Odo's Odd Oddities

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Materia Stone Magic Store

Materia stones are crystallized magical energy that has taken the shape of a small round gem or stone. It must be found, and cannot be manufactured. Almost all Materia can be used with both weapons and armor, imbuing special properties. Any weapon or armor can only hold one Materia at a time, at the DM's discretion he can introduce super rare weapons or armors with more than one Materia slot.

Materia Sockets

Mundane weapons or armors may have sockets inserted into them by taking the item in question to a skilled Jeweler. Creating a socket for Materia is typically inexpensive for non-magical items. Adding a socket to a Magical item would be far more expensive and may require a Master Jeweler or Enchanter.

Swapping Materia

Materia can be instantly slotted into an item without any skill required, as the socket conducts the stones power and channels it. Taking Materia out of a socket can be done by anyone unskilled but it will take about 5 minutes to carefully remove it from its socket (essentially not possible in combat).

Optionally a DM may require a short rest to allow a player to re-distribute their Materia.

Attunement (Optional)

Any weapon or armor with Materia socketed in it will have to be attuned in order to gain the benefits of the Materia. If you socket a magical item that already requires attunement you do not need to use 2 attunement slots if Materia is placed in it.

Credits

Original concept of Materia is from Final Fantasy 7 and the original inspiration and format of this PDF comes from /u/cheatisnotdead. I borrowed pretty much all his ideas, please check out his original GM Binder called Prismatic Gems at https://www.gmbinder.com/share/-LCaE3eUTOWYXUrYnHBv.

Also credit to Storm King's Thunder Rune system as they were the also the basis for many of the Materia below.

Curated By: MrFroho

Types of Materia

There are many different kinds of Materia, they are listed below in order of rarity. Prices are also included but they are merely a guideline to indicate how valuable each Materia is.

Light Stone (Common) - 50g
Weapon. Weapon glows with a bright light in a 30-foot radius and dim light for an additional 30 feet.
Armor. Darkvision increased by 30 feet
Illusory Stone (Common) - 50g
Weapon. You may use a bonus action to cause the weapon to assume the shape of a normal object of comparable size.
Armor. You may use a bonus action to cause the armor to assume the shape of a normal set of clothing or some other kind of armor.
Dragon Stone (Common) - 100g
Weapon. The weapon is infused with a dragon-seeking hunger. You can sense the presence of dragons within 1 mile. Additionally, the critical strike range of this weapon when attacking a dragon is 18-20.
Armor. The stone grants you uncanny protection from dragons. You have advantage on any saves made to avoid a dragon breath attack.
Savage Stone (Common) - 100g
Weapon. When you score a critical hit with a weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Armor. Reduce incoming critical damage by 3d4.
Air Stone (Common) - 100g
Weapon. Once per short rest, this weapon allows you to cast the Zephyr Strike spell.
Armor. Once per short rest, this armor allows you to cast the Expeditious Retreat spell.
Swift Stone (Common) - 150g
Weapon. Any Reaction taken is done with Advantage and with +5 to hit if applicable.
Armor. Your movement speed increases by 5 ft.
Sky Stone (Uncommon) - 150g
Weapon. This weapon is infused with the power of the cloud giants. Once per short rest, you can propel yourself through the air, charging up to 30ft. towards an enemy before making an attack with advantage.
Armor. The Sky stone allows you to sprout incorporeal cloud wings. Once per short rest, this armor can be activated to give the wearer 30ft. of fly speed for 1 minute.
Awareness Stone (Uncommon) - 150g
Weapon. You gain +3 to Initiative.
Armor. You can’t be surprised.
Sturdy Stone (Uncommon) - 150g
Weapon. During an Attack action, you can use your reaction to shove a creature up to 5 feet in any direction.
Armor. If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Earth Stone (Uncommon) - 200g
Weapon. This weapon is blessed by the power of the stone giants. As a bonus action, you can magically burrow up to 10ft. through rock or earth, incurring no attacks of opportunity if moving through an enemy threatened space.
Armor. Your armor is infused with hardy stone giant power. You have advantage on constitution saves while wearing this armor.
Exploding Stone (Uncommon) - 200g
Weapon. When making a weapon attack and you roll max damage on a damage die, you may roll the die again and add it to your total, repeat until max damage is not rolled.
Enemy Stone (Uncommon) - 300g
[DM Chooses Creature Type] Price may vary depending on what creature type is chosen.
Weapon. You deal an additional 1d8 force damage when striking a creature of the type determined when the weapon is created.
Armor. This armor gives you a +3 AC against attacks made by the type of creature determined when the armor is created.
War Stone (Uncommon) - 350g
Weapon. After slaying a creature, you can use your bonus action to make another attack on a creature within 5ft. [Melee weapon only]
Armor. Your attacks of opportunity are made with advantage. Attacks of opportunity against you are made with disadvantage.
Lightweight Stone (Uncommon) - 400g
Weapon. Weapon gains the Finesse attribute and is no longer considered Heavy.
Armor. You armor no longer gives you disadvantage on Dexterity (Stealth) checks.
Wind Stone (Uncommon) - 500g
Weapon. The weapon carries the power of wind. As a bonus action, you can cast gust of wind once per short rest. Additionally, your movement speed increases by 10ft.
Armor. The winds are bent to your will by your magical armor. You can not be pushed back. Once per short rest, you can activate the winds to give you 60ft. of fly speed for 1 minute.
Elemental Stone (Uncommon) - Price Varies
Imbues elemental power. Comes in a number of different elemental types. Prices based on frequency of element.
  1. Thunder 100g
  2. Force 100g
  3. Radiant 150g
  4. Lightning 200g
  5. Acid 200g
  6. Necrotic 200g
  7. Cold 300g
  8. Poison 400g
  9. Fire 500g
Weapon. Changes weapon damage to elemental type.
Armor. Grants resistance to elemental type.
Luck Stone (Rare) - Price Varies
Increases the item's luck. Comes in +1-3
  1. 300g
  2. 1000g
  3. 2000g
Weapon. Gain +X to attack rolls
Armor. Gain +X to saving throws
Hearty Stone (Rare) - 600g
Weapon. On an successful attack, Re-roll '1's for damage.
Armor. Your hit point maximum increases by 1 for each level you have attained.
Magic Stone (Rare) - Price Varies
Increases the item's magical properties. Comes in +1-3
  1. 600g
  2. 1800g
  3. 4000g
Weapon. Grants +X to spell attack rolls.
Armor. Increases Your spell's DC by X
Damage Stone (Rare) - Price Varies
Add's an additional damage dice.
  1. 1d4 600g
  2. 1d6 1200g
  3. 1d8 2500g
  4. 1d10 4000g
Weapon. Weapon deals an additional 1dX damage.
Armor. Reduces bludgeoning, slashinig, or piercing damage by 1dX.
Wound Stone (Rare) - 800g
Weapon. Hit points lost to this weapon’s damage can be regained only through resting, rather than by regeneration, magic, or any other means.
Armor. When you spend hit dice during a rest, add an additional 1d4.
Lesser Fire Stone (Rare) - 800g
Weapon. This weapon is infused with the power of the fire giants. Successful attacks will deal an additional 1d4 fire damage. (Ranged weapons cause their ammunition to ignite.)
Armor. This armor reduces incoming fire damage by 1d4.
Lesser Death Stone (Rare) - 800g
Weapon. Necrotic energy courses through this weapon. Successful attacks with it deal an additional 1d4 necrotic damage.
Armor. The stone grants you protection from death. When reduced to 0 hit points, you can roll Death Saving throws with advantage.
Lesser Frost Stone (Rare) - 800g
Weapon. This weapon is infused with the power of the frost giants. Successful attacks will deal an additional 1d4 cold damage. (Ranged weapons affect their ammunition.)
Armor. This armor reduces incoming cold damage by 1d4.
Lesser Light Stone (Rare) - 1000g
Weapon. Radiant energy courses through this weapon. Successful attacks with it deal an additional 1d4 radiant damage.
Armor. Once per short rest, you can cast Cure Wounds at 3rd level using Wisdom as your spellcasting modifier.
Power Stone (Rare) - Price Varies
Increases the item's power. Come in +1-3
  1. 1000g
  2. 3000g
  3. 10000g
Weapon. Grants +(X*2) bonus to damage rolls
Armor. Grants +X AC
Chromatic Stone (Rare) - 1000g
Imbues elemental power. During a long rest, you may change the elemental type.
Weapon. Changes weapon damage to elemental type.
Armor. Grants resistance to elemental type.
Blood Stone (Rare) - 1200g
Weapon. Attacks made with this weapon cause the target to bleed for an additional 1d4 physical damage.
Armor. Your armor helps seal wounds. Anytime you take physical damage, you may reduce it by 1d4.
Life Stone (Rare) - 1500g
Weapon. This weapon is filled with nature’s wrath. You can cast the conjure animals spell at 3rd level as a bonus action once per short rest. You may only summon one beast of challenge rating 2 or lower.
Armor. The vestment courses with life. You may cast Guardian of Nature once per short rest.
Storm Stone (Rare) - 1500g
Weapon. Your weapon is infused with the power of the storm giants. As a bonus action, you can cast the call lightning spell at 3rd level. This can only be done once every short rest.
Armor. This armor gives you resistance to lightning and thunder damage.
Hill Stone (Very Rare) - 2000g
Weapon. This weapon is infused with the power of the hill giants. Once per long rest, you can activate the weapon for 1 minute, allowing you to make an additional attack with it as a bonus action on each of your turns.
Armor. Once per long rest you can activate this armor for 1 minute, giving you resistance to all damage.
Cutting Stone (Very Rare) - 2000g
Weapon. This weapon ignores creature resistances.
Armor. Grants resistance to physical damage from nonmagical weapons.
Death Stone (Very Rare) - 2500g
Weapon. Necrotic energy courses through this weapon. Successful attacks with it deal an additional 1d8 necrotic damage.
Armor. The Death stone grants protection from death. Once per long rest, when reduced to 0 hit points, you are instead reduced to 1 hit point and are stabilized. Additionally, no damage is enough to kill you outright (i.e., reducing you to negative max health) while wearing this armor.
Fire Stone (Very Rare) - 2500g
Weapon. This weapon is infused with the power of the fire giants. You can activate the weapon, causing it to be enveloped in flame, dealing an additional 1d8 fire damage. (Ranged weapons cause their ammunition to ignite.)
Armor. This armor gives you resistance to fire damage.
Frost Stone (Very Rare) - 2500g
Weapon. This weapon is infused with the power of the frost giants. You can activate the weapon, causing it to be wreathed in magical ice, dealing an additional 1d8 cold damage. (Ranged weapons affect their ammunition.)
Armor. This armor gives you resistance to cold damage.
Light Stone (Very Rare) - 3000g
Weapon. Radiant energy courses through this weapon. Successful attacks with it deal an additional 1d8 radiant damage.
Armor. Once per short rest, you can cast prayer of healing at 3rd level using Wisdom as your spellcasting modifier.
Friend Stone (Very Rare ) - 3000g
Weapon. This weapon acts as a sentinel when allies are in danger. As a reaction, you can make an attack with this weapon towards any creature in range that has just harmed an ally.
Armor. This armor allows you to share damage with allies. Once per short rest, you can touch an ally. For the next 10 minutes, any damage taken by the linked creature is halved and split between the two of you (with the linked creature taking the extra damage in case of an uneven number).
Shield Stone (Legendary) - 4000g
Weapon. The weapon seeks to defend your allies. As a reaction, you can move up to 10ft. towards a creature attacking an ally, taking the strike instead. This can be performed after the die is rolled, but before the result is known.
Armor. The shield stone infuses your armor with additional protective power. You gain a +2 bonus to your armor class.
Attribute Stone (Legendary) - 5000g
Comes in a variety of types corresponding to the six ability scores.
Weapon. One ability score increases by 2, up to a maximum of 20.
Armor. One ability score increases by 2, up to a maximum of 20.
Mastery Stone (Legendary) - 5000g
Weapon. Your proficiency bonus increases by 1
Armor. Your proficiency bonus increases by 1
 

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