classes, spell activation items, and options more common there), and some even have things like an affinity towards economic combat or a mystic art – but that is rare. Others provide particular skills or specific knowledges – whether survival or local laws (having such elves about may cause really annoying legal situations for those that have not been trained for decades in how the laws work). For good or ill, however, such local package deals are quite inflexible, and only shifts on a scale of decades or centuries. Thus elven cultural packages cannot provide open cultural “slots” or adaptability.

In any case, elven cultural package deals normally include at least 3 CP worth of social elements Common elements in such packages include:

● Privileges, Favors, and Contacts (3 CP Base, Specialized for Reduced Cost / only applies in those few cities supporting a particular cultural package (1 CP)). This may mean a good position in the local caste structure, being allowed to carry weapons openly, membership in an important club, church, or similar group, priority access to healing magic, an excellent lifestyle, being able to get favors from the local government, having an “in” with the local thieves guild, or being able to borrow occasional magical items for a bit. ,
● Specific Knowledges: A detailed knowledge of the local laws, or legends, or etiquette, or justifications for elven elitism, how to use the feathers of the local magical birds to make Feather Talismans on the cheap,
● Access to an Occult Skill (3 CP). Some elven cultures preserve weird alien skills, allowing youngsters to learn them with little trouble – and often turning the local social structure upside down since all the local elves have access to telepathic abilities (powered by temporary reductions in the skill) or some other weird discipline.
● Weapon Proficiencies Simple Weapons (Specialized, only as a Prerequisite, 1 CP) plus either some type of one-handed sword or longbows (In either case Corrupted / items manufactured by elves only, 2 CP). Alternatively, “Proficient with Elven Cultural Weapons, 3 CP)

The disadvantages of a particular elven cultural package deal rarely need quantifying; they tend towards excessively formal, etiquette-driven, and somewhat oppressive social structures, fairly blatant elitism, centuries-old grudges and feuds between houses, castes, rigid social roles, bizarre dependencies (these are very rare, and – oddly enough – usually result in very exotic eye colorations), and the occasional weird obsession with magical gems.

And according the the archeologists…

Unsurprisingly, the Elven account of “the beginning” stresses their own central importance and natural superiority as well as being told entirely from their point of view. That doesn’t make it true even if it IS pretty polished. Most of the non-elven archeologists and historians focused on deep history agree that the reality is somewhat different:

  • No one really knows much about “the beginning”. They do know that there are ruins everywhere because various disc-wide catastrophes have wiped out or nearly wiped out prosperous civilizations at least six times before. The last time – the uprising of the undead now remembered as the Nightfall War – was some 4105 years ago. Before that it was something to do with dragons. Before THAT… maybe it was elementals? There are a few old inscriptions that might match that.
  • The lengths of the prior cycles aren’t all known, but the shortest one known was 4124 years and the longest was 7958 years – so the end could (in theory) come at any time. Still, it might not come for thousands of years yet even if there is a real “cycle” of some sort. There is a lot of social pressure to NOT do anything that might set one off another cataclysm though, since it is generally believed that the last major disaster was the result of someone experimenting on undead to mutate wyld shades so they could bypass wards against the wyld – and only a few cultists are looking forward to another.
  • The elves do do exceptionally well with City Wards, did come through the Nightfall War in fairly good shape, and are indeed extremely well adapted to keeping cities functional, which has let them maintain that early lead through this cycle. Not surprisingly, however, most of the other major races ALSO claim to have been first, with humans even having a few bits of evidence to point to.
  • The disc is smaller than is recorded in some of the old records. It is suspected that the edges went unstable and calved off when the Wyld advanced towards the center during the Nightfall War. Civilized goblins and several other races appeared out of the wyld in recorded history – even though they were on record in the previous age. There is some speculation that they were fringe dwellers then, and various tribes have simply migrated back to the disc after their homes split off – but others speculate that some types of nodes just tend to throw them up or perhaps that they only survived in REALLY isolated enclaves. Nobody really knows. .

While there are already more than enough races running around in d20, the Alewelian races are excellent examples of tying races into the setting – something that most games, using generic races for generic settings, tend to miss out on. 

Exotic Ioun Stones

While Ailewelia makes it easy to create magic items that’s because it’s full of wild magic – and using that to make magic items doesn’t always work out even if you’re cautious. When something goes wrong – or if you’re picking up stuff that’s spawned from pure wild magic in the wilderness – not a few enchantments turn out to be bizarre, marginal, or even fairly useless. Others can be wildly overpowered – especially if they go undiscovered, and accumulating power, for a century or two.

So here we have some of the odder, if still more or less functional, Ioun Stones to turn up – admittedly, quite a few of them in bins of misenchanted items. Some of them also turn up as enchanted nuts and seeds, which at least makes the druids happy. Planting one of those in an area of high wild magic can get… strange. Personally, I’d give it a roll on that old table for the Ultimate Bag Of Beans (Dragon Magazine 171).

As for the stones, the samples so far include:

Agate Of Angry Tweety Birds: The user is constantly surrounded by a swarm of colorful, but somehow very angry looking, birds. Each round the user may, as a standard action, point at a target and send a bird hurtling towards it to strike like a catapult stone, inflicting 4d6 bludgeoning damage before vanishing. Birds have a 50′ range increment but require a normal ranged attack check. Interestingly, an Agate Of Angry Tweety Birds can link up with any Weapon Augment Crystal, applying the effects to the birds (6000 GP, Moderate Conjuration).

Andesine Of Applause: Provides the sounds of an appreciative and enthusiastic (if well-behaved) audience whenever the user is making a Perform check, providing a +1 Morale Bonus to said check (400 GP, Faint Illusion).

Bardic Bayldonite: The user may at any point sacrifice 1 SP or 1 GP to the stone, receiving in return two hours of decent / excellent music, as if he or she had hired a skilled / expert performer. This music may be suppressed at will, but such intervals will still count against the duration. All funds thus collected will somehow wind up being donated to one or another charitable cause, although which one it is varies from stone to stone (250 GP, Faint Illusion).

Baryte Bookstone: The user has effectively memorized the contents of a particular tome chosen when the stone is created. (400 GP, Faint Divination).

Beer Cozy: This floating slate disc will, at any time, hold your drink without ever spilling it or allowing it to become diluted by things like rain. This is most often used to keep a potion handy for immediate use, but is also useful in bar fights or when you opt to do something very stupid while drunk. (400 GP, Faint Conjuration).

Benetite Of Bedtime: Can be set to orbiting one child or a group of up to six children, whereupon it will tell them a pleasant story, usually containing some reasonable moral or practical lesson. If and when they go to sleep, they will have pleasant dreams, usually about the story. (200 GP, Faint Enchantment).

Bezoar Stone. This grey-black fibrous mass protects the user against hangovers and similar symptoms of over-indulgence. (400 GP, Faint Conjuration (Healing)). More powerful versions also provide a +2 on saves against ingested poisons (1200 GP, Moderate Conjuration (Healing)). The most powerful versions (12,250 GP, Strong Conjuration (Healing)) can also cast Neutralize Poison once per day as well as granting the benefits of the lesser stones.

Black Diamond Midnight Hexstone: The user of this powerful stone gains control over the “Darkforce”, and can manipulate it in a variety of ways. Unfortunately, no individual user can effectively tap into more than a few of the many possibilities this presents. L5 Greater Invocation (Any desired “Darkforce” Power/Spell of L3 or less) x Caster Level 10 x .7 (Any given user will only be able to access (Cha Mod) individual effects other than the basic “Darkbolt” effect) x.8 (User must have Darksight) x 2000 GP (Unlimited-Use Use-Activated) x 2 (no item slot required) = 112,000 GP. Saving throws against the effects produced are DC 17. (Strong Evocation).

● A Darkbolt is a single target ranged touch attack, inflicts 10d6 (1d6/Level to a maximum of 10d6) Force Damage and has a Bull Rush score equal to the damage rolled. Victims will automatically be carried the maximum possible distance if the Bull Rush succeeds. It can also be used as a strength check to break through things.

Other appropriate effects include

● Dark Matter: Creates 40 cubic feet of a dark substance equivalent to oak within short range. It can be shaped as the user wills, but attempting to entrap a target allows a reflex save. The stuff lasts for ten minutes.
● Aura Of Darkness: +6 Armor Bonus, DR 5 / Light or Holy. Lasts for ten minutes, but can simply be “left running” while the user has the stone active.
● Wings Of Shadow: Much more dramatic than Fly, but you do need room to spread your wings. Otherwise as per Fly. Again, this can simply be left active while the user has the stone active.
● Darkstorm: Does 10d4 Force damage to a 60′ cone, a 20′ radius, or a 5′ line 120 feet long, with the effect occuring within medium range. Reflex save for half.
● As well as dozens of other Darkness and/or Force spells (generally upgraded to third level if currently below that), such as Blacklight, Chain Missile, Cone of Dimness, Manyjaws, and many many more.

Other stones along this line have been seen, but all of them are thematic, tied to particular sets of descriptors, and apparently never involve the Chaotic, Evil, Good, or Lawful descriptors. Rumors of a high epic level set involving the “descriptors” of Space, Reality, Power, Mind, Time, and Soul are unconfirmed.

Bowenite Battlestone: Allows a Tiny (or smaller) Familiar to disappear inside itself, an effect equivalent to a Familiar Pocket spell but providing an excellent moving point of view, allowing the Familiar to continue providing Alertness. The stone also provides the benefits of a Spell Component Pouch and allows the Familiar to fire two Magic Missiles (for a total of 2d4+2 damage) each round. (8000 GP, Moderate Evocation).

Burning Ember: This burning lump of coal acts as a Bag Of Flames (Magic Item Compendium, 3500 GP, Faint Transmutation). Minor variants have other elemental affinities but the same basic effects.

Carbuncle Of Cataclysm: This crimson stone will suggest that people buy it. Once purchased it will sarcastically point out flaws in it’s user’s plans, note blatantly obvious things that they SHOULD have done or be doing (You’re going caving. Maybe bring a light source?), and offer after-the-fact corrections when things go wrong (It’s best to find out how to hotwire a car before you try to do it!). It is actually tolerably well informed (being able to “take 15″ as if skilled in all Knowledge Skills), but it is inhabited by a spirit of disaster, not foresight or planning. While it occasionally offers decent insights into plans that are likely to fail (and thus fall within it’s domain) any plan that IT proposes is guaranteed to turn into a disaster if implemented. (1000 GP, Moderate Divination).

Catseye Narration: The user of this stone, and his or her party, will be provided with a narrator, who will describe what is going on, although only the user and his or her party will be able to hear them. (“Here we see our brave adventurers in battle against a group of Orc warriors, and it’s going fairly well, but Ahrin has just taken an arrow to the knee! THAT’S going to hurt his mobility a bit!”). Occasionally this will provide a few moments warning of combat, granting the user and his or her party a +1 Competence Bonus to Initiative up to three times per day (1250 GP, Faint Divination.

Celestine Clock: The user can tell at a glance what time it is. He or she may also set it to chime at a chosen time or after a particular duration. This provides a +1 Circumstance Bonus to Craft (Cooking) and Knowledge (Astronomy) (400 GP, Faint Divination).

Conjunction Chrysocolla: This stone allows the user to tap into celestial powers, ranging from the minor charms of routine conjunctions up to the grandiose power of once-per-age alignments. On any given day the user will have access to 1d4 effects. On most days these may be determined randomly, setting their levels (rolled independently with a d6) at 1) Level One, 2-3) Level Two, 4-5) Level Three, or 6) Level Four and may use each of them once ever ten rounds. On days with only minor celestial events the available effects will be of levels 1-3) L0, 4-5) L1, and 6) L2. On GM- chosen days with grandiose events – perhaps the ten-thousand year comet that marks the ending of the age links the Crown Of Fire with the Emperor’s Scepter today – the spells available might be pretty much anything. Spells are cast at Caster Level Ten, or the minimum level requred for spells of above level five (90,000 GP, Strong Evocation).

Crazy Cat Lady Catseye Emerald: Provides DR 3/not being a cat, automatically keeps cats clean and fluffy in a 10′ radius (the effect persisting after they leave until they get dirty again), cleans up any minor cat-related messes in a 10′ radius, allows the user to speak with cats (although they rarely have much of interest to say), and produces 4 GP worth of cat food and treats every day – enough to feed a considerable swarm of housecats or a few bigger ones, if still having virtually no resale value as it spoils (and gets cleaned up) rapidly. Most cats near the user will want to be petted. (2500 GP, Faint Evocation (Cats)).

Crystal Idiocy: This thin crystal sheet functions as a personal video game console, allowing the user to play a wide variety of anachronistic video games by gesturing at it. If several people within a 60′ radius have them, they may opt to play elaborate team games and/or MMO games. This can greatly amuse children and help mitigate periods of boredom. Users with Wis of 8 or less must make a DC 8 Will check on a random day each week or wake up short of sleep. (100 GP, Faint Illusion).

Crystal Pirate Parrot: This small crystal parrot apparently wears a tiny pirate hat and looks like it has a tiny cutlass, although these are just details of the carving. It sometimes flies around the user’s head and sometimes sits on his or her shoulder. It can be taught a few simple words beyond the “Aaargh!”, “Pieces of Eight!”, “Ahoy Matey!” “Avast Ye!”, “Aye Aye!”, “Heave Ho!”, “Shiver Me Timbers!”, and “Walk The Plank!” it starts off with, sparkles like any intricately carved crystal, and looks neat. (200 GP, Faint Transmutation). The 25,000 GP (Strong Transmutation) version actually functions as a Familiar which can talk and grants a +2 bonus to Appraise and two Languages (chosen when the Parrot is created).

Evil Overlords Sphalerite Soothstone: This stone effectively has the insight and general knowledge of an average six year old human child, and will occasionally chime in when the user is making plans with simple questions about said plans. It is strongly recommended that any flaws in such plans that are revealed by the Soothstone be corrected before said plan is implemented. (400 GP, Faint Divination).

Feldspar Fagin: Within one week the user will have acquired a gang of 3d8 street urchin followers who will bring him or her rumors, reports on things going on in the area, and occasional stolen items of moderate value. There is also a one in six chance each week that the gang will need some help, which the user will be obliged to provide – bailing a kid out of jail, getting them supplies because the pickings have been poor, treating wounds or illnesses, or possibly even a daring rescue mission. Otherwise, however, the gang will be supportive and provide many minor services. (4000 GP, Strong Enchantment).

Fluorapatite Of Force: 3 Charges/Day, the user may spend one as a move action to create a 10 x 10 Wall Of Force up to thirty feet from the user. This barrier lasts for three rounds. (10,000 GP, Strong Evocation).

Goshenite Galaxy: Creates three force-stars to orbit the user each round, up to a maximum total of twelve. These may be used to:

● Deflect incoming projectiles. It requires one star to deflect an incoming bolt, arrow, shuriken, dagger, bullet, magic missile, or similarly sized projectile, two for javelins, spears, and similar weapons, and three for ballista bolts and such. Giant-, or Siege Engine-, hurled boulders and similar “weapons” are not affected. This does not require an action and may be done at any time – even on behalf of another character.
● Intercept rays. Each star so employed grants a (cumulative) +3 to the targets AC against the ray and to the save (if any) against it’s effects. This does not require an action and may be done at any time, even on behalf of another.
● Block melee attacks. Each star sacrificed for this purpose reduces the damage from such an attack by six points. This does not require an action and may be done at any time, but cannot be done on behalf of another.
● Attack. The caster may launch up to (Spellcasting Attribute Mod) stars at a target as a standard action later on. They may also launch a single star at a target as a swift action. In either case, each star gets a roll to hit at the caster’s full base attack bonus plus their spellcasting attribute modifier plus five, threatens critical hits on a 19-20, and inflicts 1d6 points of Force damage. This does not provoke attacks of opportunity, but it is treated as a small physical projectile – and so one Star can deflect another.
● Create patterns or swirl around within close range. This looks neat and is a free action.
(72,000 GP, Strong Evocation. See the “Halo Of Stars” spell on the blog).

Icy Hailstone: When the user holds up his or her hand and wills it, it will immediately be filled with a block of hard-frozen ice or a snowball. This can be thrown as per a rock, used as a temporary weight, be tossed ahead to possibly trigger traps, be used to cool drinks or to make ice cream, or be used as a wedge or for many other purposes, but will soon melt and is no tougher than ice or snow usually is. (1800 GP, Faint Conjuration)

Iron Skewer (set of three): When loaded with appropriate ingredients these implements float themselves over the nearest fire until your shish kabob is nicely done (providing a +3 Speciality in Cooking for this particular dish). Once done, the shish kabob will circle the user’s head until eaten, remaining fresh and piping hot for up to three days. (200 GP, Faint Conjuration).

Jade Chimes: This handful of jade strips are mystically linked, and always circle the user in the same order. They function as per a Bardic Instrument, albeit using Perform (Percussion) (specialities in the Xylophone, Bells, and Chimes could all apply) rather than Perform (Strings). If not in use they tend to chime gently and soothingly, although the user can suppress this “wind chime” effect at will. Cost, functions, and magical aura as per the selected Bardic Instrument.

Jeremejevite Crownstone: This unusual stone gathers all of the user’s Ioun Stones up into a whirling crown or halo. It has AC 28, 25 HP, Hardness 20, Saves of +10, and must be eliminated before any of the user’s other Ioun Stones become vulnerable to harm or capture. Secondarily, the Crownstone functions as a Wayfinder Of Hidden Strength, although which other stone is considered “slotted” can only be changed once per day. (12,000 GP, Strong Evocation and Transmutation).

Keg Stone: Stores up to ten gallons of liquid as long as it is not particularly dangerous, unstable, or outside the normal temperature range for human consumption (tea yes, soup yes, vinegar yes, oil yes, molten metal no, nitroglycerin no, naphtha no, damaging acids no. Holy Water… ask your GM) dispensing it on request at the same temperature as it was when it was stored. Sadly, the Keg Stone can only store one type of liquid at a time. (500 GP, Faint Transmutation).

Lapis-Lazuli Lego: The user may produce legos, maintaining up to (Int Mod +1) x 5 GP worth of them at a time. (500 GP, Faint Conjuration. If you don’t feel like trying to estimate how many legos that is… look at real-world prices with each 1 GP = $20). An advanced version of this stone allows them to be animated with concentration – but at a maximum range of ten feet. This does allow the user to put on elaborate puppet shows and such however (1200 GP, Faint Conjuration).

Lunar Zodiac Armalcolite: These stones bring the influence of the moon into the user’s life, allowing them to tap into the effects of lycanthropy – albeit in a limited form, equivalent to one of the “Bite Of The” spells – at will. Unfortunately, the user will also find themselves becoming hairier, showing the classical symptoms of lycanthropy, will find that any kids they have are born as lycanthropes, and will have some trouble with their new animal instincts (these may call for the occasional DC 15 will save to resist) with all such effects persisting for weeks after they cease using the stone (x.7 cost modifier): Wererat (16,800 GP), Werewolf (42,000 GP), Wereboar (78,400 GP), Weretiger (126,000), and Werebear (184,800 GP). (Moderate to Strong Transmutation).

Magnetite Gearstone: The user may reach out into the universe and call forth an item worth up to 10 GP as a standard action. Sadly, a maximum of 10 GP worth of items can be maintained at any one time, items vanish in two rounds if you let them go, and it can’t produce any item that isn’t basically generic; you can get an arrow, but not a masterwork arrow. (4000 GP, Moderate Conjuration).

Malachite Hairstone: This spiky fibrous stone causes the user’s hair to become a spiky, brilliantly colored, mass. This is an effective substitute for a helmet and has been described as making the user “look cool”. (200 GP, Faint Transmutation).

Merry Wanderers Wavellite Songstone: The user always remains dry, clean, and neat (via limited Prestidigitation, x.25) and is not affected by natural weather (Endure Elements). In addition, the user may make a DC 15 Perform check to cause any area they stop in to become a welcoming and comfortable campsite – subject to the effects of Mage’s Comfort, supplied with hearty, if basic, food and drink for up to eight occupants (a variant on the Field Provisions Box, trading half the quantity for better quality), and a cheerful, if well-concealed, hearthfire which will, if it is too hot, radiate cold instead of heat. (5000 GP, Moderate Conjuration and Illusion (Shadow)).

Mage’s Comfort (Bard I, Sorcerer/Wizard I, Illusion (Shadow), Casting Time 1 Minute, Components V, S, Area: Special, Duration Two Hours Per Level, Saving Throw None (Harmless), Spell Resistance No).

Mages Comfort makes an area (campsite, apartment, extradimensional space, etc) pleasant to stay in – with blankets, cushions, comfortable chairs, endtables, beds with nice mattresses, and other “real enough” furnishings. Anything removed from the area will, however, vanish instantly and none of the items can be effectively used as weapons, restraints, or for purposes other than comfort.

Meteor Storm: When set circling the user’s head, this stone becomes a dozen smaller stones, each allowing the user to cast a particular level zero spell once per day. If the user does not have a caster level use their (Level / 3). (2500 GP, Faint Varied). Alternatively, the stones can each have a trivial continuous function – keeping your hair neat, your feet dry, your food and drink warm or cold as appropriate, glowing like a candle, allowing you to smoke the same (mundane) cigarette, pipe full of tobacco, or cigar indefinitely, reminding you when it’s time for your medications, keeping your hands clean, substituting itself for any missing button on your outfit, providing a tickertape record of all the treasure you gain, functioning as a self-inking rubber stamp with up to (Cha Mod +1, 1 Minimum) messages available, making your pupils look like tiny skulls, acting like a zero-calorie everlasting sucker, or similar.

Musgravite Sculptstone: By dint of the amazing flexing and posing this stone allows, the user may employ his or her (Str Mod) instead of his or her (Cha Mod) when using the Intimidate skill. The user may apply this same effect when attempting to show off and/or impress people by flexing his or her incredible muscles at them (2500 GP, Faint Illusion).

Obsidian Inkstone: The user may “write” or “draw” runes, symbols, pictures, diagrams, and similar things on any suitable surface within thirty feet in the equivalent of black “permanent” marker, covering up to 100 square feet per round. Attempting to draw on a resisting creature allows a DC 12 will save, and will usually be considered annoying. Drawing silly stuff on sleeping creatures does not allow a save. (750 GP, Faint Conjuration). Versions which allow a full palette of colors are 2000 GP. Versions which also allow the creation of Magic Tattoos (As per Create Magic Tattoo, but only requiring one minute each) cost 32,000 GP and radiate Moderate Conjuration.

Optometric Crystal: This crystal sphere will float in front of one of the user’s eyes whenever he or she wishes, there serving as either a telescope or a magnifying glass as needed. Faint Divination, 2500 GP. Reduce to 500 GP if cheap optical quality lenses are available in the setting).

Orbital Moonstone: This softly pearlescent grey sphere orbits it’s user always keeping the same side towards him or her. It…

● Acts as an Calculating Grand Orrery for the local system, offering a +4 Circumstance Bonus on Knowledge (Geography) checks and on Survival Checks to navigate the void of space. It also tells the time and acts as a focus for the Augury spell (2000 GP).
● Bestows several Specific Knowledges – Rocketry, Alchemical Fuels and Explosives, and Piloting (Space Vehicles).
● Provides a +1 Enhancement Bonus to Survival.
● Provides a +1 Enhancement Bonus to Control Shape.
● Allows the user to manifest a Moon Blade (Caster Level Five) on command.

(36,000 GP, Strong Evocation and Divination).

Papagoite Propstone: The user has an endless supply of minor accessories – glasses, cigarettes, hats, tight-fitting shirts to be burst by muscle flexing, and similar items. While such items will fade away a few moments after leaving the user’s possession, cannot be used as alchemy supplies, spell components, weapons, or armor, the user can claim a +2 circumstance bonus on a roll up to three times per day, provided that he or she can describe how such a prop helps. For an example, a user might claim a +2 bonus against blinding light by dint of his or her cool sunglasses. (4000 GP, Faint Illusion (Shadow))

Paste Stone: This stick of clayey chalk can be grabbed, rubbed on something, and will coat it with a thin sticky layer similar to library paste or rubber cement. While there is no inherent limit to the area covered or number of applications, the stuff is not particularly strong and it will take a long time to cover any significant area (250 GP, Faint Conjuration).

Peridot Of Presentation: The user of this stone will find that his or her cloak bellows dramatically in the wind (whether or not there is a wind), their gleaming white teeth glint in the sun, their hair is never messy, even bloodstains and injuries will simply add to their striking appearance. The user gains a +1 Circumstance Bonus on Charisma-Based Checks (1200 GP, Faint Transmutation).

Peridot Piestone: Whenever the user wishes, he or she can cause a pie of any common variety to appear in their hand. While such pies have no actual nutritional value, and vanish entirely in ten to fifteen minutes, they are quite tasty. They are also well-balanced for throwing, and may be tossed to their maximum range of forty feet without penalty as a ranged touch attack. Any large or smaller creature struck by a pie becomes messy, and must make a DC 8 Reflex Save to avoid either slipping and falling or being blinded for one round until they get the pie out of their eyes (a 50-50 chance of either result). (1800 GP, Moderate Conjuration).

Pounamu Of Parturition: If this stone is allowed to orbit a pregnant female for three days it will project an illusion of what the baby or babies will look like once it or they are born. (200 GP, Moderate Divination).

Prismatic Chalk: This stick of chalk will never run out and takes on whatever color the user wants at the moment. A boon to artists. Often paired with a stone of Mica Fixative, which plates an invisibly thin layer of Mica over a small area sufficient to protect chalk, charcoal, crayon, and similar media from smearing and casual water damage. (200 GP and Faint Conjuration for either stone).

Reflective Facets: The twenty facets of this quartz crystal can each be used to capture an image, as if taking a photograph. Individual images can be looked at at any time (although a magnifying glass may prove useful), discarded at whim, or – up to three times per day – be permanently imprinted on an appropriate surface up to one foot square in good ink. If facets are unfilled, the stone will busily fill them up with candid images of the user at various interesting moments, although such images can be discarded at whim as usual. (2000 GP, Moderate Divination).

Rhinestone: The user appears to be covered in tiny sparkling gems, with more floating in the air about him or her. This is extremely garish, can cause considerable startlement in onlookers who are suddenly confronted with this apparition, and provides 5 points of energy resistance versus light-based attacks, such as lasers. (250 GP, Moderate Illusion).

Rhodonite Ringstone: Creates numerous illusory Ioun Stones orbiting the user. If the user has more than a dozen or so, this will result in the appearance of Saturn-style rings. Any attempt to grab or attack one of the user’s Ioun Stones has a two in three chance of targeting an illusory one instead. (800 GP, Faint Illusion).

Sapphire Service: The user acquires the services of a supercilious (if mostly illusory, alas) butler, given to dry sarcastic commentary, who will show up whenever called. The butler can provide services equivalent to those of an Unseen Servant, albeit one with access to Create Water (while this can be flavored via Prestidigitation, it is still water), Mending, Periscope (allowing it to look around corners and such out to a range of thirty feet and describe what it sees. Of course, if it encounters something hostile, it will tend to return with an arrow through it, or carrying it’s head, to dryly announce that “there seem to be hostiles sir!”), and Prestidigitation. (6000 GP, Faint Illusion (Shadow).

Sinanju Sunstone: Provides a +7 Competence Bonus to all Martial Arts skills – whether or not the user knows the style in question. Unfortunately, if the style requires a prerequisite feat that the user does not have the bonus is reduced to +1 – but the user is treated as if they fulfill that requirement while they are using the style (24,000 GP, Strong Divination).

Smoky Serandite: The user is immune to smoke inhalation and may exhale smoke instead of air at will. Such smoke may be sulfurous, luminous, colored, scented, irritating, low in oxygen, annoyingly hot, or any desired combination of up to three of those attributes. The user may also blow smoke rings or puff smoke into an opponents face in an attempt at a Dirty Trick. (500 GP, Faint Transmutation).

Smoldering Sphalerite: The carved incense holder can contain one block or pound of incense, igniting it or extinguishing it as the user wills. If pulled from it’s orbit it can be used as a hand-warmer or (with some puffing) to light candles or dry twigs. (500 GP, Moderate Evocation).

Spiky Scheelite: The user may point to any space within 30′ and fill a 5 x 5 area with Caltrips as a standard action OR fill a 10 x 10 area with caltrips as a full round action. Sadly, the caltrops vanish after an hour, and are obviously magical creations even before that, and not salable. (4000 GP, Moderate Conjuration).

Thomsonite Eyestone: The user may cause the stone to project an obviously-illusory “hologram” filling up to a 10′ cube of whatever he or she envisions, allowing him or her to easy display maps, images of targets or witnessed scenes, plans, scenes from tales, and similar items. (500 GP, Faint Divination and Illusion).

Tourmaline Tailstone: The user gains a jaunty, puffy, tail. This is decorative and provides a +2 circumstance bonus to attempts to look cute. (400 GP, Moderate Transmutation). Improved versions (2000 GP, still Moderate Transmutation) provide the same bonus to Tumble and Balance Checks (In Pathfinder, Acrobatics checks, and only 1200 GP). In neither case is the tail prehensile or an effective weapon. It can, however, be grabbed.

Unknowable Unikite: This stone has between one and thirty facets, but it is impossible to tell exactly how many. In general, the higher the intelligence of a creature examining the stone, the worse the resulting headache will be, with superhuman intellects potentially being briefly incapacitated with severe migraines. If used as a die in a game of chance it is 90% certain that the game will break up in an acrimonious dispute. (200 GP, Strong Necromancy).

Zeolite Windstone: Monitors environmental hazards, warning the user of radiation, flammable or toxic gases, irritants, low oxygen levels, excessive particulate levels, and similar environmental quality issues. Admittedly, it does nothing about them, and most people quickly become aware of being underwater or being unable to breathe on their own, but the warning of more subtle hazards is sometimes useful. (1500 GP, Faint Divination).