Planar Crystal
Overview
These strange crystals are found in and around manifest zones and their properties correspond to the plane that the manifest zone is tuned to. Little is truly known of these enigmatic crystals, especially the circumstances surrounding their formation. Academic scholars theorize that the crystals are merely crystalized elemental energy, through which magic can be channeled when properly harnessed or refined. Religious scholars theorize that these crystals are the blood of the plane, which oozes forth from the earthly wounds known as manifest zones.
Both of these theories have truths in them: the crystals are indeed crystallized elemental energies, however, they only appear when a planar breach occurs, forming a manifest zone. The crystals themselves grow naturally as the strength of the manifest zone grows, storing the energies of the zone itself and functioning as the power banks of the manifest zone. Remove all of the crystals, and the zone disappears. However, as the crystals grow, so does the manifest zone. Should the zone grow too large for the crystals to contain, the manifest zone will rupture, causing a massive rift between the connecting planes. All creatures and objects caught in the rift are sent scattered throughout the Ethereal Plane. Their trajectory is based upon the size of the rift and their proximity to its center.
Variants
Due to the primal nature of the elemental planes themselves, the crystals take on properties similar to the planes they are attuned to. As such, it requires certain spells or abilities to touch them, let alone harvest them. Small crystals typically weigh anywhere from 1–2 lbs, mediums typically weight anywhere from 2–4 lbs, and large crystals typically weigh anywhere from 4–6 lbs
Planar Crystal: Fire
Planar crystals attuned to the elemental plane of fire can be found anywhere on the Prime Material Plane where there is a manifest zone connected to the Elemental Plane of Fire, and vice versa.
The crystals themselves are exceptionally hot to the touch, and deal fire damage each round they are in contact with it, based on their purity: least (1d4), lesser (1d6), greater (1d8). When Fire crystals destabilize, half the damage they deal is piercing. The other half of the damage is fire.
Fire crystals have hardness and hp based on their purity: least (hardness 8, 5 hp), lesser (hardness 8, 10 hp), greater (hardness 8, 15 hp)
Planar Crystal: Water
Planar crystals attuned to the Elemental Plane of Water can be found anywhere on the Prime Material Plane where there is a manifest zone connected to the Elemental Plane of Water, and vice versa.
The crystals themselves appear to be as mercurial as the plane they are attuned to. On touch, one will find that the surface of these crystals is closer to that of a membrane. If a creature touches one of these crystals and is not careful, it may puncture it. This will cause a poisonous clear liquid to pour out, ruining the crystal. Creatures that touch this fluid must make a Constitution saving throw, or take con damage based on the purity of the crystal: least (DC 8, 1d4 con); lesser (DC 14, 1d6 con); greater (DC 18, 1d8 con). When Water crystals destabilize, half the damage they deal is piercing. The other half of the damage is acid.
Water crystals have hardness and hp based on their purity: least (hardness 8, 5 hp), lesser (hardness 8, 10 hp), greater (hardness 8, 15 hp)
Planar Crystal: Air
Planar crystals attuned to the Elemental Plane of Air can be found anywhere on the Prime Material Plane where there is a manifest zone connected to the Elemental Plane of Air, and vice versa.
These crystals are as light as a feather, but those who touch them will find a shocking surprise. Any creature touching one of these crystals will be dealt electricity damage each round they are in contact with it, based on their purity: least (1d4), lesser (1d6), greater (1d8). When Air crystals destabilize, half the damage they deal is piercing. The other half of the damage is electricity.
Air crystals have hardness and hp based on their purity: least (hardness 8, 5 hp), lesser (hardness 8, 10 hp), greater (hardness 8, 15 hp)
Planar Crystal: Earth
Planar crystals attuned to the Elemental Plane of Earth can be found anywhere on the Prime Material Plane where there is a manifest zone connected to the Elemental Plane of Earth, and vice versa.
The crystals themselves are extremely fragile and prone to shattering with even the slightest touch. A creature holding such crystals must make a sleight of hand check to hold one without breaking, or it will destabilize (see section: Stabilization). The Sleight of Hand DC is appropriate to the purity of the crystal: least (DC 10), lesser (DC 15), greater (DC 20). When Earth crystals destabilize, they deal piercing damage.
Earth crystals have hardness and hp based on their purity: least (hardness 5, 5 hp), lesser (hardness 5, 10 hp), greater (hardness 5, 15 hp)
Planar Crystal: Negative
Planar crystals attuned to the Negative Energy Plane can be found anywhere on the Prime Material Plane where there is a manifest zone connected to either the Negative Energy Plane or the Plane of Shadow, and vice versa.
The crystals themselves are unnervingly cold to the touch, and feel as though they are draining the very life from living creatures. Any creature touching one of these crystals will be dealt negative energy damage each round they are in contact with it, based on their purity: least (1d4), lesser (1d6), greater (1d8). This damage harms living creatures but heals the undead. When Negative crystals destabilize, half the damage they deal is piercing. The other half of the damage is negative energy. The chaotic nature of this damage does not heal undead creatures, but it does not damage them either.
Negative crystals have hardness and hp based on their purity: least (hardness 8, 5 hp), lesser (hardness 8, 10 hp), greater (hardness 8, 15 hp)
Planar Crystal: Positive
Planar crystals attuned to the Positive Energy Plane can be found anywhere on the Prime Material Plane where there is a manifest zone connected to either the Positive Energy Plane or the Feywild, and vice versa.
The crystals themselves are warm to the touch, giving living creatures a sense of comfort or bliss. Any creature touching one of these crystals will be healed each round they are in contact with it, based on their purity: least (1d4), lesser (1d6), greater (1d8). This harms the undead but heals living creatures. When Positive crystals destabilize, half the damage they deal is piercing. The other half of the damage is positive energy. The chaotic nature of this damage does not heal living creatures, but it does not damage them either.
Positive crystals have hardness and hp based on their purity: least (hardness 8, 5 hp), lesser (hardness 8, 10 hp), greater (hardness 8, 15 hp)
Planar Crystal: Astral
These crystals are far more rare than the other planar crystals, as the circumstances around their formation are a mystery. They can be found wherever there is a strong connection to the Astral Plane. The only known recurring locations where these can be reliably found are on asteroids in wildspace. Astral crystals have been found in other locations as well, such as ancient vortexes to the Astral Plane, but these do not regrow.
These crystals thrum with psionic power, causing mental dissonance in any creature touching them. Any creature touching one of these crystals must make a Will save upon contact or take damage each round of contact, based on their purity: least (DC 8, 1d4), lesser (DC 14, 1d6), greater (DC 18, 1d8). This is a mind-affecting effect. When Astral crystals destabilize, half the damage they deal is piercing. The other half of the damage is a mind-affecting effect. Astral crystals affect spells and powers that utilize mind-affecting effects or force effects.
Astral crystals have hardness and hp based on their purity: least (hardness 8, 5 hp), lesser (hardness 8, 10 hp), greater (hardness 8, 15 hp)
Planar Crystal: Fire
Planar Crystal: Water
Planar Crystal: Air
Planar Crystal: Earth
Planar Crystal: Negative
Planar Crystal: Positive
Planar Crystal: Astral
Special Material Components
Crystals, when harvested, act as potent and efficient foci for elemental magic. As such, they are generally used as crafting components for magic items that utilize elemental or energy magic. Items that include planar crystals in their construction must produce an effect that corresponds to the type of crystal used. For example, a Wand of Fireballs must use a Planar Crystal: Fire, while a Wand of Cure Light Wounds must use a Planar Crystal: Positive. Items crafted with planar crystals have the gold cost in raw materials reduced by an amount based on the purity of the crystal, though it cannot be reduced lower than half of the initial cost: least (250gp), lesser (500), greater (1000).
Crystals that are crushed into a fine powder produce an effect that, when used as material components for appropriate spells and powers, increases the caster/manifester level of the spell/power based on the purity of the crystal: least (+1), lesser (+2), greater (+3). Doing so consumes the dust, rendering it useless afterward.
Using Crystals
Identification
To figure out the price and method of stabilization needed, one must first determine the purity and size category of the crystal being appraised. A character must make a Knowledge (gemology) check to determine the purity and size category of the crystal. If an appraisal check is made without succeeding on the appropriate Knowledge (gemology) check first, the appraisal DC increases by 5.
Stabilization
The process of stabilization is a vital aspect of being able to handle or use planar crystals. If the crystals are not stabilized before use, they will continue to be as fragile and harmful as they were when they were extracted. Merchants will not purchase unstable crystals and will request that they be stabilized before they will buy them. The process itself can be done in a few different ways: alchemically or magically. If one is more alchemically inclined, they may create Crystal Stabilization Fluid, which requires the use of an Alchemist’s Lab to create and use. The type and quality of fluid is determined by the purity and attunement of the target crystal. If one is more magically inclined, they may cast Stabilize Crystal on the intended crystal to stabilize it. Those who are psionically gifted may use the Psionic Crystal Stabilization power. The power of the spell or power required is determined by the purity of the target crystal.
If a Planar Crystal sustains enough damage to destroy it, it destabilizes. When a crystal destabilizes, it explodes in a cacophony of light, sound, and shrapnel. All creatures within range of a destabilizing crystal must make a Reflex save or take elemental damage appropriate to the type and purity of the crystal: least (5 ft, DC 14, 1d4), lesser (10 ft, DC 18, 1d6), greater (15 ft, DC 22, 1d8).
Half-Life
Planar Crystals have a half-life based on their purity, with the least pure crystals having the shortest and greater having the longest. After the half-life expires, the effects of the crystals diminish and no longer affect creatures touching them. However, they must still be stabilized before they can be used for crafting. Half-lives are expressed in days based on the purity of the crystal: least (1d6+1 days), lesser (2d6+2 days), greater (3d6+3 days). Once a crystal's half-life has expired, merchants will be more willing to purchase them, though for a reduced cost (unless a fee is paid to stabilize them). If you correctly identity the size and purity of the crystal, you also determine the half-life of the crystal.
| Related Skill | Task | DC |
|---|---|---|
| Knowledge (gemology) | Identify purity (least) | 10 |
| Knowledge (gemology) | Identify purity (lesser) | 15 |
| Knowledge (gemology) | Identify purity (greater) | 20 |
| Knowledge (gemology) | Identify size category (small) | 5 |
| Knowledge (gemology) | Identify size category (medium) | 10 |
| Knowledge (gemology) | Identify size category (large) | 15 |
| Craft (gemcutting) | Extract (small, least) crystals | 5 |
| Craft (gemcutting) | Extract (small, lesser) crystals | 10 |
| Craft (gemcutting) | Extract (medium, least) crystals | 10 |
| Craft (gemcutting) | Extract (medium, lesser) crystals | 15 |
| Craft (gemcutting) | Extract (medium, greater) crystals | 20 |
| Craft (gemcutting) | Extract (large, lesser) crystals | 20 |
| Craft (gemcutting) | Extract (large, greater) crystals | 25 |
| Appraise | Appraisal of (small, least) crystals | 5 |
| Appraise | Appraisal of (small, lesser) crystals | 10 |
| Appraise | Appraisal of (medium, least) crystals | 10 |
| Appraise | Appraisal of (medium, lesser) crystals | 15 |
| Appraise | Appraisal of (medium, greater) crystals | 20 |
| Appraise | Appraisal of (large, lesser) crystals | 20 |
| Appraise | Appraisal of (large, greater) crystals | 25 |
New skill uses | ||
| 5 or more ranks in… | gives a +2 bonus on… |
|---|---|
| Knowledge (gemology) | Craft (gemcutting) checks related to planar crystals |
| Knowledge (gemology) | Appraise checks related to planar crystals |
| Profession (miner) | Craft (gemcutting) checks related to planar crystals |
| Knowledge (the planes) | Knowledge (gemology) checks related to planar crystals |
New skill synnergies | |