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## More Ioun Stones The following details additional Ioun Stones to supplement those found in the Dungeon Master's Guide (DMG. 176). #### Ioun Stones **Aberration (Legendary).** This black stone is a different shape every time you look at it, and appears as a blank spot in your vision, as if it absorbs all light. In the presence of an aberration, its surface and shape become more defined, relative to the aberrations power. As an action, you may use the stone to summon an aberration. To determine what aberration appears, roll on the *Aberration Table*. It appears in an unoccupied space within 30 feet of you, and, is under no compulsion to be friendly to you. ##### Aberration Table | d8 | Aberration | |:---:|:-----------:| | 1 | Flumph. | | 2 | Intellect Devourer. | | 3 | Mind Flayer. (Roll 1d4 for type: 1-Mind Flayer, 2-Alhoon, 3-Ulitharid, 4-Illithilich) | | 4 | Slaad. (Roll 1d6 for type: 1-Red, 2-Blue, 3-Green, 4-Gray, 5-Death, 6-Tadpoll) | | 5 | Aboleth. | | 6 | Beholder. | | 7 | Neothelid. | | 8 | Starspawn. (Roll 1d6 for type: 1-Grue, 2-Mangler, 3-Hulk, 4-Seer, 5-Larva Mage, 6-One of each) | **Advantage (Rare).** Whenever you make an Attack Roll, Ability Check, or Saving throw you may choose to make that roll with advantage, while this black rod orbits your head. You may do so once, and cannot do so again until the next dawn. **Amplification (Rare).** This red, crystalline ring is capable of amplifying the effects of spells. When you cast a spell, you may choose to cast it through this stone. Spells cast in this way are cast as if using a slot one level higher than the slot used. If the effect of the spell is unchanged by this, you gain a +1 bonus, per level of the spell slot used, to an attack roll, ability check, or saving throw. This bonus disappears after one use, or after one minute has passed. You cannot have more than one of these bonuses at once. When casting a spell through this stone, the stone takes 1d4 force damage, per level of the spell slot used. This stone regains lost hit points daily at dawn. **Aquatic (Rare).** You can breathe underwater and have a swimming speed equal to your walking speed, while attuned to this marbled blue and aqua pyramid. **Arachnophobia (Common).** You know the location of every spider within 30 feet of you, while this particularly thin translucent-white spindle orbits around you. **Bonus (Rare +1, Very Rare +2, Legendary +3).** While this turquoise decahedron orbits around you, you have a bonus to attack and damage rolls. The bonus is determined by the stone's rarity. **Bun (Rare).** While this marbled pink egg orbits you, beasts react more favorably toward you. Any beast that can see you, understands your intent towards them, and will not attack you, unless you mean them harm. Additionally, you understand the emotional state of any beast you can see, within 30 ft. of you, and as an action you may touch a beast within reach of you, and you learn of any diseases or poisons effecting it, how well fed it is, and any injury it is suffering (its hit point total versus its maximum). **Cake (Legendary).** This stumpy, frosty blue, crystal bares a lumpy mass of tiny crystalline growths, akin to snow, or sugar crystals, upon its flared top. Spikes of crystal protrude up from this mass. When you use an item that would normally be consumed by the process, such as material components for a spell, a potion, or a spell scroll, you may choose to store an illusion of that item within this stone, when the original item is consumed. While the illusion is stored, the stone may be used as if it were the original item. When you do so, the stone is not destroyed, but the illusion within is expended. This stone may not hold more than one illusion at a time. (This Stone is inspired, and named, by the mind of [@Aries_2256](https://twitter.com/Aries_2256 "Aries")) **Color (Legendary).** While this prismatic octahedron orbits around you, you may ask one question about a creature, place, or object that you can see, and you receive a truthful answer, in the form of a single sentence spoken in your mind. This property may be used multiple times, but each question must be asked by a different creature, and said creature must be attuned to this stone. Otherwise, a creature may not use this property again for a week. If the question is, for any reason, unanswerable, then it does not count against your uses of this property. **Concentration (Rare).** While this amber pyramid orbits around you, you may maintain concentration on an additional spell, while already maintaining concentration. **Crustacean (Uncommon).** As an action, you may use the power of this marbled red and white spindle to summon a crab. The crab appears in an unoccupied space within 10 feet of you. **Density (Very Rare).** You may cast *Enlarge/Reduce* on yourself, but may only select the Enlarge option, through the power of this green cube. While Enlarged, you do not change size, but still retain the benefits of the spell, as well as gain resistance to bludgeoning, piercing, and slashing damage. You may cast this spell once, and cannot do so again until the next dawn. **Desperation (Very Rare).** If you are reduced to 0 hit points while this aqua prism orbits around you, you are instead reduced to 1 hit point. Once the stone is used in this way, it cannot be used again until the next dawn. **Discretion (Uncommon).** As an action, you may use the power of this yellow sphere to transform into a rubber duck for 1 minute. \pagebreakNum **Druidry (Legendary).** This green cube ebbs with the primal power, and the nurturing warmth of nature. While attuned to this stone, you know the *Druidcraft, Control Flames, Gust, Mold Earth, Shape Water,* and *Shillelagh* cantrips. This stone has 15 charges, and regains 2d6 + 3 expended charges daily at dawn. *--- Spells.* You may expend 1 or more charges to cast the following spells, without material components (Save DC: 17, Attack bonus: +9): *cure wounds (bonus: +5)* (1 charge per spell level, up to 4th), *entangle* (1 charge), *faerie fire* (1 charge), *gust of wind* (2 charges), *moonbeam* (2 charges), *plant growth* (3 charges), *skywrite* (2 charges), *speak with animals* (1 charge), *speak with plants* (3 charges) *tidal wave* (3 charges). As a bonus action, you may magically transform into a beast with a challenge rating 1 or lower, for 2 hours. Once you transform, you cannot do so again until you finish a short rest. **Enervation (Legendary).** This glittering white prism pulses with energy from the plane of positive energy. As a bonus action, you may release a pulse of energy from this stone in a 5 ft. radius around you. Each creature within that pulse regains 2d6 hit points. Once you have done so an amount of times equal to your Constitution modifier (minimum 1), each time this stone is used afterward, you you gain one level of exhaustion. Once you are at 6 levels of exhaustion, you explode in a burst of positive energy, and any creature within 15 ft. of where you were regains 12d6 hit points. **Essence (Legendary).** If a creature is reduced to 0 hit points within 30 feet of you, while this violet sphere orbits around you, you may absorb some of it's essence. When you do so, you may choose one of the creature's traits (except *Legendary Resistance*), actions (except *multiattack*), one of its damage/condition resistances/immunities, or one of it's movement speeds. You then gain the chosen feature. You may only benefit from one absorbed feature at a time. **Expectation (Common).** This glittering, prismatic rhomboid floats gingerly around you. **Familiarity (Legendary).** While this deep blue rhomboid orbits you, it acts as a Familiar, as per the *Find Familiar* spell, using the *Owl* statistics, though it has no walking speed, and the stone retains its physical form, Armor Class, Hit Points, and damage resistances. The stone may move out of orbit of you, though it must return to orbit by the next dawn, or its attunement to you ends. If the stone is destroyed, it cannot be restored. This stone can be healed through spells that restore hit points. **Fish (Uncommon).** As an action, you may invoke the power of this silver rod to summon a fish, within 5 feet of you. You may summon a fish a number of times equal to your proficiency bonus, and regain expended uses at the next dawn. Roll on the *Fish Table* to determine what type of fish is summoned. ##### Fish Table | d8 | Loot | |:---:|:-----------:| | 1 | Bass. (2d6 + 3 lbs.) | | 2 | Salmon. (1d10 x 10 lbs.) | | 3 | Sword Fish. (1d10 x 100 lbs.) | | 4 | Tuna. (1d8 x 100 lbs.) | | 5 | Puffer. (1d6 lbs.) | | 6 | Hunter Shark. | | 7 | Giant Shark. | | 8 | Roll twice. | **Hygiene (Common).** You are always freshly clean while this cloudy white sphere orbits around you. \pagebreakNum **Impact (Very Rare).** While attuned to this green octohedron, it lashes out at nearby enemies. At the start of your turn, the stone makes a melee attack against a creature within 10 feet of you, with a +7 bonus. On a hit, the attack deals 2d6 bludgeoning damage and pushes the creature 10 feet. **Impression (Uncommon).** This pink dodecahedron weighs 500 lbs. **Interception (Legendary).** While this golden aegis orbits around you, whenever you, or an Ioun Stone orbiting you, are hit with an attack, you may use your reaction to cause the attack to target this stone instead. Additionally, this stone's maximum hit points are 30, as opposed to 10. **Inscription (Common).** As a bonus action, you may grasp this white spindle and use it as an infinite writing implement. You choose how it writes upon grasping it (ink, charcoal, chalk, paint, etc.). **Investment (Legendary).** This golden circular gem functions as a ring of spell storing. Additionally, while at least one spell is stored in the stone, roll on the Investment Table once for each spell stored in the stone, daily at dawn. These effects may stack with each other, and themselves. ##### Investment Table | d20 | Effect | |:---:|:-----------:| | 20 | When you cast this spell, you may cast it an additional time. | | 19 | When this spell is expended, it immediately restores itself within the ring, once. | | 18 | When you cast this spell, you may cast it as if it were one spell level higher. If this would not change the effect of the spell, you gain 1d4 temporary hit points per level of the spell, instead. | | 12-17 | No change. | | 9-11 | One effect from this table, applied to this spell, is removed. | | 6-8 | The spell is expended with no effect. | | 2-5 | All previous effects from this table are canceled out, and the spell is expended with no effect. | | 1 | All previous effects from this table are canceled out, the spell is expended with no effect, and you lose an amount of spell slots equal to the level of the spell lost. | **IOU (Very Rare).** While this yellow cube orbits around you, you may use your action to cause an object within 30 feet of you to teleport into your hand. The stone simultaneously teleports to that objects original location. **Macabre (Uncommon).** You know the location of any corpse within 60 feet of you, through the power of this black prism. **Mastication (Common).** While this cloudy pink sphere orbits around you, it consumes food and drink on your behalf, requiring no action on your part. You receive all nourishment from food consumed this way. **Override (Rare).** While this yellow ellipsoid orbits around you, you may cast *Dominate Monster* (DC 18) twice per day, but the target must be a construct. **Patronage (Legendary).** This black cube emits a sickly green glow. While attuned to this stone, you know the *Eldritch Blast, Mage Hand,* and *Minor Illusion* cantrips. This stone has 8 charges, and regains 2d4 expended charges after completing a short rest. *--- Spells.* You may expend 4 charges to cast the following spells, as their 4th level versions, without material components (Save DC: 17, Attack bonus: +9): *armor of agathys, evard's black tentacles, fear,* and *shadow blade.* Also, you know two *Eldritch Invocations*. After completing a long rest, you may gaze into the stone and replace one or both of these Invocations. **Penetration (Rare).** While this exceptionally long flaming red spindle orbits around you, it is treated as a martial ranged weapon, with which you are proficient. It deals 1d10 piercing damage and 1d6 fire damage on a hit, has the light property, and has a normal range of 60 feet and a long range of 240 feet. With each attack, the stone flies out to strike your target, then returns to you. **Philosophy (Legendary).** This deep red ellipsoid beats with energy. While attuned to this stone, you gain the following benefits: - You may cast *Alter Self*, *Continual Flame*, *Fabricate*, and *Fly* at will. - You do not need to eat, drink, or sleep. You may spend 4 hours doing light activity to gain the benefits of a long rest. - This stone has 8 charges, regaining all expended charges at dawn. You may spend 1 or more charges, as a bonus action, to regain a spell slot of a level equal to the number of charges spent. \pagebreakNum **Piety (Legendary).** This gold and white marbled cube emits a comforting warm glow. While attuned to this stone, you know the *Light, Mending, Spare the Dying,* and *Thaumaturgy* cantrips. This stone has 15 charges, and regains 2d6 + 3 expended charges daily at dawn. *--- Spells.* You may expend 1 or more charges to cast the following spells, without material components (Save DC: 17, Attack bonus: +9): *beacon of hope* (3 charges), *bless* (1 charge), *cure wounds (bonus: +5)* (1 charge per spell level, up to 4th), *detect evil and good* (1 charge), *lesser restoration* (2 charges), *protection from evil and good* (1 charge), *revivify* (3 charges), *sanctuary* (1 charge), *zone of truth* (2 charges). Additionally, once per day, you may use your action to force each undead within 30 ft. of you to make a DC 17 Wisdom saving throw, or become frightened of you for 1 minute, and must use its reaction to move up to its movement speed away from you. **Preparation (Uncommon).** This blue octohedron increases your maximum number of spells known, or prepared by two. **Presence (Legendary).** This purple rhomboid pulses with light in the presence of music. While attuned to this stone, you know the *Dancing Lights, Minor Illusion, Prestidigitation,* and *Vicious Mockery* cantrips, and you are proficient in some musical instrument, or some artisan tools, that the stone deems most fitting for you (DM's choice). This stone has 15 charges, and regains 2d6 + 3 expended charges daily at dawn. *--- Spells.* You may expend 1 or more charges to cast the following spells, without material components (Save DC: 17, Attack bonus: +9): *charm person* (1 charge), *dispel magic* (3 charges), *healing word* (1 charge per spell level, up to 4th), *hypnotic pattern* (3 charges), *pyrotechnics* (2 charges), *tasha's hideous laughter* (1 charge), *tongues* (3 charges), *suggestion* (2 charges). As a bonus action, you may invigorate an ally within 60 ft., pushing them to succeed. For the next minute that creature may add 1d6, once per turn, to an attack roll, ability check, or saving throw. Once you invigorate an ally, you cannot do so again until the next dawn. **Retraction (Rare).** As an action, you may choose to remove this purple prism from orbit around you, while maintaining attunement to it. The stone may be left on the ground, on a wall, or floating in mid air at a fixed location. While the stone is not orbiting you, you may choose to teleport to it as an action, as long as the stone is on the same plane of existence as you. **Retrieval (Uncommon).** This purple rhomboid acts as a *Mage Hand* spell, as long as you are attuned to it. **Revision (Uncommon).** This blue decahedron allows you to exchange one of your spells known, or prepared, for another spell from your spell list, as an action. Once you do so, you cannot do so again, until the next dawn. \pagebreakNum **Sentience (Legendary).** This purple hexagonoid is a sentient chaotic good item with an Intelligence of 16, a Wisdom of 15, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The stone acts on it's own, on your initiative, and has a flying (hover) speed of 30 feet. It is considered a creature, with the elemental creature type. This stone acts on your initiative. The stone can speak, read, and understand all languages you know, and 1d3 other languages, and can communicate verbally. The stone may move out of orbit of you, though it must return to orbit by the next dawn, or its attunement to you ends. **----** *Personallity.* Sentience speaks with a youthful tone and cadence, and has a powerful curiosity, always looking for information. After being attuned to a new host, it will typically ask a lot of questions about its new companions. It enjoys traveling and adventure, and is very playful. When bored, it will try to convince others to play games with it. If there are other attuned Ioun Stones nearby, it with typically play with those, chasing them around in their orbits, playing hide and seek, etc. **----** *Innate Spellcasting.* The stone's innate spellcasting ability is Intelligence (DC: 16, Attack Bonus: +8). It can innately cast the following spells, requiring no material components: * *At will: Detect Magic, Light, Mage Hand (the hand is invisible), Minor Illusion, Mending, Prestidigitation.* * *3/day each: Identify* * *1/day each: Legend Lore* **----** *Feed Curiosity.* Sentience is able to learn additional spells. The stone may spend 1 hour per level of the spell analyzing a spell from a spell scroll, or spellbook. This process also consumes 50 gold worth of gem dust per level of the spell. You must be awake while the stone is copying a spell. Once copied, the stone may prepare that spell after a long rest. Sentience may have an amount of spells prepared equal to it's Intelligence modifier (This does not include the spells already listed). Prepared spells may be cast once per day each. **Separation (Rare).** \columnbreak **Serendipity (Legendary).** Whenever you make an Ability Check or Saving Throw, take the Attack Action, or cast a spell, roll a d20. On a roll of 20, this pearlescent cube produces a random effect from the *Serendipity Table.* ##### Serendipity Table | d6 | Effect | |:---:|:-----------:| | 1 | You regain 8d8 hit points. | | 2 | A pouch filled with of gems, worth 1d10 x 100gp, appears within 5 feet of you. | | 3 | You make your next Attack Roll, Ability Check, or Saving Throw with advantage. | | 4 | A pixie appears within 10 feet of you. It is friendly to you, and aids you for 1 hour, after which it disappears. | | 5 | Your next successful attack deals an additional 1d4 fire damage, 1d4 cold damage, and 1d4 lightning damage. | | 6 | Choose a spell of 3rd level or lower. Until the next dawn, you may cast that spell once. Casting this spell requires no material components, and does not expend a spell slot. (DC 17, Attack Bonus +7) | **Sorcery (Legendary).** This red hexagonoid imbues you with arcane power. Whil attuned to this stone, you know the *Dancing Lights, Firebolt,* and *Message* cantrips. This stone has 24 charges, and regains 3d6 + 2 expended charges daily at dawn. *--- Spells.* You may expend 1 or more charges to cast the following spells, without material components (Save DC: 17, Attack bonus: +9): *blur* (2 charges), *chaos bolt* (1 charge per spell level up to 4th), *detect magic* (1 charge), *feather fall* (1 charge), *fireball* (3 charges), *shatter* (1 charge per spell level, up to 4th). Additionally, you have the *Subtle Spell* and *Quickened Spell* Metamagic options, on which you may spend charges as if they were Sorcery Points. \pagebreakNum **Substance (Legendary).** This mass of crystalline growth pulses with a roiling mass of chaotic energy. This stone has 7 charges, and regains all expended charges daily at dawn. While attuned to this stone, you may used the Power of the Mind optional rule (DMG 61), regardless of what plane you are on. When using this property to alter an object, you may choose to instead create the object from raw matter, pulled directly from the Plane of Limbo itself. When you do so, you must spend an amount of charges, depending on the size of the object created. Objects created by spending charges are stable, though while on Limbo, a created object loses stability after 10 days. ##### Object Creation | Object Size | Charge Cost | |:---:|:-----------:| | Tiny | 1 | | Small | 2 | | Medium | 3 | | Large | 4 | | Huge | 5 | | Gargantuan | 6 | **Taste (Common).** Everything tastes like meat. Everything. **Utlity (Very Rare).** As an action, you may will this gold rod to transform into an item from the *Adventuring Gear* table (PHB 150). If the item is a consumable item, such as a *Potion of Healing*, or vial of poison, and it is emptied, you cannot transform the stone into a consumable item again, until the next dawn. **Weaponry (Rare).** The edges of this cloudy white diamond are trimmed with gray steel, almost as it growing like a mold. As a bonus action, you may grasp this stone and will it to transform into any melee weapon. This weapon has a +1 bonus to attack and damage rolls, and deals an additional 1d6 force damage on a hit. **Wizardry (Legendary).** Prismatic lights swirl within this blue pyramid, granting you arcane knowledge. While attuned to this stone, you know the *Light, Mage Hand, Prestidigitation* and *Ray of Frost* cantrips. This stone has 15 charges, and regains 2d6 + 3 expended charges daily at dawn. *--- Spells.* You may expend 1 or more charges to cast the following spells, without material components (Save DC: 17, Attack bonus: +9): *blink* (3 charges), *chromatic orb* (1 charge), *color spray* (1 charge), *comprehend languages* (1 charge), *dispel magic* (3 charges), *knock* (2 charges), *lightning bolt* (3 charges), *magic missile* (1 charge per spell level up to 4th), *mirror image* (2 charges), *misty step* (2 charges). You may copy a spell of 3rd level or lower from a scroll or spellbook into the stone when you finish a long rest. When you do so, you must remove a spell of equivalent level from the stone. The copied spell costs an amount of charges equal to its level, to cast. \pagebreakNum ## Artifacts The following details some of the most powerful, and most dangerous, Ioun Stones one might find in the multiverse. #### Guardian *Wondrous item, artifact* An elongated mass of orange crystaline growths, roughly 2 ft. long, that emits a soft blue glow. This stone is theorized to be the result of many Ioun Stones merging together, be it during their natural formation, or through intentional efforts of magic. Whatever the origin, the result is a stone of unrelenting power. This stone has 100 hp, and all attacks targeting you target the stone, instead. When this stone is reduced to 0 hit points, it reforms after three rounds, with half of its maximum hit points. This stone 20 charges, and regains all expended charges daily, at dawn. ***Spells.*** You may expend 1 or more charges to cast the following spells, without material components (Save DC: 17): *Absorb Elements* (1 charges), *Conjure Volley* (5 charges), *Lightning Bolt (5th level)* (5 charges), *Thunder Wave (5th level)* (5 charges) ***Magic Resistance.*** You have advantage on saving throws against spells and magical effects. ***Superior Evasion.*** When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \columnbreak #### Fusion *Wondrous item, artifact (requires attunement)* These blue ellipsoids are actually two halves of the same stone. They spin, and orbit about each other, as the orbit you. ***Fuse Items.*** You may place each half against a magic item (One item for each half) within 5 ft. of you, as an action. While each half is placed against an item, you may use an action to invoke the magic of the stones, fusing the two items into one. The resulting item has all the properties of both items used in the fusion. Once fused, the stones, and the two items, count as a single item, for the purpose of attunement. You may chose to defuse the items, as an action. ***Fuse Creatures.*** These stones may also be used to fuse two creatures into a single being. While a willing creature, within 30 ft. of you, is holding one half of this stone, you may use your action to fuse yourself with them. When two creatures become fused, the resulting fused being has all the proficiencies, class features, and movement speeds of the original creatures. If both creatures have duplicate movement types, choose the faster of the two. The fused being's hit point total, and maximum is equal to the total of the original creatures' maximum hit points. The fused being's ability scores are the highest of each of the original creatures'. For example, if your Strength is 20, and the other creature's Strength is 13, then the fused being's Strength is 20. But, if your Wisdom is 9, and the other creature's Wisdom is 13, then the fused being's Wisdom is 13. The fused being's weapons, armor, and equipment are that of the original creatures. Equipped items are chosen by the two players, and any unequipped items are either absorbed into the fused being's form, stored in an equiped container, or they fall to the ground within 5 ft. of the fused being. The players involved may chose an item belonging to each of the fused creatures to be fused into one, as per the **Fuse Items** property. These items are fused for the duration of the creature's fusion. When the fused being is created, it appears in an unoccupied space, nearest to your original location. The fusion lasts for 1 hour, or until the fused being decides to end the fusion early, as a bonus action. \pagebreakNum #### Possession *Wondrous item, artifact (requires attunement)* This stone is an pale white pyramid that emits a faint, mournful glow. As an action you may cast *Dominate Monster* (DC 19). Once you do so, you cannot cast it again until the next dawn. While concentrating on this spell, you may attempt to possess the target, as an action. They must succeed on a Charisma saving throw (DC 19) or become possessed by you. While possessing a creature, your body merges with the target's, and you use the target's statistics instead of yours, though you retain your alignment and Intelligence, Wisdom and Charisma scores. You can’t use any legendary actions or lair actions of the new form. Any items you were wearing or carrying become equipped by, and resized to fit, the possessed creature's form. While possessing a creature, you must make a contested Charisma check against the possessed creature each dawn. On a failed check, the possession ends and you appear, with your original body, in an unoccupied space within 5 ft. of the possessed creature. Your equipment returns to your original form as well. If you succeed this check 5 times in a row, you no longer have to make these checks, and the possession becomes permanent. Until the possession becomes permanent, the possession ends if you become unattuned to the stone Once a possession becomes permanent, you regain use of any features from your class, race, or other source, and can use them, provided that your new form is physically capable of doing so. You may end your possession, whether permanent or not, as an action. \pagebreakNum ## Obvious Stones Many types Ioun Stones exist. Quite possibly more than mortal scholars could ever hope to catalog. Even The Crystal Lord, Crystalle himself has yet to discover each unique permutation, engaged in an infinite quest to discover and collect new stones. The following are not hard and fast rules, just loose guidelines to help you make some of the more obvious types of Ioun Stones. I decided to just cover them in this format to save you, and myself, a few thousand redundant pages. Their obvious enough that this section may be unnecessary, but it's here for the sake of "completion", and as a reminder that these are options. #### Resistance Stones Pick a damage type, and say there's an Ioun Stone that gives that resistance. The same can be said for immunities (both for damage and conditions), with an obvious increase in rarity. Or the immunity can come from having a resistance stone attuned to an Ioun Gauntlet. #### Spell Stones There is a vast number of Ioun Stones that grant the ability to cast a spell, to the user. Pretty much any spell will do, though do bear in mind how strong the spell is, in all aspects of making a "Spell Ioun Stone". Most often the stone will allow the user to cast its spell once per day, though some allow for multiple castings. In these cases, the amount of times may be predetermined, or it may be equal to a certain ability modifier, or the stone may have charges that may be spent in varying amounts to cast the spell (Much like a *Wand of Fireballs* or *Wand of Magic Missles*). Remember to determine the DC or Attack Bonus of the spell. 15 is common for preset DCs, i.e. the Wand of Fireballs, and 10 being typical for minor effects, such as the Wand of Smiles. You may wish to adjust up or down from there, depending on how strong or weak you want it. If one of these stones is used with an Ioun Gauntlet, their power may increase in one (maybe two) of the following ways: - The spell may be cast at will. - The spell is cast at a higher level. - The spells area of effect increases, or it affects additional targets. - The spells capabilities are expanded in some way. For example, *Control Water* may allow you to freeze water, *Telekinesis* may gain an option to send out a damaging blast of force, or *Sending* might allow for longer conversations per casting. \pagebreakNum ## Loot Tables \pagebreakNum ## Quick Build Tables The following tables are for quickly creating *Resistance*, and *Spell* Ioun Stones, should you be in a hurry and/or wish to avoid analysis paralysis, or simply want to randomize your loot. The Spell Stone Tables assume that the stone allows you to cast the spell once per day. ## Resistance Stones ##### Damage Resistance Ioun Stone Table | d10 | Damage | |:---:|:-----------:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Necrotic | | 7 | Poison | | 8 | Psychic | | 9 | Radiant | | 10 | Thunder | ##### Condition Ioun Stone Table | d10 | Condition | |:---:|:-----------:| | 1 | Blinded | | 2 | Charmed | | 3 | Deafened | | 4 | Frightend | | 5 | Grappled & Restrained | | 6 | Paralyzed | | 7 | Petrified | | 8 | Poisoned | | 9 | Prone | | 10 | Stunned | ##### Condition Ioun Stone Immunity/Advantage Table | d6 | Immune/ADV. | |:---:|:-----------:| | 1-3 | Advantage on rolls against the specified condition | | 4-6 | Immunity to the specified condition | \columnbreak ## Spell Stones ##### Spell DC/Attack Bonus Table | d6 | DC/Attack Bonus | |:---:|:-----------:| | 1 | 12/+4 | | 2 | 13/+5 | | 3 | 15/+7 | | 4 | 17/+9 | | 5 | 18/+10 | | 6 | 20/+12 | ##### Spell Level Table | d10 | Spell Level | |:---:|:-----------:| | 1 | Roll on the 1st Level Spells Table | | 2 | Roll on the 2nd Level Spells Table | | 3 | Roll on the 3rd Level Spells Table | | 4 | Roll on the 4th Level Spells Table | | 5 | Roll on the 5th Level Spells Table | | 6 | Roll on the 6th Level Spells Table | | 7 | Roll on the 7th Level Spells Table | | 8 | Roll on the 8th Level Spells Table | | 9 | Roll on the 9th Level Spells Table | | 10 | Roll Again | \pagebreakNum ##### 1st Level Spells Table
| d100 | Spell | |:---:|:-----------:| | 1 | Absorb Elements | | 2 | Alarm | | 3 | Animal Friendship | | 4 | Armor of Agathys | | 5 | Arms of Hadar | | 6 | Bane | | 7 | Beast Bond | | 8 | Bless | | 9 | Burning Hands | | 10 | Catapult | | 11 | Cause Fear | | 12 | Ceremony | | 13 | Chaos Bolt | | 14 | Charm Person | | 15 | Chromatic Orb | | 16 | Color Spray | | 17 | Command | | 18 | Compelled Duel | | 19 | Comprehend Languages | | 20 | Create or Destroy Water | | 21 | Cure Wounds | | 22 | Detect Evil and Good | | 23 | Detect Magic | | 24 | Detect Poison and Disease | | 25 | Disguise Self | | 26 | Dissonant Whispers | | 27 | Divine Favor | | 28 | Earth Tremor | | 29 | Ensnaring Strike | | 30 | Entangle | | 31 | Expeditious Retreat | | 32 | Faerie Fire | | 33 | False Life | | 34 | Feather Fall | | 35 | Find Familiar | | 36 | Fog Cloud | | 37 | Goodberry | | 38 | Grease | | d100 | Spell | |:---:|:-----------:| | 39 | Guiding Bolt | | 40 | Hail of Thorns | | 41 | Healing Word | | 42 | Hellish Rebuke | | 43 | Heroism | | 44 | Hex | | 45 | Hunter's Mark| | 46 | Ice Knife | | 47 | Identify | | 48 | Illusory Script | | 49 | Inflict Wounds | | 50 | Jump | | 51 | Longstrider | | 52 | Mage Armor | | 53 | Magic Missile | | 54 | Protection from Evil and Good | | 55 | Purify Food and Drink | | 56 | Ray of Sickness | | 57 | Sanctuary | | 58 | Searing Smite | | 59 | Shield | | 60 | Shield of Faith | | 61 | Silent Image | | 62 | Sleep | | 63 | Snare | | 64 | Speak With Animals | | 65 | Tasha's Hideous Laughter | | 66 | Tenser's Floating Disk | | 67 | Thunderous Smite | | 68 | Thunder Wave | | 69 | Unseen Servant | | 70 | Witch Bolt | | 71 | Wrathful Smite | | 72 | Zephyr Strike | | 73-83 | Roll twice and take both results. | | 84-100 | Roll again. |
\columnbreak ##### 2nd Level Spells Table
| d20 | Spell | |:---:|:-----------:| | 1 | Aganazzar's Scorcher | | 2 | Aid | | 3 | Alter Self | | 4 | Animal Messenger | | 5 | Arcane Lock | | 6 | Augury | | 7 | Barkskin | | 8 | Beast Sense | | 9 | Blindness/Deafness | | 10 | Blur | | 11 | Branding Smite | | 12 | Calm Emotions | | 13 | Cloud of Daggers | | 14 | Continual Flame | | 15 | Cordon of Arrows | | 16 | Crown of Madness | | 17 | Darkness | | 18 | Darkvision | | 19 | Detect Thoughts | | 20 | Dragon's Breath | | 21 | Dust Devil | | 22 | Earthbind | | 23 | Enhance/Ability | | 24 | Enlarge/Reduce | | 25 | Enthrall | | 26 | Find Steed | | 27 | Find Traps | | 28 | Flame Blade | | 29 | Flaming Sphere | | 30 | Gentle Repose | | 31 | Gust of Wind | | 32 | Healing Spirit | | 33 | Heat Metal | | 34 | Hold Person | | 35 | Invisibility | | 36 | Knock | | 37 | Lesser Restortion | | 38 | Levitate | | d20 | Spell | |:---:|:-----------:| | 39 | Locate Animals or Plants | | 40 | Locate Object | | 41 | Magic Mouth | | 42 | Magic Weapon | | 43 | Maximilian's Earthen Grasp | | 44 | Melf's Acid Arrow | | 45 | Mind Spike | | 46 | Mirror Image | | 47 | Misty Step | | 48 | Moonbeam | | 49 | Nystul's Magic Aura | | 40 | Pass Without Trace | | 51 | Phantasmal Force | | 52 | Prayer of Healing | | 53 | Protection from Poison | | 54 | Pyrotechnics | | 55 | Ray of Enfeeblement | | 56 | Rope Trick | | 57 | Scorching Ray | | 58 | See Invisibility | | 59 | Shadow Blade | | 60 | Shatter | | 61 | Silence | | 62 | Skywrite | | 63 | Snilloc's Snowball Swarm | | 64 | Spider Climb | | 65 | Spike Growth | | 66 | Spiritual Weapon | | 67 | Suggestion | | 68 | Warding Bond | | 69 | Warding Wind | | 70 | Web | | 71 | Zone of Truth | | 72-82 | Roll twice and take both results. | | 83-100 | Roll again. |
\pagebreakNum ##### 3rd Level Spells Table
| d20 | Spell | |:---:|:-----------:| | 1 | Animate Dead | | 2 | Aura of Vitality | | 3 | Beacon of Hope | | 4 | Bestow Curse | | 5 | Blinding Smite | | 6 | Blink | | 7 | | | 8 | | | 9 | | | 10 | | | 11 | | | 12 | | | 13 | | | 14 | | | 15 | | | 16 | | | 17 | | | 18 | | | 19 | | | 20 | | | 21 | | | 22 | | | 23 | | | 24 | | | 25 | | | 26 | | | 27 | | | 28 | | | 29 | | | 30 | | | 31 | | | 32 | | | 33 | | | 34 | | | 35 | | | 36 | | | 37 | | | 38 | | | d20 | Spell | |:---:|:-----------:| | 39 | | | 40 | | | 41 | | | 42 | | | 43 | | | 44 | | | 45 | | | 46 | | | 47 | | | 48 | | | 49 | | | 40 | | | 51 | | | 52 | | | 53 | | | 54 | | | 55 | | | 56 | | | 57 | | | 58 | | | 59 | | | 60 | | | 61 | | | 62 | | | 63 | | | 64 | | | 65 | | | 66 | | | 67 | | | 68 | | | 69 | | | 70 | |
\pagebreakNum ##### 2nd Level Spells Table
| d20 | Spell | |:---:|:-----------:| | 1 | | | 2 | | | 3 | | | 4 | | | 5 | | | 6 | | | 7 | | | 8 | | | 9 | | | 10 | | | 11 | | | 12 | | | 13 | | | 14 | | | 15 | | | 16 | | | 17 | | | 18 | | | 19 | | | 20 | | | 21 | | | 22 | | | 23 | | | 24 | | | 25 | | | 26 | | | 27 | | | 28 | | | 29 | | | 30 | | | 31 | | | 32 | | | 33 | | | 34 | | | 35 | | | 36 | | | 37 | | | 38 | | | d20 | Spell | |:---:|:-----------:| | 39 | | | 40 | | | 41 | | | 42 | | | 43 | | | 44 | | | 45 | | | 46 | | | 47 | | | 48 | | | 49 | | | 40 | | | 51 | | | 52 | | | 53 | | | 54 | | | 55 | | | 56 | | | 57 | | | 58 | | | 59 | | | 60 | | | 61 | | | 62 | | | 63 | | | 64 | | | 65 | | | 66 | | | 67 | | | 68 | | | 69 | | | 70 | |