Creatures of Gensokyo III: Phantom Ensemble

This is the third and final part of Creatures of Gensokyo, a series of D&D monster statistics based on characters from cult Japanese game series Touhou.

The ghostly Prismriver sisters are the best known musicians in Gensokyo, attracting fans from distant realms. As poltergeists, the sisters can play their instruments without touching, or even necessarily appearing within sight. In fact, the instruments themselves are phantoms, and create sounds not only audiable to the ear, but which resonate with the spirit.

However, their origin is a sad tale. Long ago, Count Prismriver died suddenly, leaving four orphaned daughters - Lunasa, Merlin, Lyrica and Layla. Whether the three eldest sisters died soon after or left home, the youngest, Layla, could not bear to leave, and prayed for her sisters to return. Three poltergeists took pity on her and assumed the form of the sisters, who cared for Layla until she too died. The phantom sisters can still be heard in the mansion to this day, invisibly practicing their music.

The eldest sister is Lunasa, a violinist. She dresses in black, with white trim. Lunasa’s music matches her gloomy demeanour, and possesses the ability to overwhelm weak-minded listeners with depression. Her violin is a phantom of an instrument said to outclass any crafted by human hands.

Lunasa Prismriver — Level 15 Controller
Medium undead humanoid — XP 1,200

Initiative +12 Senses Perception +15; darkvision
HP 148; Bloodied 74
AC 29; Fortitude 27, Reflex 27, Will 28
Immune Disease, poison
Speed 6, fly 6 (hover); phasing

Basic Melee Phantom Din (standard; at-will) ♦ Thunder
+20 vs AC; 1d10+6 thunder damage.

Ranged Spirit Strings (standard; at-will) ♦ Psychic
Ranged 5; +19 vs. Will; 2d8+6 psychic damage, and the target takes a -2 penalty to attack rolls (save ends).

Blast String Performance (standard; recharge 5,6) ♦ Psychic
Close burst 5; targets enemies; +19 vs Will, 2d8+6 psychic damage, and the target is weakened (save ends).

Alignment Unaligned Languages Common
Skills Stealth +15
Str 14 (+9) Dex 21 (+12) Wis 17 (+10)
Con 21 (+12) Int 17 (+10) Cha 23 (+13)

Merlin, a trumpeter, often takes center stage at performances. She dresses in pink, with blue and black trim. Merlin’s music has the power to uplift the spirit, sometimes to the point of inspiring mania. Her instrument is said to be the phantom of a trumpet that has taken the blood of many musicians, but it’s not known if this is true.

Merlin Prismriver — Level 15 Controller
Medium undead humanoid — XP 1,200

Initiative +12 Senses Perception +15; darkvision
HP 148; Bloodied 74
AC 29; Fortitude 27, Reflex 27, Will 28
Immune Disease, poison
Speed 6, fly 6 (hover); phasing

Basic Melee Phantom Din (standard; at-will) ♦ Thunder
+20 vs AC; 1d10+6 thunder damage.

Ranged Trumpet Ghost (standard; at-will) ♦ Psychic
Ranged 5; +19 vs. Will; 2d8+6 psychic damage; the target slides 5 squares and is dazed (save ends).

Blast Dark Trumpet (standard; recharge 5,6) ♦ Psychic
Close burst 5; targets enemies; +19 vs Will, 2d8+6 psychic damage; the target moves 5 squares and makes a basic attack against its nearest ally.

Alignment Unaligned Languages Common
Skills Stealth +15
Str 14 (+9) Dex 21 (+12) Wis 15 (+9)
Con 20 (+12) Int 14 (+9) Cha 23 (+13)

The youngest sister is Lyrica, a keyboardist. She dresses in red, with pink and black trim. Merlin’s winged instrument possesses the ability to create incredible illusory sounds unlike any natural instrument. However, they do not resonate with the spirit like those of her sisters.

Lyrica Prismriver — Level 15 Controller
Medium undead humanoid — XP 1,200

Initiative +12 Senses Perception +15; darkvision
HP 148; Bloodied 74
AC 29; Fortitude 27, Reflex 27, Will 28
Immune Disease, poison
Speed 6, fly 6 (hover); phasing

Basic Melee Phantom Din (standard; at-will) ♦ Thunder
+20 vs AC; 1d10+6 thunder damage.

Ranged Dark Keys (standard; at-will) ♦ Psychic
Ranged 5; +19 vs. Will; 2d8+6 psychic damage, and the target takes a -2 penalty to attack rolls (save ends).

Blast Fazioli Dark Performance (standard; recharge 5,6) ♦ Psychic
Close burst 5; targets enemies; +19 vs Will, 2d8+6 psychic damage, the target is deafened and dazed (save ends).

Alignment Unaligned Languages Common
Skills Stealth +15
Str 14 (+9) Dex 21 (+12) Wis 14 (+19)
Con 21 (+12) Int 20 (+12) Cha 23 (+13)

See Also

Creatures of Gensokyo II: Shrine of the Netherworld

The fey-inhabited realm of Gensokyo is separated by a mystical border from the netherworld, the land where its spirits travel after death. Arguably the most beautiful realm of Gensokyo’s netherworld is Hakugyokurou, known for its cherry blossom gardens which are said to be over a thousand miles long or even infinite. Hakugyokurou takes its name from a tall ghost shrine overlooking the gardens, and means “tower of white jade”.

One of the shrine’s most unusual residents is a white-haired girl named Konpaku Youmu, half ghost and half human. Despite her youthful appearance, Youmu is over sixty years old and has spent most of that time mastering the two-sword style of combat. Youmu is a formidable opponent, and serves the realm’s princess as bodyguard and gardener.

Konpaku Youmu wields two blades whose legendary status in the netherworld exceeds her own. Roukan Blade, the “Tower-Watching Sword”, is believed to have been forged by spirits and is too long for a normal human to wield. Hakurou Blade, the “White Tower Sword”, is the ancestral sword of the Konpaku family and is said to have the power to dispel confusion.

Konpaku Youmu — Level 22 Elite Soldier (Leader)
Medium undead humanoid — XP 8,300

Initiative +19 Senses Perception +17; darkvision
Spirit Gardener aura 10; undead allies within the aura gain a +2 bonus to attack rolls
HP 380; Bloodied 190
AC 38; Fortitude 40, Reflex 37, Will 34
Immune Disease, poison
Resist 15 necrotic
Vulnerable 10 radiant
Saving Throws +2
Action Point 1
Speed 10, fly 10 (hover)

Basic Melee Roukan Blade (standard; at-will)
Reach 2; +29 vs AC; 1d10+5 damage. Roukan deals normal damage against insubstantial creatures.

Basic Melee Hakurou Blade (standard; at-will) ♦ Radiant
+29 vs AC; 1d8+5 plus 5 radiant damage

Melee Two Swords (standard; at-will) ♦ Radiant
Youmu can make one attack each with Roukan and Hakurou.

Burst Delusion of Enlightenment (standard; encounter) ♦ Radiant
Close burst 1; Youmu can make one attack with Hakurou against each target within the area. Each hit leaves the creature immobilized and knocked prone until the end of Youmu’s next turn.

Melee Karmic Punishment (standard; encounter) ♦ Radiant
Youmu can attack one target alternately with Roukan and Hakurou until one misses or five hits.

Burst Thousand Mile Slash (standard; recharge 5,6) ♦ Radiant
Close burst 2; +27 vs Reflex; 6d8+2 radiant damage

Swift Movement (move; recharge 4,5,6) ♦ Teleportation
Youmu can teleport 10 squares.

Alignment Unaligned Languages Common
Skills Athletics +21, Endurance +17, Religion +18
Str 20 (+16) Dex 22 (+17) Wis 14 (+13)
Con 15 (+12) Int 13 (+12) Cha 12 (+12)

Equipment Roukan blade, Hakurou blade

Youmu’s martial prowess attracts the attention of the more powerful spirits who have retired to the flower gardens of Hakugyokurou. She is frequently accompanied in battle by around twelve ghostly warriors.

Towerbound Spirit — Level 18 Minion
Medium undead humanoid — XP 500

Initiative +16 Senses Perception +9; darkvision
HP 1; a missed attack never damages a minion.
AC 32; Fortitude 30, Reflex 31, Will 30
Speed fly 6

Basic Melee Touch of Unlife (standard; at-will)
+21 vs Will; 8 damage

Alignment Unaligned Languages Common
Str 22 (+15) Dex 25 (+16) Wis 22 (+15)
Con 16 (+12) Int 23 (+14) Cha 17 (+12)

See Also

Creatures of Gensokyo I: Lake of Fog

Today I’m presenting a series of fourth edition D&D monsters from the mystical land of Gensokyo. This realm forms the setting to the Touhou Project, a series of shoot-em-ups by Japanese amateur developers Team Shanghai Alice. The series has drawn a cult following both in Japan and internationally, and the gameplay can best be described as “Ikaruga, except with witches”.

The Gensokyo setting is full of great mythology ready to inspire Dungeons & Dragons game material. Part of Touhou’s appeal is its massive list of characters, a cast which includes fairies, vampires, poltergeists, ghosts, half-ghosts, vampires, witches, magicians, healers, oni and Shinto shrine maidens.

Lake of Fog

Visitors to Gensokyo’s Lake of Fog are in constant danger of losing their way. Although its fey residents are normally peaceful, the snowflake-winged ice fairies who populate the lake during the winter are not always friendly to uninvited guests.

Of the lake’s delicate ice fairies, one named Cirno claims to be the strongest. An innocent, whimsical creature, Cirno is prone to mischief and is easily roused to anger by visitors who don’t respect her self-claimed strength. She possesses several formidable methods of ice magic.

Cirno — Level 5 Solo Artillery
Small fey humanoid (cold) — XP 1,000

Initiative +6 Senses Perception +6
Snowflake wind aura 2; any creature that begins its turn in the aura takes 5 cold damage and is pushed 2 squares.
HP 252; Bloodied 126; see also Diamond Blizzard
AC 19; Fortitude 19, Reflex 20, Will 17
Immune cold
Saving Throws +5
Speed 4, fly 6 (hover)
Action Points 2

Basic Melee Freezing Touch (standard; at-will) ♦ Cold
+12 vs AC; 1d10+4 cold damage

Basic Ranged Icy Barrage (standard; at-will) ♦ Cold
Ranged 20; +12 vs AC; 1d10+4 cold damage

Area Icicle Fall (standard; at will) ♦ Cold
Area blast 3 within 20; +10 vs Reflex; 1d6 damage and 1d6 cold damage. Squares adjacent to Cirno cannot be targeted.

Area Perfect Freeze (standard; recharge 5,6; recharges when first bloodied) ♦ Cold
Area blast 4 within 20; +10 vs Reflex; 1d10+9 cold damage, and target is slowed (save ends).

Area Diamond Blizzard (standard; usable only when Cirno is bloodied; at will) ♦ Cold
Cirno may make an Icicle Fall attack and an Icy Barrage. The same creature cannot be targeted by both.

Alignment Unaligned Languages Common, Elven
Skills Arcana +9, Endurance +7, Nature +9
Str 11 (+2) Dex 18 (+6) Wis 7 (+0)
Con 15 (+4) Int 9 (+1) Cha 15 (+4)

The Lake of Fog is inhabited in the winter by a great number of lesser ice fairies. Although individually timid, these creatures are dangerous in numbers.

Snowflight ice fairy — Level 1 Minion
Small fey humanoid (cold) — XP 25

Initiative +3 Senses Perception +2
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 14, Will 13
Resist cold 10
Speed 4, fly 6 (hover)

Basic Melee Freezing Touch (standard; at-will) ♦ Cold
+6 vs AC; 4 cold damage

Basic Ranged Icicle (standard; at-will) ♦ Cold
Ranged 10; +6 vs AC; 4 cold damage

Alignment Unaligned Languages Elven
Skills Nature +4
Str 10 (+0) Dex 16 (+3) Wis 11 (+0)
Con 13 (+1) Int 11 (+0) Cha 13 (+1)


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Ioun Stone Complete Guide

In researching an article for Kobold Quarterly #6 I discovered that there are a lot more ioun stones in D&D history than the sixteen appearing in the third edition Dungeon Master’s Guide or the single lonely example in D&D 4th edition’s list. Of particular interest is an article in Dragon magazine #174 which describes the ioun stones’ origin on the positive energy plane, and Larloch’s entry in Lords of Darkness defining several new stones.

I’ve compiled a list of every ioun stone I can find, dating from AD&D right up to the 4th edition Adventurer’s Vault. There are a whopping 154 stones on this list, including sixteen of my own invention and the rest from canon D&D sources. With a little work you should be able to make reasonable conversions for whichever edition of the game you choose to play.

  • Amber sphere: “of Divine Knowledge”; Acts as holy symbol, grants insight into an opponent, grants bonus to Insight, Religion and Intelligence checks (4E, Adventurer’s Vault 2)
  • Amber spindle: +1 resistance bonus on all saving throws, stacks up to +5 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)
  • Anhedral: +1 to AC, as bless spell (AD&D, Netheril: Encyclopedia Arcana)
  • Any: “Singing Ioun Stone”, disguised as any other ioun stone, cursed to fill user’s mind with music and disrupt concentration (4E, Dragon Magazine #311)
  • Balian’s yellow: +1 to a random ability score each day (AD&D, Encyclopedia Magica Vol. II)
  • Black and white ellipsoid: Provides mind blank effect against scrying (3E, Dragon magazine #319)
  • Black pyritohedron: Energy drain from creature or magic item; unique ioun stone (AD&D, Dragon magazine #174)
  • Black spindle: Darkvision and see through mist (3E, Kobold Quarterly #6)
  • Black star: Absorbs 62HP of fire damage (AD&D, Dragon Annual #2)
  • Blood red orthorhomboid: Transmutes 10ft of minerals into energy; unique ioun stone (AD&D, Dragon magazine #174)
  • Blue green spindle: Bestows airy water in a 10’ radius sphere at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Brass lozenge: Gain 2d4+2 HP once per day on command, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Bright silver cylinder: User and 200lbs. of possessions can go ethereal for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II), as cloak of etherealness, double duration (3E, Lords of Darkness)
  • Bright white rectangle: +1 to saves vs acid (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Brilliant green bipyramidal: Infuses target with energy, dealing damage and heating metal; unique ioun stone (AD&D, Dragon magazine #174)
  • Brown rhomboid: User and 200lbs. of possessions can assume gaseous form for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Brown sphere: Discerns the direction of north (3E, Kobold Quarterly #6)
  • Cephaloid: Obscure alignment within 20 feet (AD&D, Netheril: Encyclopedia Arcana)
  • Cerulean blue rhomboid: Bestows free action on user, as per the magical ring (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II), as cloak of etherealness (3E, Lords of Darkness)
  • Clear crystal: “of Adaption”; Sustains creature without food or water, resist environmental temperatures, stop ongoing damage (4E, Manual of the Planes)
  • Clear interconnected spheres: User becomes insubstantial; unique ioun stone (AD&D, Dragon magazine #174)
  • Clear pink sphere: “Spirit storage”; if user is killed in combat, his spirit is transferred to the ioun stone and can be restored with a restoration spell (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Clear prism: Store 2d6 spell levels (AD&D, Encyclopedia Magica Vol. II)
  • Clear sphere: Grants 5% magic resistance (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Clear spindle: Sustains creature without food or water (3E, DMG)
  • Clear teardrop: Use detect undead at will (Ghostwalk Campaign Setting)
  • Copper rectangle: Allows user to read magic at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Crimson sphere: +2 enhancement bonus to Intelligence, stacks up to +6 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)
  • Cube: +1 to Dexterity (AD&D, Netheril: Encyclopedia Arcana)
  • Cylinder: +1 to saving throws vs acid (AD&D, Netheril: Encyclopedia Arcana)
  • Dark blue rhomboid: “of True Sight”; darkvision, +6 to Perception and Insight, 1/day see invisible (4E PHB)
  • Dark blue rhomboid: Alertness (as the feat) (3E, DMG)
  • Dark green ellipsoid: +5 luck bonus to AC (3E, Lords of Darkness)
  • Dark orange dodecahedron: Spell resistance 21 (3E, Lords of Darkness)
  • Dark purple pyramid: as ring of wizardry IV (3E, Lords of Darkness)
  • Dark purple triangle: as ring of wizardry III (3E, Lords of Darkness)
  • Dark red cube: as medallion of thoughts (3E, Lords of Darkness)
  • Decahedron: Sustain user without water (AD&D, Netheril: Encyclopedia Arcana)
  • Decipton: Shed continual light on command (AD&D, Netheril: Encyclopedia Arcana)
  • Deep black sphere: See in magical darkness, 30’ range (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Deep purple prism: Grants 60’ infravision or doubles existing infravision range (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Deep red sphere: +2 enhancement bonus to Dexterity (3E, DMG)
  • Deep red sphere: Add +1 to Strength (AD&D, Encyclopedia Magica Vol. II)
  • Dendroid: Adds one level of ability, not cumulative (AD&D, Netheril: Encyclopedia Arcana)
  • Dodecahedron: +1 to Constitution (AD&D, Netheril: Encyclopedia Arcana)
  • Dull gray: Provides 1 power point. then disintegrates (3E, Expanded Psionics Handbook)
  • Dull orange rhomboid: as brooch of shielding (3E, Lords of Darkness)
  • Dusty rose prism, Larloch’s: +5 deflection bonus to AC (3E, Lords of Darkness)
  • Dusty rose prism: +1 insight bonus to AC (3E, DMG)
  • Echinid: User can detect magic (AD&D, Netheril: Encyclopedia Arcana)
  • Ellipsoid: +1 to saving throws vs poison gas (AD&D, Netheril: Encyclopedia Arcana)
  • Emerald ellipsoid: 5 bonus hit points, multiple stones stack (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)
  • Enneid: +1 to Charisma (AD&D, Netheril: Encyclopedia Arcana)
  • Euhedral: Has the power of two ioun stones (AD&D, Netheril: Encyclopedia Arcana)
  • Flaming yellow prism: “Heart of fire”, +2 caster level for fire spells, +6 bonus to Knowledge (the planes) and Knowledge (arcana), 1/day cast Quench or empower a fire spell (3E, 17 Relics)
  • Flawed clear spindle: Cursed clear spindle (3E, Kobold Quarterly #6)
  • Flickering white snowflake: +1 to saves vs cold (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Frosty white octahedron: Contains 1-4 wishes; unique ioun stone (AD&D, Dragon magazine #174)
  • Glowing rose prism: +5 insight bonus to AC (3E, Kobold Quarterly #6)
  • Gold ellipsoid: User and 200lbs. of possessions can go astral for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Golden ellpisoid: Intelligent stone, provides extra attacks (3E, Kobold Quarterly #6)
  • Golden sphere: Distracts viewers from your disguise (3E, Kobold Quarterly #6)
  • Green sphere: +1 to saving throws vs gas attacks (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Hectoid: +1 to Strength (AD&D, Netheril: Encyclopedia Arcana)
  • Helicid: User can turn gaseous for one hour (AD&D, Netheril: Encyclopedia Arcana)
  • Heptahedron: +1 to saving throws vs electricity (AD&D, Netheril: Encyclopedia Arcana)
  • Heptid: Brings dying creature back to one hit point; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)
  • Hexagonoid: Hums softly when poison is within 20 feet (AD&D, Netheril: Encyclopedia Arcana)
  • Incandescent blue sphere, Larloch’s: +6 bonus to Wisdom (3E, Lords of Darkness)
  • Incandescent blue sphere: +1 level to spell ability (AD&D, Encyclopedia Magica Vol. II)
  • Incandescent blue sphere: +2 enhancement bonus to Wisdom (3E, DMG)
  • Indigo blue trapezohedron: Emits fossilization pulse affecting living beings within 30 feet; unique ioun stone (AD&D, Dragon magazine #174)
  • Ioun Eye: Grants 360 degree vision (AD&D, Dragon magazine #267)
  • Ioun’s Flame: Bonus to Will and knowledge checks, shed light (4E, Adventurer’s Vault 2)
  • Iridescent spindle: Sustains creature without air (3E, DMG)
  • Jet black unspecified: Low-light vision, light sources reduced by half, improve critical range on one target, use stone as spying device, can’t knock opponents unconscious (4E, Open Grave)
  • Lavender and green ellipsoid: Absorbs spells of 8th level or lower (3E, DMG)
  • Light blue prism: User can understand all spoken languages (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Lime green prism: Ignore the effects of heat and ice (3E, Kobold Quarterly #6)
  • Lozenge: +1 to saving throws vs charm spells (AD&D, Netheril: Encyclopedia Arcana)
  • Marble sphere: Protects other ioun stones from damage (3E, Kobold Quarterly #6)
  • Maroon star: User can only be harmed by magical weapons and spells (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Monoclinoid: Disables infravision within 20 feet (AD&D, Netheril: Encyclopedia Arcana)
  • Mottled gray sphere: as ring of counterspells (3E, Lords of Darkness)
  • Nephroid: Grants 5% magic resistance (AD&D, Netheril: Encyclopedia Arcana)
  • Ochre spindle: Grants 360 degree vision (3E, Kobold Quarterly #6)
  • Octahedron: Protects owner with continual mind blank spell (AD&D, Netheril: Encyclopedia Arcana)
  • Onyx rhomboid: +2 enhancement bonus to Constitution, stacks up to +6 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)
  • Orange cube: Grants resistance to mind-affecting spells as if user had a Wisdom of 20 (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Orange prism: +1 caster level (3E, DMG)
  • Orthorhomboid: +1 to Intelligence (AD&D, Netheril: Encyclopedia Arcana)
  • Ovoid: Allows water walking for one hour per day (AD&D, Netheril: Encyclopedia Arcana)
  • Pale aquamarine prism: “of Steadfastness”; fear immunity (4E, Adventurer’s Vault)
  • Pale blue rhomboid: +2 enhancement bonus to Strength (3E, DMG)
  • Pale green lozenge: Bestows nondetection (AD&D, Dragon Annual #2)
  • Pale green prism, Larloch’s: +5 competence bonus on attack rolls, saves and checks (3E, Lords of Darkness)
  • Pale green prism: +1 competence bonus on attack rolls, saves, skill checks and ability checks (3E, DMG)
  • Pale lavender ellipsoid: Absorbs spells of 4th level of lower (3E, DMG)
  • Pale turquoise: Double carrying capacity (3E, Kobold Quarterly #6)
  • Pale white sphere: Recall three 9th-level spells, as pearl of power (3E, Lords of Darkness)
  • Pale yellow prism: Glows like a sunrod (3E, Kobold Quarterly #6)
  • Pearlized brown ellipsoid: as boots of speed, free action to activate (3E, Lords of Darkness)
  • Pearly black spindle: Undead regenerate 1hp/hour (3E, Lords of Darkness)
  • Pearly white prism: Repairs 1 point of damage per turn (AD&D, Encyclopedia Magica Vol. II)
  • Pearly white spindle: Regenerate 1 point of damage per hour (3E, DMG)
  • Pebble: Use invisibility to undead once per day (AD&D, Netheril: Encyclopedia Arcana)
  • Peg: Provides a bonus ot 10 arcs, wings or songs to spellcaster (AD&D, Netheril: Encyclopedia Arcana)
  • Pentahedron: Free action once per day for one hour (AD&D, Netheril: Encyclopedia Arcana)
  • Pink and green ellipsoid: Absorb spells of up to 4th level (AD&D, Encyclopedia Magica Vol. II)
  • Pink and green sphere: +2 enhancement bonus to Charisma (3E, DMG)
  • Pink ellipsoid: Adds +1 to Constitution (AD&D, Encyclopedia Magica Vol. II)
  • Pink rhomboid: +2 enhancement bonus to Constitution (3E, DMG)
  • Prism: User can see in magical darkness (AD&D, Netheril: Encyclopedia Arcana)
  • Puce cube: Bestows ESP at will; user can scan surface thoughts of one person per round within range of 30’ (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Pulsing red star: +1 to saves vs fire (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Pure white octahedron: +1 bonus to Charisma vs beings of the same race (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Pyramid: Regenerate one hit point every four hours (AD&D, Netheril: Encyclopedia Arcana)
  • Rainbow crystal: Provide 5 power points (3E, Expanded Psionics Handbook)
  • Rainbow ellipsoid: User can levitate at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Rainbow spindle: User and 200lbs. of possessions can polymorph self for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Rectangle: +1 to saving throws vs poison (AD&D, Netheril: Encyclopedia Arcana)
  • Red ellipsoid: “of Regeneration”; regeneration 10 while bloodied 1/day (4E, Adventurer’s Vault)
  • Red sphere: Bestows protection from fire (AD&D, Dragon Annual #2)
  • Rhomboid: Absorb 10 points of damage; turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)
  • Rich green star: as +5 stone of good luck (3E, Lords of Darkness)
  • Rod: User can comprehend language as the spell (AD&D, Netheril: Encyclopedia Arcana)
  • Round: Continual Read Magic (AD&D, Netheril: Encyclopedia Arcana)
  • Scarlet and blue sphere, Larloch’s: +6 bonus to Intelligence (3E, Lords of Darkness)
  • Scarlet and blue sphere: +2 enhancement bonus to Intelligence (3E, DMG/AD&D, Encyclopedia Magica Vol. II)
  • Septahedron: Strength spell once per day for one hour (AD&D, Netheril: Encyclopedia Arcana)
  • Sexahedron: User can teleport; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)
  • Shining black spiral: as helm of teleportation (3E, Lords of Darkness)
  • Silver ellipsoid: +5 to saves vs Necromancy (3E, Kobold Quarterly #6)
  • Silver rod: +1 to saves vs electricity (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Silver sphere: Negates rear-attack bonuses (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Silvery mirror cube: +1 bonus to saves vs petrification gaze attacks (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Sky blue sphere: Delay elemental damage (3E, Kobold Quarterly #6)
  • Slate blue prism: Bonus smite attempt, turn attempt or 2nd level divine spell (3E, Kobold Quarterly #6)
  • Soft black rectangle: Protection against level-draining attacks, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Sphere: +1 to saving throws vs petrification (AD&D, Netheril: Encyclopedia Arcana)
  • Spindle: Use invisibility to animals once per day (AD&D, Netheril: Encyclopedia Arcana)
  • Star: Use light once per day (AD&D, Netheril: Encyclopedia Arcana)
  • Stelloid: Sustain user without food (AD&D, Netheril: Encyclopedia Arcana)
  • Tan ellipsoid: Identify spells and magic (3E, Kobold Quarterly #6)
  • Tetrapton: +1 to saving throws vs cold (AD&D, Netheril: Encyclopedia Arcana)
  • Tile: Projcets antimagic shell around user; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)
  • Tredyhedron: +1 to Wisdom (AD&D, Netheril: Encyclopedia Arcana)
  • Triclinid: +1 to saving throws vs fire (AD&D, Netheril: Encyclopedia Arcana)
  • Tubule: Grants infravision with a range of 60 feet (AD&D, Netheril: Encyclopedia Arcana)
  • Unspecified rhomboid: “of Sustenance”; require no food, water or air, and require half normal rest (4E, Adventurer’s Vault)
  • Vibrant purple prism: Stores three levels of spells, as a ring of spell storing, minor (3E, DMG)
  • White and pink rhomboid: “of Perfect Language”; understand all spoken languages, +5 to Charisma-based skills (4E, Adventurer’s Vault)
  • Yellow sphere: Sheds continual light on command (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Yellow spindle: +1 on saves vs petrification (AD&D, Dragon Annual #2)

Sources: Dungeon Master’s Guide v3.5, Dragon magazines #174, #267, #319 and #331, Player’s Handbook 4E, Encyclopedia Magica Vol. II, 17 Relics (The Le Press), Lords of Darkness, Kobold Quarterly #6, Expanded Psionics Handbook, Adventurer’s Vault, Ghostwalk Campaign Setting, Open Grave, Pathfinder: Spires of Xin-Shalast, Dragon Annual #2, and Netheril: Encyclopedia Arcana). Leave a comment and let me know if you find any other ioun stones.

Other publications

Ioun stones also appear in the following, which I haven’t seen yet:

  • Seekers of Secrets: A Guide to the Pathfinder Society (Paizo Publishing)
  • The True Arcane Story: Ioun Stones (Louis Porter, Jr. Design)
  • Spells & Spellcraft (Fantasy Flight Games)

Updates

  • 15 June 2009: Added clear teardrop (Ghostwalk), jet black ioun stone (Open Grave), unspecified rhombus (Adventurer’s Vault), crimson sphere, emerald ellipsoid, onyx rhomboid, amber spindle (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast).
  • 05 October 2009: Added clear crystal (4E Manual of the Planes), Ioun’s Flame (4E Adventurer’s Vault 2). Removed duplicate entry for “Rhomboid” (see “unspecified rhomboid”.
  • 13th December 2009: Added amber sphere (Adventurer’s Vault 2), black and white ellipsoid (Dragon magazine #319). Added list of other publications.
  • 10th February 2010: Added red sphere, pale green lozenge, black star, and yellow spindle (Dragon Annual #2). (Thanks Matthew Hargenrader!)
  • 26 February 2010: Added ioun eye (Dragon magazine #267). Thanks again to Mathew Hargenrader.
  • 10th March 2010: Added singing ioun stone (Dragon magazine #331). Thanks again to Mathew Hargenrader.
  • 13th May 2010: Added anhedral, cephaloid, cube, cylinder, decahedron, decipton, dendroid, dodecahedron, echinid, ellipsoid, enneid, euhedral, hectoid, helicid, heptahedron, heptid, hexagonoid, lozenge, monoclinoid, nephroid, octahedron, orthorhomboid, ovoid, pebble, peg, pentahedron, prism, pyramid, rectangle, rhomboid, rod, round, septahedron, sexahedron, sphere, spindle, star, stelloid, tetrapton, tile, tredyhedron, triclinid, and tubule ioun stones (Netheril: Encyclopedia Arcana). Thanks to Dale.
  • 24th May 2010: Added indigo blue trapezohedron, frosty white octahedron, blood red orthorhomboid, black pyritohedron, brilliant green bipyramidal, and clear interconnected spheres ioun stones (Dragon magazine #174). Somehow I missed these the first time around.

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Weave Summons Gauntlet (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

This unusual glove is woven together from the fur of a yeth hound, the quills of a howler, the hair of an angel, quartz from an elder earth elemental, the silk of a fiendish spider, the feathers of a celestial raven and the hide of an ethereal marauder. The Weave Summons Gauntlet was all that remained of Neko-Ali the Summoner when she was disintegrated in a mage-duel.

The wearer of the glove can metaphysically grasp the spirit of an extraplanar creature, reducing the casting time of any summon monster or summon nature’s ally spell to a standard action. Furthermore, when bargaining with a called creature such as in a planar binding or planar ally, the wearer’s control over all extraplanar creatures grants him a +2 morale bonus on the Charisma and Diplomacy checks.

Moderate conjuration; CL 13th; Price 29,000gp

Taren’s Boots (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Taren’s Boots
“Taren the Never-Dyingâ€?, a human adventurer, earned his nickname by managing to die no less than seven times during his adventuring career. When he eventually decided that life was too dangerous and that eternity in Valhalla was much preferable, his comrades were baffled to cast true resurrection only to retrieve nothing but his empty boots. The next man who stepped into Taren’s boots suddenly found himself skilled in the only thing Taren did well - fleeing!

Whoever wears Taren’s Boots finds that his footwear extends his stride as if he is in a hurry to get out of danger, increasing his base speed by 20ft. However, if the wearer knowingly attempts to move into a creature’s threatened area, the boots take huff and lose all power in the next round. The original owner of the boots met death so often that it’s said that Death himself feels nostalgia at seeing them, so they grant the wearer a +5 resistance bonus to saves versus death effects. Taren’s Boots are also nicknamed Coward’s Boots.

Faint transmutation; CL 5th; Price 24,000gp; Weight 1 lb.

Sharkeye’s Stove (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Legend has it that a rich sea pirate by the name of Sharkeye gave up the seaman’s life to settle down and marry a woman he met on shore. When a particularly clumsy and dimwitted servant had burned his breakfast for the third time that month, he became enraged, ordering the man to sit upon the stove until he had gained some sense.

Amazingly, the man discovered himself feeling altogether cleverer and more eloquent through some unexplained magic of the stove. When word of this magic stove got out, the servant secretly auctioned off the stove at a high price. Unfortunately, he failed to realize the item’s only flaw, and found himself losing his intellect and charm the very next day.

Sharkeye’s Stove amazingly enlightens all who sit upon it, providing a permanent +2 inherent bonus to both Intelligence and Charisma when it is sat on for at least 10 minutes. However, if someone else later sits upon the Stove, the previous person immediately loses these benefits.

Strong evocation; CL 17th; Price 110,000gp; Weight 5 lb.


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The Sacred Ash (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

When the head priest of an old cathedral was discovered to be acting suspiciously, one of his subordinates began to spy on him, only to find out a dark secret - the head priest was a vampire! Unfortunately, the poor priest was attacked by the vampire immediately after he discovered this secret. Fumbling for a weapon in the ensuing fight, the young cleric picked up the end of a chair leg broken in the melee, quickly blessed it and killed the vampire with the weapon.

The Sacred Ash is a simple, pale wooden stake made from ash wood, which glows faintly with sunlight when any vampire comes within thirty feet. When used as a weapon, the stake is treated as a +1 dagger, except that its threat range is 20/x2 instead of the usual 19-20/x2. By its unusual blessing, it ignores a vampire’s natural damage reduction, and furthermore its warming glow inflicts 3d4 extra damage against any creature for whom sunlight is deadly.

Faint transmutation; CL 5th; Price 13,000gp; Weight: 1lb.


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Rusted Faith (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Garamond, a fallen holy warrior who had lost his paladinhood, searched for five years for the legendary Holy Avenger in the hopes that finding it would restore his faith. When on a stormy night he reached an impassable river that marked the eastern border of the kingdom, he threw his sword into the torrential river in despair, and when he realized what he had just done he attempted to drown himself in the river. When he awoke a week later, he found himself washed up on his shore with his rusted sword next to him. Taking this as a sign, he fought unwaveringly with the sword for the rest of his life.

Rusted faith is a +2 holy longsword - although some reports claim that it may be a bastard sword. It appears as a slightly rusted, corroded sword, but in practice is miraculously just as strong as a normal sword of its type. Baptized in the river instead of by the hand of a mage, the weapon is not detected by detect magic, but has a moderate aura when detect good is used. As long as the weapon is carried, wielded or is set down sheathed within five feet of its owner, it sustains them without the need for food, water or air.

Furthermore, the wearer can activate the weapon’s Rusted Blade ability once per day as a free action, giving the weapon a rough orange glow until the ability is discharged. The next time the blade strikes a creature or object vulnerable to rusting, it infuses the “impureâ€? material with corrosion, affecting them as by a rusting grasp spell. The wielder of the weapon is immune to his own Rusted Blade ability.

Moderate transmutation; CL 11th; Price 37,315gp; Weight 4 lbs.


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Revenge for the Drop (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

An unusually tall halfling by the name of Perrick was hanged by the long drop for the murder of a nobleman. When by luck a wandering priest offered to raise the nobleman from the dead, it was discovered that the nobleman was not murdered but had committed suicide - Perrick was innocent! The Priest attempted to resurrect Perrick, but was unable. The superstitious priest, fearing a curse of revenge, ordered the hangman’s rope and platform burned to ashes, but the noose itself mysteriously refused to burn. It was buried underneath the ground and forgotten, and only the vengeful ghost of Perrick knows where it was hidden.

Revenge for the drop is a slightly charred hangman’s noose, with the end of the rope burned off. When worn around a person’s neck similarly to an amulet, the wearer feels an unusual sense of power from the noose, an emotion of quiet anger.

Three times per day as a standard action, the wearer may unleash Perrick’s revenge on an opponent. A noose appears around the opponent’s neck and springs to life, making a grapple check with a bonus equal to the wearer’s base attack bonus plus his Charisma modifier. If successful, it manages to lift its victim three feet off the ground, strangling it for one minute (ten rounds), or until the strangled creature escapes from the grapple or the noose is cut. A strangled creature takes 1d6 damage each round, including the round that the rope initiates the grapple, in addition to suffering the usual consequences of both being grappled and of choking. A creature can only be grappled by one rope at a time.

Faint necromancy; CL 4th; Price 7,000gp; Weight: 1lb.