Crystals and Dust : The Remants of the Gods

Within these gems dwells the power of the gods.

Crystals and Dust

Crystals are the remnants of the Tangible Gods left behind from their time in the material world. They can be found in all shapes, sizes, and colors. In the age of discovery, it was found that these crystals could be used to tap into raw arcane energy. It was also found that by using these crystals in crafting items, and weapons they would become more effective and gain special traits. Soon after this discovery another was made that changed the world forever. By grinding crystals into a fine powder and mixing it with various alchemical mixtures, the consumption of these new potions would allow for this power to be granted directly to a person, but this great power can overwhelm even the mightiest if one were to overdose.

Crystal are divided by color. The color of a crystal determines what magical attributes it has, how it will affect a weapon or piece of armor and how consumption of the dust will affect an individual.

The Crystals
Color School of Magic Damage Type
Red Evocation Fire
Orange Conjuration Force
Yellow Illusion Thunder/Lightning
Green Enchantment Acid
Blue Transmutation Cold
Indigo Divination Poison
Violet Psionic Psychic
Black Necromancy Necrotic
White Abjuration Radiant

Adding crystals to a weapon being crafted grants a bonus to that weapon. This bonus depends on the quality of the crystal. In addition to the bonus to hit, crystals can unleash powerful magic. The crystal effect is based on the damage type from the table above.

Crystal Quality
Quality Bonus
Dull +1 to Hit
Fine +2 to Hit
Superior +3 to Hit
Flawless +4 to Hit

On a critical hit, the weapon will deal bonus damage of the appropriate type.

Crystal Damage
Quality Bonus
Dull 1d8
Fine 2d8
Superior 3d8
Flawless 4d8

Adding crystals to a piece of armor being crafted will grant resistance to the damage type associated with that crystal. This bonus depends on the quality of the crystal.

Crystal Quality
Quality Bonus
Dull 1/8 Damage
Fine 1/4 Damage
Superior 1/2 Damage
Flawless 1/2 Damage, Reflected

Another way the crystals are used in this world is by being ground to a fine powder and consumed in potions. The positive effects of these crystals varies depending on the dosage, however if one were to overdose the effects of the crystals can be devastating. Each character can only withstand 4 levels of crystal dust toxicity. Players can manage just fine with 3 doses but upon consuming the 4th they will be "ovedosed" and will have to suffer the consequences. Any overdosed player must make a DC Constitution saving throw every hour of Travel or Non-combat time, and must make a DC Constitution saving throw every round while in combat if overdosed. The DC value will be determined by the amount of overdosed they are. The base value is 10 +5per level above 3 they have hit. The negative effects of the overdose are based on the type of crystal most recently consumed. When a player fails a their saving throw they will roll d6 and suffer the corresponding side effect. If a player consumes the same type of dust this has an additional +2 modifier to the DC for overdosing as it concentrates the effect. The duration of crystal effects is determined by dosage.

Red Crystal Overdose Effects
Roll Effect
1 Player takes xd10 fire damage. If this deals more than half your current hp in damage your body suffers from massive burns and scars and your CHA score is decreased by 4.
2 Player gains vulnerability to fire damage for 1d4 hours
3 Player can't cast evocation spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
Orange Crystal Overdose Effects
Roll Effect
1 Player takes xd10 force damage. If this deals more than half your current hp in damage you contract Bone Break Fever and your Strenth score is reduced by 4.
2 Player gains vulnerability to thunder damage for 1d4 hours
3 Player can't cast Conjuration spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
Yellow Crystal Overdose Effects
Roll Effect
1 Player takes xd10 thunder/lightning damage. If this deals more than half your current hp in damage, you become permanently deafened or blinded.
2 Player gains vulnerability to thunder or lightning damage for 1d4 hours
3 Player can't cast illusion spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
Green Crystal Overdose Effects
Roll Effect
1 Player takes xd10 acid damage. If this deals more than half your current hp in damage, you contract Dripping Decay.
2 Player gains vulnerability to acid damage for 1d4 hours
3 Player can't cast enchantment spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
Blue Crystal Overdose Effects
Roll Effect
1 Player takes xd10 cold damage. If this deals more than half your current hp in damage,
2 Player gains vulnerability to cold damage for 1d4 hours
3 Player can't cast transmutation spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
Indigo Crystal Overdose Effects
Roll Effect
1 Player takes xd10 poison damage. If this deals more than half your current hp in damage, you contract Filth Fever.
2 Player gains vulnerability to poison damage for 1d4 hours
3 Player can't cast divination spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
Violet Crystal Overdose Effects
Roll Effect
1 Player takes xd10 psionic damage. If this deals more than half your current hp in damage, the characters mind is open beyond what mortals can bear and they are stricken with Madness.
2 Player gains vulnerability to psionic damage for 1d4 hours
3 Player can't cast psionic spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
Black Crystal Overdose Effects
Roll Effect
1 Player takes xd10 necrotic damage if the player dies from this they rise the next day as with the disease Vampyrism(see below).
2 Player gains vulnerability to necrotic damage for 1d4 hours
3 Player can't cast necromancy spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
White Crystal Overdose Effects
Roll Effect
1 Player takes xd10 radiant damage. If the player survives this will cure any long term effect from another overdose.
2 Player gains vulnerability to radiant damage for 1d4 hours
3 Player can't cast abjuration spells till they complete a short rest.
4 Player suffers level 4 of exhaustion.
5 Player falls Unconscious and must succeed a DC Constitution saving throw to regain consciousness.
6 Player becomes poisoned and must be healed with a health/cleansing potion.
Consuming Dust via potions

When a character consumes dust via a potion or brew, they will gain special abilities or advantages. The larger the dosage the longer the effects will last, 1 dose equals 1 hour under the effects.

When a characters consumes dust, they will roll a d6 and gain the cooresponding ability or bonus.

RED DUST ABILITIES AND BONUSES

1: Gain +3 to STR and ADV on all STR checks.

2: Gain 20ft of movement speed and can take Dash action once per turn.

3: Gain the ability to cast 3 Evocation cantrips of your choice for the duration.

4: Regain a number of spell slots of any level equal to your current level of toxicity.

5: All melee attacks are rolled with advantage and do an extra die worth of damage.

6: Every Evocaton spell cast while under the effect of dust can be cast as if it were using a spell slot equal to its base slot + your level of toxicity, whether you have the slot availble or not.

ORANGE DUST ABILITIES AND BONUSES

1: Gain +3 to DEX and ADV on all DEX checks.

2: Gain the Ability to cast Levitate on yourself and yourself only at will.

3: Gain the ability to cast 3 Conjuration cantrips of your choice for the duration.

4: Regain a number of spell slots of any level equal to your current level of toxicity.

5: All ranged attacks are rolled with advantage and do an extra die worth of damage.

6: Every Conjuration spell cast while under the effect of dust can be cast as if it were using a spell slot equal to its base slot + your level of toxicity, whether you have the slot availble or not.

YELLOW DUST ABILITIES AND BONUSES

1: Gain 3+current level as temp hp and ADV on all CON checks.

2: Gain the Ability to cast Invisibility on yourself and yourself only at will.

3: Gain the ability to cast Minor Illuion and any 2 other cantrips of your choice from any school for the duration.

4: Regain a number of spell slots of any level equal to your current level of toxicity.

5: Gain resistance to 2 types of damage of your choice.

6: Every illusion spell cast while under the effect of dust can be cast as if it were using a spell slot equal to its base slot + your level of toxicity, whether you have the slot availble or not.

GREEN DUST ABILITIES AND BONUSES

1: Gain +3 to CHA and ADV on all CHA checks.

2: Gain the Ability to cast Hold Person at will.

3: Gain the ability to cast 3 Enchantment cantrips of your choice and one from any other school of magic for the duration.

4: Regain a number of spell slots of any level equal to your current level of toxicity.

5: Gain the ability to cast Mass Suggestion 3 times per current level of toxicity.

6: Every Enchantment spell cast while under the effect of dust can be cast as if it were using a spell slot equal to its base slot + your level of toxicity, whether you have the slot availble or not.

BLUE DUST ABILITIES AND BONUSES

1: Gain +3 to WIS and ADV on all WIS checks.

2: Gain the ability to alter your physical appearance to that of any other humanoid race takes 1 minute for transformation to occur.

3: Gain the ability to cast 3 Transmutation cantrips of your choice for the duration.

4: Regain a number of spell slots of any level equal to your current level of toxicity.

5: Gain Tremorsense, allowing you to detect any movement within 60ft.

6: Every Transmutation spell cast while under the effect of dust can be cast as if it were using a spell slot equal to its base slot + your level of toxicity, whether you have the slot availble or not.

INDIGO DUST ABILITIES AND BONUSES

1: Gain +5 to INT and ADV on all INT checks.

2: For the duration you may reroll any crit fail.

3: Gain the ability to cast 2 Divination cantrips of your choice and one from any other school of magic for the duration.

4: Regain a number of spell slots of any level equal to your current level of toxicity.

5: You fall into trance and begin to see future events this lasts for 1 hour and you can not be awoken. Upon awakening, your vision of the future will grant you 5 crit successes that must be used in the next 24 hours of adventuring.

6: Every Divination spell cast while under the effect of dust can be cast as if it were using a spell slot equal to its base slot + your level of toxicity, whether you have the slot availble or not.

VIOLET DUST ABILITIES AND BONUSES

Under Construction.

BLACK DUST ABILITIES AND BONUSES

1: Gain the ability to touch a creature and do 1d8 necrotic damage to them, and recieve 1d4 hp in return.

2: Gain fangs, and a bite attack that deals 1d8 damage and heals for double the amount of damage done. Gain vulnerability to radiant damage. Damage and healing increase by 1d8 at levels 4, 8, 12, 16, and 20.

3: Gain the ability to cast 3 Necromancy cantrips of your choice and one from any other school of magic for the duration.

4: Regain a number of spell slots of any level equal to your current level of toxicity.

5: You gain the ability to transform your body into swarm of bats or other tiny flying creature. While in this form you can take a swarm attack against a target occupying the same space as them and dealing 1d12 necrotic damage to them per round you share their space. While in this form you gain resistance to bludgeoning, slashing and piercing attacks. You can enter and exit this form at will. Dropping below 50% of your max hp causes you to retake solid form.

6: Every Necromancy spell cast while under the effect of dust can be cast as if it were using a spell slot equal to its base slot + your level of toxicity, whether you have the slot availble or not.

WHITE DUST ABILITIES AND BONUSES

1: Your eyes glow with radiant light and you can see in complete darkness perfectly, you can see invisble creatures and can see any creatures true form.

2: You gain the ability to lower the toxicity level of any willing creature you touch.

3: Gain the ability to cast 2 Abjuration cantrips of your choice and one from any other school of magic for the duration.

4: Regain a number of spell slots of any level equal to your current level of toxicity.

5: You gain the ability to channel radiant energy towards an ally within 60ft. That allies can heal for 1d6hp. The healing amount increase by 1d6 at levels 4, 8, 12, 16, and 20.

6: Every Abjuation spell cast while under the effect of dust can be cast as if it were using a spell slot equal to its base slot + your level of toxicity, whether you have the slot availble or not.

Appendix - Special Effects

Vampyrism

A character that contracts Vampyrism due to dust overdose deals with following effects

Positives

Can reroll 1 failed saving throw per long rest.

Drinking the blood of a living creature restores

1d6 hp.

Negatives

Vulnerable to Radiant damage.

Being in direct sunlight causes one to take 1d8

damage per hour.

Eating normal food causes 1 level of exhaustion.

Bone Break Fever

A character that contracts Bone Break Fever due to dust overdose deals with following effects

Damage from falling is doubled.

Character is vulnerable to bludgeoning damage.

Dripping Decay

A character that contracts Dripping Decay due to dust overdose deals with following effects

Boils filled with acidic ooze begin to manifest on

the character affected by this disease. These

appear at a rate of 2 boils per day until healed or

the affected creatures death. The affected

creature takes 2d6 acid damage per boil per

day.

Filth Fever

A character that contracts Filth Fever due to dust overdose deals with following effects

Character with Filth Fever have hacin cough and

a fever. Until healed they lose 1 point of

Constitution per day. Upon Being cured they

regain 1 point per day till back to normal. While

under the effects of this disease the character

has disadvantage on any constitution saving

throw.

Madness

A character that contracts Bone Break Fever due to dust overdose deals with following effects

The character experiences vivid hallucinations

and has disadvantage on ability checks. In

addition if the madness begins during combat

the character must use his or her action each

round to attack the nearest creature. The

character may also begin babbling incoherently

and is incapable of normal speech or

spellcasting.

At Will

This spell or ability can be cast regardless of your current spell slot or spellcasting ability.