CRYSTAL OF ADAMANT WEAPONRY
Price (Item Level): 300 gp (2nd) (least); 1,400 gp (5th) (lesser);
3,400 gp (8th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: —
Weight: —
This clasp holds a small diamond orb with a sphere of steel at its
center. A crystal of adamant weaponry strengthens your weapon against damage.
Least: This crystal improves the hardness of a weapon by 2.
Lesser: This crystal improves the hardness of a weapon by 5.
Greater: This crystal improves the hardness of a weapon by 10.
Prerequisites: Craft Magic Arms and Armor, diamondsteel (SC 64). Cost to Create: 150 gp, 12 XP, 1 day (least); 700 gp, 56 XP, 2 days
(lesser); 1,700 gp, 136 XP, 4 days (greater).
CRYSTAL OF ARCANE STEEL
Price (Item Level): 500 gp (3rd) (least); 2,000 gp (6th) (lesser);
6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: —
The needlelike iron deposits in this spherical quartz crystal pulse
with arcane energy. A crystal of arcane steel is designed for those who can blend magical
and martial arts into a single strike. It functions only when attached to a
melee weapon.
Least: This crystal grants a +1 insight bonus on your weapon damage
roll when delivering a spell or spell-like ability through a melee attack with
the weapon.
Lesser: As the least crystal, and it also grants you a +1 insight bonus
on the attack roll.
Greater: As the lesser crystal, and it also increases the save DC of
the spell or spell-like ability by 1.
Prerequisites: Craft Magic Arms and Armor, magic weapon. Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 days
(lesser); 3,000 gp, 240 XP, 6 days (greater).
CRYSTAL OF ENERGY ASSAULT
Price (Item Level): 600 gp (3rd) (least); 3,000 gp (7th) (lesser);
6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: —
Weight: —
Acid Assault- This crystal seems to contain an incandescent green fluid.
Cold Assault- Covered in a faint layer of condensation, this clear crystal radiates
chilling waves of energy.
Electricity Assault- A brilliant blue color, this crystal sparks and snaps with electrical
discharge.
Fire Assault- This fiery red crystal appears to burn with a heatless flame. A crystal of energy assault adds a particular type of energy damage to
a weapon's attacks: acid, cold, electricity, or fire. This bonus damage doesn't
stack with any energy damage of the same type dealt by the weapon.
Least: This crystal adds 1 point of energy damage of its type to the
weapon's damage.
Lesser: This crystal adds an extra 1d6 points of energy damage of its
type to the weapon's damage.
Greater: This crystal adds an extra 1d6 points of energy damage of its
type to the weapon's damage, as well as a secondary effect depending on the
type of crystal:
Acid Assault: Target takes - 1 penalty to AC for 1 round (multiple hits
on the same creature don't stack).
Cold Assault: Target's speed is reduced by 10 feet for 1 round, to a
minimum speed of 5 feet (multiple hits on the same creature don't stack).
Electricity Assault: Target is dazzled for 1 round.
Fire Assault: Target takes an additional 1d6 points of fire damage 1
round later (multiple hits on the same creature don't increase the next round's
damage beyond 1d6).
Prerequisites: Craft Magic Arms and Armor; Melfs acid arrow, ray of
frost, lightning bolt, or fireball; or energy bolt (EPH 100). Cost to Create: 300 gp, 24 XP, 1 day (least); 1,500 gp, 120 XP, 3 days
(lesser); 3,000 gp, 240 XP, 6 days (greater).
CRYSTAL OF ILLUMINATION
Price (Item Level): 100 gp (1st) (least); 400 gp (2nd) (lesser); 1,000
gp (4th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: Swift (command)
Weight: —
This faceted, yellow crystal glows as if a small spark burns within it. Activating a crystal of illumination causes your weapon to glow.
Least: The weapon sheds bright illumination in a 5-foot radius and
shadowy illumination for 5 feet beyond that.
Lesser: The weapon sheds bright illumination in a 20-foot radius and
shadowy illumination for 20 feet beyond that.
Greater: The weapon sheds bright illumination in a 60-foot radius and
shadowy illumination for 60 feet beyond that.
Prerequisites: Craft Magic Arms and Armor, daylight. Cost to Create: 50 gp, 4 XP, 1 day (least); 200 gp, 16 XP, 1 day
(lesser); 500 gp, 40 XP, 1 day (greater).
CRYSTAL OF LIFE DRINKING
Price (Item Level): 400 gp (2nd) (least); 1,500 gp (5th) (lesser);
6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) necromancy
Activation: —
Weight: —
This transparent black crystal has a faint, sickly glow. A crystal of life drinking bestows a small amount of life energy upon
you each time you damage a living creature with the weapon to which the crystal
is attached. Dealing nonlethal damage with the weapon doesn't activate the
crystal's effect.
Least: Each time you deal damage to a living creature with the weapon
to which this crystal is attached, you heal 1 point of damage. When the crystal
has healed a total of 10 points of damage, it becomes inert until the following
day.
Lesser: As the least crystal, except that you heal 3 points of damage with
each attack until the crystal has healed 30 points of damage.
Greater: As the least crystal, except that you heal 5 points of damage
with each attack until the crystal has healed 50 points of damage.
Prerequisites: Craft Magic Arms and Armor, vampiric touch. Cost to
Create: 200 gp, 16 XP, 1 day (least); 750 gp, 60 XP, 2 days (lesser); 3,000 gp,
240 XP, 6 days (greater).
CRYSTAL OF RETURN
Price (Item Level): 300 gp (2nd) (least); 1,000 (4th) (lesser); 4,000
gp (8th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: —
This crystal is the color of a cloudless sky. A crystal of return allows
a weapon to leap into its owner's hand.
Least: This crystal allows you to draw the weapon to which it is
attached as a free action.
Lesser: As the least crystal, and in addition you can call the weapon
(if unattended) to your hand from up to 30 feet away as a move action.
Greater: As the lesser crystal, and the weapon also gains the returning
property (DMG 225). This property functions only for a weapon designed to be
thrown.
Prerequisites: Craft Magic Arms and Armor, mage hand. Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 40 XP, 1 day
(lesser); 2,000 gp, 160 XP, 4 days (greater).
CRYSTAL OF SECURITY
Price (Item Level): 300 gp (2nd) (least); 1,000 gp
(4th) (lesser); 3,000 gp (7th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: —
This cool, silver-tinted crystal emanates feelings of peace and safety
when held. A crystal of security makes a weapon cling tightly to your hand during
normal use.
Least: This crystal grants you a +2 bonus on any check made to draw the
weapon (such as when grappling) or to keep the weapon in your hand (such as on an
opposed disarm check or an opposed
Strength check if you and an opponent both grab the weapon).
Lesser: As the least crystal, except the bonus is +5.
Greater: As the least crystal, except the bonus is +10.
Prerequisites: Craft Magic Arms and Armor, bull's strength. Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 40 XP, 1 day
(lesser); 1,500 gp, 120 XP, 3 days (greater).
DEMOLITION CRYSTAL
Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 6,000
gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 11th
Aura: Moderate; (DC 20) transmutation
Activation: —
Weight: —
This blue-white diamond bears a tiny adamantine emblem of a hammer. Demolition crystals were designed for those who fight constructs,
particularly for the servants of wizards who battle enemy golems.
Least: A weapon with this crystal attached deals an extra 1d6 points of
damage to constructs.
Lesser: As the least crystal, and the weapon is treated as adamantine
for the purpose of overcoming the damage reduction of constructs.
Greater: As the lesser crystal, and the weapon can deliver sneak
attacks and critical hits against constructs as if they were living creatures.
Prerequisites: Craft Magic Arms and Armor, disintegrate. Cost to Create: 500 gp, 40 XP, 1 day (least); 1,500 gp, 120 XP, 3 days
(lesser); 3,000 gp, 240 XP, 6 days (greater).
FIENDSLAYER CRYSTAL
Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser);
5,000 gp (9th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: —
Weight: —
This perfect crystal sphere emits a faint white glow. A fiendslayer crystal helps you fight creatures infused with evil.
Least: This crystal adds 1 point of energy damage of its type to the weapon's damage.
Lesser: This crystal adds an extra 1d6 points of energy damage of its type to the weapon's damage.
Greater: As the lesser crystal, and the weapon is treated as good-aligned for the purpose of overcoming damage reduction. Any evil creature grasping a weapon that bears a fiendslayer crystal gains one negative level, which
remains as long as it holds the weapon and disappears when the weapon is no
longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells)
while the weapon is wielded.
Prerequisites: Craft Magic Arms and Armor, align weapon, good
alignment. Cost to Create: 500 gp, 40 XP, 1 day (least); 1,500 gp, 120 XP, 3 days
(lesser); 2,500 gp, 200 XP, 5 days (greater).
PHOENIX ASH THREAT
Price (Item Level): 500 gp (3rd) (least); 2,000 gp (6th) (lesser);
6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: —
Weight: —
Alternating fire opals and jacinths comprise this glittering chain of
gemstones. The augment crystal known as a phoenix ash threat leaves smoldering
embers on your enemies after every strike. Each
round, at the start of your turn, the embers deal fire damage to each
target struck by the weapon in the previous round.
Least: If you hit a creature with a weapon bearing this crystal, that target
takes 1 point of fire damage on the following round. Multiple hits by the weapon
against the same target aren't cumulative.
Lesser: As the least crystal, but the target takes 3 points of fire
damage.
Greater: As the least crystal, but the target takes 5 points of fire
damage.
Prerequisites: Craft
Magic Arms and Armor, burning hands. Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 days
(lesser); 3,000 gp, 240 XP, 6 days (greater).
REVELATION CRYSTAL
Price (Item Level): 400 gp (2nd) (least); 1,000 gp (4th) (lesser);
5,000 gp (9th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 9th
Aura: Moderate; (DC 19) divination
Activation: —
Weight: —
This tiger's-eye gem bears a striking resemblance to the eye of a cat,
its gaze seeming to dart about.
A revelation crystal help you battle foes who rely on invisibility.
Least: When you damage an invisible creature using a weapon with this
augment crystal attached, the creature emits a glowing golden aura for 1 round,
allowing everyone to know the square or squares it occupies and where it moves
during that duration. The aura is as bright as a torch. Despite the glow in the
square, creatures that attack the invisible foe still suffer a 50% miss chance;
the glow merely allows
them to determine the appropriate square to attack.
Lesser: As the least crystal, but any active invisibility effects on
the damaged creature are also suppressed for 1 round (even if the invisibility
is natural or extraordinary).
Greater: As the lesser crystal, but it also suppresses active effects
on the damaged creature that grant concealment or similar effects (such as blur
or displacement) for 1 round. This has no effect on concealment granted by the
environment (such as fog or a darkness spell).
Prerequisites: Craft Magic Arms and Armor, true seeing. Cost to Create: 200 gp, 16 XP, 1 day (least); 500 gp, 40 XP, 1 day
(lesser); 2,500 gp, 200 XP, 5 days (greater).
TRUEDEATH CRYSTAL
Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) (lesser); 10,000
gp (12th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: —
Weight: —
This amethyst is carved in the shape of a humanoid skull. Clerics craft truedeath crystals to aid themselves and others in
sending undead to their final rest.
Least: A weapon with this crystal attached deals an extra 1d6 points of
damage to undead.
Lesser: As the least crystal, and the weapon also functions as a ghost
touch weapon (DMG 224).
Greater: As the lesser crystal, and the weapon can deliver sneak
attacks and critical hits against undead as if they were living creatures.
Prerequisites: Craft Magic Arms and Armor, consecrate. Cost to Create: 500
gp, 40 XP, 1 day (least); 2,500 gp, 200 XP, 5 days (lesser); 5,000 gp, 400 XP,
10 days (greater)
WITCHLIGHT RESERVOIR
Price (Item Level): 5,000 gp (9th)
Body Slot: — (weapon crystal)
Caster Level: 10th
Aura: Moderate; (DC 20) necromancy
Activation: Swift (mental)
Weight: —
This coin-sized crystal sphere is inscribed with arcane sigils
representing earth, air, wind, fire, magic, death, and beauty. It rattles like soft
thunder. As its name suggests, a witchlight reservoir can hold a small quantity
of magical power, which can be used to enhance the power of a melee weapon. To
imbue this augment crystal with power, you must directly expose it for 8 hours
to one of the following substances: sunlight, moonlight, blood, or wine (at
least one pint of either of the last two substances). Each one of these substances
grants the item a different effect, as described below. Exposing a full
reservoir to a new substance replaces the old effect with the new effect. When
activated, a reservoir adds an extra effect to its weapon's next successful melee
strike (as long as it is made before the end of your turn). The effect depends on
the substance to which the witchlight reservoir was exposed (see above).
Sunlight: +2d6 fire damage (or +4d6 fire damage if the target is
undead).
Moonlight: +2d6 electricity damage (or +4d6 electricity damage if the
target is a lycanthrope).
Blood: +2d6 damage to a living target.
Wine: - 2 penalty on Will saves for 1 round.
A witchlight reservoir functions five times before it loses its power
and must be imbued again. It is considered a greater augment crystal.
Prerequisites: Craft Magic Arms and Armor, burning hands, shocking
grasp, touch of idiocy, vampiric touch. Cost to Create: 2,500 gp, 200 XP, 5
days
Source: WOTC Magic Item Compendium
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