Wondrous Item, very rare

An aether crystal is a crystal, usually a large quartz, that has been exposed to a large amount of elementally-aspected aether. The type of crystal created depends on the aether involved. The crystal must be exposed to the aether for at least 24 hours in order to become aspected.

A typical aether crystal can be held in one hand by a medium creature, weighs 3 pounds, and emits dim light within five feet, tinted a color that hints at it's elemental aspect. The crystal can emit small bursts of it's elemental energy by expending spell slots into it, or effect a large area if it is destroyed. A crystal has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.

Regardless of the type of crystal, its effect is contained within a sphere with a 1 mile radius. The crystal is the sphere’s point of origin. The crystal can be used once per hour if using the small bursts, but is destroyed when reduced to 0 hit points. A special process can be used to grind the crystal to a powder and used in the creation of aethertech without causing the listed destruction effect.

Air Crystal. When a spell slot is expended into this crystal, it blows air for 1 hour/level of the spell slot. When this crystal is destroyed, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master’s Guide.

Earth Crystal. When a spell slot is expended into this crystal, it produces three magic stones as the magic stone cantrip. These stones can be thrown as an action, using a +4 to hit and dealing 1d6+4 damage. The stone is then lost. When this crystal is destroyed, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s effects, the spell is cast on the turn that the crystal is destroyed.

Fire Crystal. When a spell slot is expended into this crystal, it produces a small flame at one end. This flame creates 10 feet of bright light around it, and another 10 feet of dim light beyond that. When this crystal is destroyed, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.

Water Crystal. When a spell slot is expended into this crystal, water begins to pour from one end of the crystal, as per the create portion of the create or destroy water spell. Up to ten gallons of water can be created this way. The water does not pour forth with enough force to deal damage. When this crystal is destroyed, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect; at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood’s path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.

Lightning Crystal. When a spell slot is expended into this crystal, a 15 foot cone of sparks shoots forth, dealing 1d8 damage to anyone in the area. When this crystal is destroyed, it creates a lightning storm as the call lightning spell, with the exception that the lightning is not under any creatures control. Instead, for the 10 minute duration, a random point within the area of effect is struck once per round until the spell ends. 

Ice Crystal. When a spell slot is expended into this crystal, an icy wind blows forth in a 15 foot cone, dealing 1d6 cold damage to anyone caught in its area. Any creature who takes damage in this way has disadvantage on their next action, unless they take an action to warm themselves. When this crystal is destroyed, an icy storm begins and lasts 24 hours. Within the area of effect, snow begins to fall and the rules for extreme cold apply, as detailed in chapter 5 of the Dungeon Master’s Guide. Terrain within this area counts as difficult terrain as snow and ice gather on the ground, and at the end of each hour, there is a ten percent chance for a hail storm to appear within the area, causing 2d6 bludgeoning and 4d6 cold damage per round to any creature caught in the open. Such a storm lasts 10 rounds. 

Light Crystal. When a spell slot is expended into this crystal, light shines forth, creating bright light within a 20 foot radius and an additional 20 feet of dim light beyond it. When this crystal is destroyed, light shines forth as the daylight for the following 72 hours, originating from the point where the crystal was destroyed. Any creatures within 60 feet of the crystal when it is destroyed must make a DC 18 Constitution saving throw or take 4d8 radiant damage and be blinded for one minute. On a successful save, they take half as much damage and are not blinded. 

Darkness Crystal. When a spell slot is expended into this crystal, it emits a sphere of magical darkness with a 20 foot radius centered on the crystal. This sphere moves as the crystal does and lasts for one hour per level of the expended spell slot. When this crystal is destroyed, for the next 72 hours all light is treated as one level lower than it is (bright light is treated as dim light, and dim light is treated as darkness). Additionally, the area in a 100 foot radius of the point of the crystal's destruction is magical darkness.  

Notes: Damage, Control

Item Tags: Damage Control

Quaril77

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