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==='''The Stones of Mandalay'''=== The Stones of [[Mandalay]] are major Artifacts of Power, linked directly to the Hub of Mandalay itself. In the creation of the Mark, Adrian had taken half of 5 First-Shadows of the Jewel of Judgment; Emerald, Ruby, Citrine, Sapphire, and Amethyst, and cut them in half. One half of each he put away, one half of each he carefully crushed, leaving tiny chips of each half. He then meticulously embedded each one into the root of Ygg. He used the Primal Jewel of Judgment to inscribe the Mark of Mandalay, each chip became a Stone the size of a shooter marble. The Stones have powers based on their attunement but also have social importance. To become a Lord of Mandalay one must present to King Adrian of Mandalay one of each of the stones and 50 Coins of Service. Each Stone has specific powers and powers in common. They work especially well in conjunction with Sorcery-based Magics but can also forcefully boost Wizardry, Magery, Listry and other wide-spread Low Order Magics. They have effects in controlling Trumps and may help boost them into protected realms. *Common Powers **Psyche Boost x1.5. This can be used in Psyche Battles and to push Magics as a focus. One of each type of Stone can be used at a time, their powers additive, not multiplicative. One Stone is Psyche x 1.5. Two Stones is Psyche x 2, three is Psyche x 2.5, four is Psyche x 3, and five is Psyche x 3.5. This is a general rule and the Stones may work in different ways in different Shadows. They are dangerous and temperamental items that may cause more trouble then they are worth sometimes. **A Stone placed in a body of water up to 50 gallons will purify it to pure water. **A Stone placed in any liquid will purify it of poison to the person drinking it. **Stones tend to react to each other magnetically. **A tiny effort of concentration, a reaching to Psyche, can cause the Stones to glow and emit light. *Specific Powers **Red: Fire Effects, Fire Ripple on Weapons-Double Damage. Dropped in up to 50 gallons of liquid will cause the liquid to boil. When urged by Psyche it can create an area of 100sq feet to rise or fall in ambient temperature to a temperature comfortable to the Stone holder. (This does not mean immunity to fire!) **Green: Healing, Earth Magic. Heal plants. Left in contact with a plant will cause it to grow 3 times as fast and to grow in a healthy manner along the genetic ideal of its type. Buried in the ground it will cause a plot of up to 16 acres of plants to grow at double speed and in a health fruitful manner. **Blue: Cold Based magics, weapon chill. In cold liquid up to 50 gallons will freeze, the Stone rising to float on the surface of the ice. **Yellow: Concentration spells, research spells, mental magics. The Stone when held in a hand will Cure confusions, inebriations and other focus issues. When urged by Psyche the Stone will emit ambient light, suitable for reading. **Purple: a mysterious stone, lending its powers to diverse efforts. Healing magics. The touch of the Stone will Expel malicious Possession. Certain classes of spirit-based creatures shy away from the Stone. Mounted in items that have bound Spirits or Dufiro, the item will be extra robust and encourage the most powers from it.
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