(Artifact) The Philosopher's Stone

by Dustin_T

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The Fabricator's Stone

Wondrous item, artifact (requires attunement)

Attunement to the Fabricator's Stone can be done instantaneously, requiring no action. While attuned to the Fabricator's Stone, you are proficient in all artisan's tools, have a +1 bonus to attack and damage rolls, and you have resistance to bludgeoning, piercing, and slashing damage.

This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges.

Spells. You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): Animate Objects, Clone, Continual Flame, Creation, Fabricate , Move Earth , Stone Shape, Tiny Servant, Transmute Rock

Transmute Minions. When you cast Animate Objects you may create the objects you animate from nearby nonmagical materials, such as stone, dirt, wood, water, metal, etc. The materials must be within range of the spell.

True Fabrication. You may cast Fabricate as an action.

Whenever you cast Fabricate, you may spend additional charges to increase the maximum size of the object fabricated, spending 3 additional charges for a Huge object, and 6 additional charges for a Gargantuan object. Huge objects must fit within a 15 ft. cube, or twenty-seven connected 5 ft. cubes. Gargantuan objects must fit within a 20 ft cube, or sixty four connected 5 ft. cubes.

True Creation. When you cast Creation, you may cast it as an action, and you may choose to make any item you create with the spell last indefinitely and able to be used as a component for spells. Using this property costs additional charges based on the material created, as shown in the Creation Material Charge Cost table.

Creation Material Charge Cost
Material Additional Charge Cost (Not including the cost of casting the spell)
Vegetable Matter 0
Stone or Crystal 2
Precious Metals 3
Gems 4
Adamantine or Mithril 5

The Healer's Stone

Wondrous item, artifact (requires attunement)

Attunement to the Healer's Stone can be done instantaneously, requiring no action. While attuned to the Healer's Stone, you do not age and cannot be aged magically, and are immune to poison and disease.

This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges.

Spells. You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): Cure Wounds, Greater Restoration, Heal, Lesser Restoration, Regenerate, Simulacrum, Soul Cage, True Resurrection

Regeneration. When you cast Cure Wounds, you regain the maximum hit points from the spell.

If you are reduced to 0 hit points, you may use your reaction to immediately use this property, targeting yourself.

Enhanced Simulacrum. When you cast Simulacrum, you may choose to make the simulacrum a creature whose challenge rating, or level, is equal to your level or lower. It's make-up is that of the creature it resembles rather than snow and ice, it retains the ability to learn and its creature type, and has it's own personality, and it can regain hit points and spell slots normally.

Additionally, you may have up to two active simulacra at once.

The simulacrum has the Healer's Stone's Regeneration property and 15 charges. Expended charges are regained daily, at dawn.

The Oracle's Stone

Wondrous item, artifact (requires attunement)

Attunement to the Oracle's Stone can be done instantaneously, requiring no action. While attuned to the Oracle's Stone, you cannot be surprised, and have telepathy out to 60 feet.

Additionally, when you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. You lose any unused foretelling rolls at each dawn.

This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges.

Spells. You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): Augury, Clairvoyance, Detect Thoughts, Divination, Legend Lore, Project Image, Scrying, Tongues, True Seeing

Subtle Probing. If you choose to probe deeper into the thoughts of a creature that is being affected by a Detect Thoughts spell you are concentrating on, the creature is not aware you are probing deeper into it's thoughts if it fails the saving throw.

Refined Clairvoyance. When you cast Clairvoyance or Project Image, there is no range limit for the sensor or illusory copy, as long as they are placed on the same plane of existence as you, and you may choose to both see and hear through the clairvoyance sensor simultaneously.

The Timekeeper's Stone

Wondrous item, artifact (requires attunement)

Attunement to the timekeeper's stone can be done instantaneously, requiring no action. While attuned to the timekeeper's stone, you do not age and cannot be aged magically, are immune to the effects of the spells Slow and Time Stop, creatures benefiting from the Foresight spell do not gain those benefits against you, and any spell or effect that reads the future, such as Divination or Augury cannot account for your involvement in the events being read.

Additionally, dice rolls from a Wizard's Portent feature, and Luck Points from the Lucky feat, cannot be used to effect your rolls, or rolls made against you.

This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges.

Spells. You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): Blight, Disintegrate, Haste, Slow, Time Stop

Uninterrupted. When you cast time stop, the spell no longer ends if an action you take, or effect you create, affects a creature other than you or an object worn or carried by a creature other than you.

Flashback. As an action, you may revert time up to one round. This property may be used twice, regaining all expended uses daily at dawn.

The Traveler's Stone

Wondrous item, artifact (requires attunement)

Attunement to the traveler's stone can be done instantaneously, requiring no action. While attuned to the traveler's stone, you know the Mage Hand cantrip (the hand is invisible) and may cast and use it as a bonus action.

Additionally, you benefit from the effects of the Longstrider, Jump, and Water Walk spells, and may cast Misty Step at will, requiring no components.

This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges.

Spells. You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): Catapult, Fly, Demiplane, Freedom of Movement, Dimension Door, Gate, Etherealness, Plane Shift, Reverse Gravity, Teleport, Scatter, Teleportation Circle, Shatter, Thunder Step, Telekinesis

Greater Telekinesis. While concentrating on a Telekinesis spell, you may cast Catapult at will, as a 3rd level spell, requiring no spell slot, charges, or components.

Additionally, you may target up to three creatures or objects at once with your Telekinesis spell. And when you cast the spell, or while you are concentrating on it (as a bonus action), you may spend 4 additional charges, allowing the spell to effect Gargantuan creatures and objects. You may only target one Gargantuan object at a time.

Auxiliary Effects: Planar Distortion

As a fragment of The Philosopher's Stone, The Traveler's Stone is unstable and dangerous. Repeated short term use of The Traveler's Stone, or exposure to violent magical energies, may cause environmental effects, of varying intensity.

Random creatures may randomly be summoned to the nearby area, either through portals, or they may just appear as if out of thin air. The DM may roll 1d4 to determine how many creatures appear, rolling at initiative count 20. The DM chooses what creatures appear. As the instability grows, the DM may choose to roll additional d4s. These creatures are under no compulsion to act in any particular fashion.

The barriers between the planes themselves may break down as well. Flames of the Elemental Plane of Fire may erupt from the ground, a sudden tidal wave might cascade over the area, winds may tear though the vicinity and hunks of land may float into the air, or spires of earth, metal, and crystal could arise from the ground.

The sky might twist in displays of alien starscapes, the astral plane may leak into the material world, or the local area could be ripped into the Astral Plane, entirely. Or creatures may be plane shifted into another plane.

Any of these effects may be permanent, or temporary, and the examples above are not mechanics set in stone. Use this to just fuel your own creativity as to how these effects may manifest, if at all.

The Weaver's Stone

Wondrous item, artifact (requires attunement)

Attunement to the Weaver's stone can be done instantaneously, requiring no action. While attuned to the Weaver's stone, you have a +2 bonus to spell attack roles, a +1 bonus to your spell save DC, and if you roll a 1 or 2 on any damage die for spells you cast you can reroll the die and must use the new result.

Additionally, you may cast Detect Magic at will, and may maintain concentration on an additional spell at once.

This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges.

Spells. You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone):

  • Counter Spell
  • Dispel Magic
  • Identify

Inequivalent Exchange. When you cast a spell that requires material components, you may ignore that requirement, unless the material has a stated gold value.

When you cast a spell that requires material components with a stated gold value, you may spend charges to ignore that requirement. The amount of charges required depends on the gold value of the material components, as shown in the Material Component Charge Cost table.

Material Component Charge Cost
Material Gold Value Charge Cost
100 or less 1
101 - 500 2
501 - 1000 3
greater than 1000 4

Twist Elements. When you cast a spell that deals damage, you may choose to change the type of damage dealt to any damage type of your choice. You may also choose any amount of creatures that would take damage from the spell to be excluded from the effect.

Additionally, whenever you cast a spell that affects an area, you may spend charges to increase the area of effect by 5 feet, in any dimension, for each charge you spend.

True Sorcery. You have access to all Metamagic options, and may spend charges on them, as if they were Sorcery Points.

Additionally, you may use one additional Metamagic option at a time, on spells.

Auxiliary Effects: Wild Wild Weave

The presence of the Weaver's Stone destabilizes magic around it. If a creature within 100 ft. of the Weaver's Stone casts a spell, that creature is treated as if they have the Wild Magic Sorcerer's Wild Magic Surge feature.

If a creature is attuned to the Weaver's Stone, they may choose to ignore this effect.

Additionally, random spells may simply take effect at initiative count 20, at random targets, in areas of magical combat, or other situations of active magical energies.

The examples above are not mechanics set in stone. Use this to just fuel your own creativity as to how these effects may manifest, if at all.

The Philosopher's Stone

Wondrous item, artifact (requires attunement)

The Philosopher's Stone has all the properties, and confers all the benefits, of the Fabricator's, Healer's, Oracle's, Timekeeper's, Traveler's, and Weaver's Stones, except for their Spells properties.

This stone has 40 charges, and regains all charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 2d12 + 10 charges.

True Spells. You know all cantrips, and may cast any spell (except for Wish), spending 1 charge per level at which you cast the spell, requiring no material components. Additionally, you act as if your spellcasting ability modifier is +6, when casting spells, unless your own is higher.

Philosopher's Wish. You may cast the Wish spell, without expending any charges. Once you do so, you cannot do so again, until the next dawn.

Additionally, whenever you cast Wish in this way, you do not suffer any penalties for creating effects that are not replicating a spell, and you do not risk becoming unable to cast Wish. If you have previously become unable to cast Wish, you are able to cast it while attuned to the Philosopher's Stone.

Empower the Stone. As an action, you may force any amount of creatures within 30 feet of you to make a DC 15 Constitution saving throw, or be subject to the effects of the imprisonment spell. The form of imprisonment is the minimus containment option, the prison itself being the Philosopher's Stone. Any creature that is imprisoned this way dies as it's life force is absorbed by the stone, and the stone gains 5 charges for each creature that is imprisoned. Once this property is used, it cannot be used again until the next dawn.

This property may be used to bring the Philosopher's Stone's amount of charges above its maximum, though the Stone only regains charges up to its maximum of 40, when it regains them at dawn.

 

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