Have you ever found yourself just out of range to cast a spell, or wished you could throw a big area of effect in the middle of enemies without worrying about hitting the paladin? Pick up a mind crystal, because it’s time for some Metamagic.
The upcoming adventure book Phandelver and Below: The Shattered Obelisk releases September 19 and introduces new magic items, monsters, and more. The mind crystal is among my favorite new magic items, as it lets other spellcasters put their sorcerer cap on for a moment.
Let’s dive in to see how Metamagic can be your character’s ultimate upgrade.
- What Do Mind Crystals Do?
- The 7 Types of Mind Crystals
- How to Use Mind Crystals as a DM
- FAQ: Mind Crystals
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Slay monsters and save the town! Jump into this quintessential Dungeons & Dragons adventure two weeks early, on September 5, when you preorder the Phandelver and Below: The Shattered Obelisk Digital + Physical Bundle! This bundle includes a physical copy of the book that you can add to your collection along with a digital D&D Beyond copy that integrates with our online toolset.
What Do Mind Crystals Do?
A mind crystal contains sorcerous potential, allowing a user to apply Metamagic to a spell as you cast it. For the non-sorcerers among us, Metamagic allows you to tweak and alter a spell to better suit your needs, such as extending its duration or increasing its range. While Metamagic is a sorcerer class feature that needs sorcery points to use, mind crystals are single-use items that can be used by anyone who can cast a spell.
But don't toss these spent gems in the trash when their power has been used up; they're worth 50 gp once they run out of magic! (Spell scrolls could not be reached for comment at this time.)
There are seven mind crystals of varying rarity and type, each corresponding to a Metamagic option. Careful, Distant, Empowered, Extended, Heightened, Quickened, and Subtle Spell are all available; Seeking, Transmuted, and Twinned Spell are not.
Below, we discuss how to use these items as a player and as a Dungeon Master.
The 7 Types of Mind Crystals
As a cleric, druid, wizard, or other spellcasting class, you may not be used to thinking about how you can tweak your spells during combat. You’ve never had to consider whether life would be better if bane could be cast at 130 feet; what good would it have done you? Come, think like a sorcerer. Tell magic that it can be better.
Let’s review each mind crystal’s Metamagic option, along with a few spell suggestions for each. I’ll try to prioritize spells that aren’t from the sorcerer spell list, though there’s plenty of overlap.
- Careful Mind Crystal
- Distant Mind Crystal
- Empowered Mind Crystal
- Extended Mind Crystal
- Heightened Mind Crystal
- Quickened Mind Crystal
- Subtle Mind Crystal
Wondrous Item, Uncommon
A careful mind crystal allows up to three creatures within a spell’s area of effect to automatically succeed on their saving throws against the spell. For spells like fireball, Careful Spell isn’t quite as potent as the School of Evocation wizard’s Sculpt Spells feature, so use this item on spells where a successful save spares the target of all negative effects.
Spell suggestions: confusion, entangle, faerie fire, fear, hypnotic pattern
Wondrous Item, Uncommon
A distant mind crystal adds 100 feet to your ranged spells and grants touch spells a range of 30 feet. Depending on the combat encounters you face, you can use these to snipe enemies from afar or to keep yourself away from enemies while hitting them with spells that would normally require risking danger.
Spell suggestions: arcane lock, bane, bestow curse, bless, contagion, inflict wounds, invisibility
Wondrous Item, Uncommon
Dial up the damage! Make the fire storms hotter, the guiding bolts brighter, and the circles of death even deadlier. When your party is out of the way—or when your barbarian tells you to go ahead anyway—use this mind crystal to reroll up to three damage dice and unleash your fury.
Spell suggestions: blight, guiding bolt, inflict wounds, shatter
Wondrous Item, Uncommon
Double the duration of a spell that already has a duration of 1 minute or longer, up to a maximum of 24 hours. Encounters rarely last longer than 30 seconds, so these will only be beneficial for combat spells if your party is moving quickly from room to room in a dungeon. For this reason, an extended mind crystal is often best suited for utility or exploration spells, or spells you might use on a heist.
Spell suggestions: charm person, death ward, disguise self, enhance ability, invisibility, mage armor, pass without trace, polymorph, suggestion
Wondrous Item, Rare
Heightened Spell is one of the sorcerer’s most expensive Metamagic options, and for good reason. The heightened mind crystal imposes disadvantage on a creature’s first saving throw it makes against your spell, so save it for powerful enemies. Keep in mind that bosses probably want to avoid harmful conditions like incapacitated, paralyzed, or restrained, so use your mind crystal on spells that might force that dragon or lich to burn a Legendary Resistance!
Spell suggestions: banishment, command, earthbind, feeblemind, hold person, modify memory, vortex warp, zone of truth
Wondrous Item, Rare
Change a spell’s casting time from an action to a bonus action. You must still abide by all other rules about how many leveled spells you can cast in one turn, but a quickened spell frees up your action to defend yourself or assist allies. Take the Dash action to get into range of a fight, for example. Or if you’re in danger but need to cast a spell to help your allies, take the Dodge action and quicken that mass cure wounds. Or simply drink a potion before returning to your regularly scheduled fireball.
Spell suggestions: cure wounds, dimension door, haste, hold person, mass cure wounds
Wondrous Item, Common
Sorcerers generally use Subtle Spell to minimize their chances of being caught casting enchantment spells. Or to sneak past counterspells, or cause a disruption elsewhere without implicating themselves. Because you must be holding the mind crystal when you tap its magic, it may be harder to pull off being entirely unseen. However, you can still cast a spell while in silence with a subtle mind crystal. And if you’re holding a subtle mind crystal throughout an entire combat, it may be difficult for enemy mages to know when you’re actually casting a spell.
Spell suggestions: charm person, phantasmal killer, silvery barbs, thaumaturgy
How to Use Mind Crystals as a Dungeon Master
Who says players get to have all the fun? As a DM, you should feel free to give these mind crystals to NPCs, friends, and foes alike. Make the enemy mage difficult to hit by giving it a few quickened mind crystals so that it can Dodge before casting a spell. Give the enemy cleric some distant mind crystals for their healing spells. Showing the players that their enemies are using consumable magic items can ignite their greed, increasing the pressure for them to end the encounter quickly. (Keep this in mind if you want to encourage the party to spend more resources on their way to a boss.)
How do you manage to make mind crystals available in your game? While it’s always “safer” to err on the side of too few, you can often be a bit more generous with single-use items like these. Your players still must use action economy and consume a spell slot when using a mind crystal. Plus, unlike some other single-use items such as potions of healing, a spell can outright fail, consuming the mind crystal’s magic all the same. You may approach these items differently if the party already has a sorcerer, as you don’t want to hand out so many that the sorcerer feels like their class features aren’t uniquely useful.
If you want to throttle the availability of these items, perhaps in your world, they are the personal invention of an NPC, or must be created by a magical being such as a dragon, genie, or giant. Regardless of how plentiful or rare these items are in your world, believe in yourself—if you could DM for a party with a sorcerer, you can handle whatever shenanigans your players would throw at you after they find a couple of mind crystals.
FAQ: Mind Crystals
Can I use a mind crystal on spells with any casting time?
No. Mind crystals can only be used on spells with a casting time of 1 action.
Can I use more than one mind crystal on the same spell? Or if I’m a sorcerer, can I use a mind crystal and my own Metamagic on the same spell?
No. Spells can only be bent so far before they break; one Metamagic only, please. Sorcerers can apply Empowered Spell or Seeking Spell to a spell already modified by Metamagic, but that exception doesn’t apply to mind crystals. (Look what they need to mimic a fraction of your power.)
If the spell fails, is the mind crystal’s magic consumed?
Yes. Spell failure doesn’t mean you didn’t spend the resources trying. Just ask disintegrate.
Meta Your Magic
Being able to bend the rules of spellcasting to suit your needs can drastically increase the power and utility of your spells—the only limit is your creativity! In Phandelver and Below: The Shattered Obelisk, these powerful magical items are only one of the many treasures your party will stumble across while you delve into dungeons full of twisted creatures and malevolent cults in order to save the town of Phandalin.
Search for the Missing Cow Discord Adventure
Join us in D&D's Discord on September 14 for a thrilling, collaborative dungeon adventure you won't want to miss! Band together with fellow adventurers as you seek to unravel the perplexing case of Daisy, the beloved cow who has mysteriously gone missing.
Alongside your questing companions, you'll investigate Daisy's puzzling disappearance, battle lurking monsters, and, hopefully, return Daisy safely to her pasture. Be sure to mark your calendars—after all, every grand adventure offers not just challenges, but treasure to take home!
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
I like that they're single-use. Resource management is important!
Interesting concept.
As someone whose favorite class is wizard these sound rather fabulous. Single use hopefully will balance them and keep sorcerer players from being disappointed to see their (largely, the metamagic adept feat exists of course) unique ability borrowed.
Twinned Mind Crystal
Wondrous Item, Legendary
This Mind Crystal doesn't exist. :<
Feels bad man, the Metamagic Adept feat already gave away the only unique feature the sorcerers get and now it's even easier to get.
So…what’s the point of meta-magic adept then? 😔 well at least return to Tal’Dorei has actual player content.
Like all magic items, DM decides if they get into play and used at all. If the DM thinks such an item would steal a PC sorcerer's thunder (or PC with the metamagic adept feat), then they don't have to include them in the game.
Between these crystals and metamagic adept, the Sorcerer's identifying feature for 5E is no longer really a unique and identifying feature. I understand that both are up to the DM if they're available in a campaign but it just seems like WotC is getting rid of any reason to ever consider playing as a Sorcerer.
I'd love to see some new stuff that isn't "make wizards even better by stealing other classes' key differentiator". How about stuff that makes those other classes better and evens out the power gap?
In FAQ, you state that Mind Crystals may only be used on spells that take an Action to cast, yet you suggest the Reaction spell Silvery Barbs as a spell to use with the Subtle Mind Crystal. Which one is correct?
So do you have issue with items like a Healers Kit and Health Potions because spells like Spare The Dying and Cure Wounds exist?
Its a consumable bro. It doesn't devalue a replenishable resource like sorcery points any more than health potions devalue a party member with healing spells.
Except those are terrible examples, neither Spare The Dying nor Cure Wounds are singularly unique class features, they are spells, never mind that healing is a very general concept.
Sorcerers bread and butter of Metamagic was already somewhat dubious thanks to Metamagic Adept and adding items like these just further erodes their uniqueness.
How about an item that gives you an Aura of Protection(limited use though!)
How about an item for Action Surge, or Rage, or Stunning Strike(all limited use so all good!)
Point is, distinction between classes is important(and already strained) and their fundamental features shouldn't be parted out as items, consumable or not, never mind that money can be easily obtained in most campaigns if you play smart, so that won't be much of a berrier to any enterprising wizards with a business acumen.
Bottom line, it's a lazy reuse of a classes (mostly) unique ability grafted onto consumable items.
Okay, people complaining Sorcerers are getting stolen of their fun... honestly bad takes. Metamagic Adept gives a whole 2 Sorcery points a day... you can easily burn that in 1 turn, while my Sorcerer can pump Sorcery points constantly. The feat is only good for Sorcerers! Getting two extra metamagic options is the best part because you have the point pool to use them unlike what MA gives, the 2 extra points are a small bonus.
The new Mind Crystals are consumable, likely 1 and done, which again, not great. One battle/round of "Sorcerers can just do this all the time, so cool!" is not going to destroy a Sorcerers fun or the classes identity.
A spell scroll is likely to be much more useful than these Crystal's.
Remember a Sorcerer can Quicken a fireball, Empower it, and then Twin and Empower a firbolt all in one turn. No other class regardless of feats or number of Magic Crystal's can touch that.
A lot of really cheeky humor in this article. I like it!
You don’t have to "buy" one-time-use items to emolute a sorcerer class feature, you just have limited access to it through a feat.
The point was that a consumable to emulate the effects of a powerful feature does not make the original feature, or feats that allow access to said features, suddenly inferior.
The post I originally commented on said "What's the point of ___ then?" implying that these items made it seem pointless to pursue thanks to these items.
As for the "it erodes their uniqueness" take.. So what? My favorite class is rogue. If a consumable item allowed someone to apply sneak damage to a single attack.. I wouldn't care. One, its vastly inferior than the actual class feature, in the same way that having access to Superiority Die via a feat will NEVER be as strong as being an actual battle master. And two, I'm not supportive of the snowflake "you can't dip into my class' gimmick" type of thinking. If someone came across the rare consumable item that lets them do a sliver of what my character can do multiple times a day.. I wouldn't care. I think its fun to give the option to a character that would otherwise never be able to do something like metamagic.
I feel like people are also missing the idea that a sorcerer might be more interested than anyone to pick these things up since to them, these are basically free sorcery points. If anyone truly has an issue with the concept of these things, homebrew rule it as only usable by someone who has access to the metamagic feature either from the sorcerer class or the feat.
It seems a lot of people might simply be angry at the vanilla mind stones as stealing something traditionally only allowed to sorc or requires a feat to pick up. Honestly, I would have preferred they didn't go the lazy route and only duplicate meta magic and instead choose 2 meta-magic options, 1 smite stone, 1 channel divinity, some wild shape stones, etc...
Basically, it could have been a lot more fun run as a class bender item that let someone use a taste of any of the other core class kit features but on a much narrower scale as a consumable.
I do however agree that these existing does NOT dilute the class identity of sorcerer no more than healing surges or potions diminishes second wind. Just because they imitate doesn't make them superior.
Still, it's just sad that they didn't take this idea further. Why stop at only meta-magic when it could have been so much more, but I guess that might create some unintended balance considerations to give other classes access to smites or sneak attacks as consumables. They are a meh item imo. I could take them or leave them.
I do agree that its ultimately a bit of a lackluster item. I think my thoughts on them are just "Hm, that's neat." Nothing to write home about.
I'd also definitely say that the weight of how much these things step on the toes of the sorcerer class is based on how accessible the stones are. If they can be created or found in large supply, then yes I'd say they do sort of make sorcerers seem less unique. But, if I were a sorcerer, I'd probably be super excited by the fact because it would mean being able to resort to using the stones instead of tapping into sorcery points.
I just cant imagine thinking "wow, what BS, the Bard has access to Distant Spell" opposed to "wow, thank god, I don't need to clog up one of my meta-magic options with Distant Spell."
It's the long-lost twin! Or the forever-lost twin...
The twinned spell gem I mean