Arcane Crystals are remnants of chaotic magic from the First Ages. Growing or forming in locations where magic is potent, they have a variety of different uses depending on the color of the crystal. No crystal can regain a charge once expended. Once a crystal expends all its charges, it shatters. Those of a single charge can be broken by the user to use its power.
All crystals require an action to use their effects, and they must be held by the user to activate them.
Green: Opens a portal from one location to another, as long as it's within a single day of normal travel and does not travel over open water. Crystals of a lighter shade are for single-person use. (Common, 2d10 charges)
Purple: Opens a portal from one location to another regardless of distance, as long as it does not travel over open water. Crystals of a lighter shade are for single-person use. (Uncommon, 2d10 charges)
Blue: Used to activate arcane effects, such as placed spells, glyphs or sigils. Can also be used to the same effect at a distance of 30 feet by using two charges instead of one. (Rare, 1d12 charges.)
Orange: Opens a portal from one location to another, regardless of distance, but must be on the same plane of existence. Crystals of a lighter shade are for single-person use. (Rare, 2d6 charges.)
Pink: Used to perform ritual spells instantly, such as Detect Magic or Identify. Can be used on multiple items at once at the expense of charges equal to the number of items. (Rare, 2d6 charges)
Black: For 10 minutes, a 100 foot area of wild magic surges. This effect causes all active magic to have the opposite effect, and all spells cast will go wild. Upon casting a spell in this area, a caster must roll on the Wild Magic Table in the P.H.B. (Very Rare, 1d8 charges.)
Yellow: Can be used to replace material spell components worth up to 500 gold, or those normally consumed by a spell. This process however expends 2 charges if replacing consumable components. Can also be used to as an arcane focus, can replenish a chosen spell slot, and can be used to store a spell by expending 2 charges. (Very Rare, 1d6 charges)
Red: A charge can be used to absorb a spell of 5th level or lower. As an additional action, the spell can be sent back to the caster for the same damage. Only one spell can be absorbed into the crystal at a time. (Very Rare, 1d6 charges)
White: Can be used for any of the other crystal's uses and can also replenish a number of charges to any crystal equal to the charges it has remaining. Can also allow an individual to cast a spell of any spell list or level, regardless of class limitations. Can also be used to cast a single 9th level spell with no saves at max damage at the expense of 4 charges. (Legendary, 1d6 charges)
Previous Versions
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