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{|''' class="wikitable" |- |'''Ioun Stone : Effect''' *Absorption Absorbs up to 20 levels of spells targeted at you (level 4 or lower) — the stone stores the energy. *Agility Increases Dexterity score by 2 (max 20). *Awareness You can’t be surprised while the stone orbits you. *Fortitude Increases Constitution score by 2 (max 20). *Greater Absorption Absorbs up to 50 levels of spells (level 8 or lower). *Insight Increases Wisdom score by 2 (max 20). *Intellect Increases Intelligence score by 2 (max 20). *Leadership Increases Charisma score by 2 (max 20). *Mastery Increases proficiency bonus by +1. *Protection Increases AC by +1 while it orbits you. *Regeneration Regains 15 HP per hour if you have at least 1 HP left. *Reserve Stores up to 3 spell levels. You or another creature can cast the stored spells. *Strength Increases Strength score by 2 (max 20). *Sustenance You don’t need to eat or drink. *Mind Shielding: Makes your thoughts unreadable. *Spell Turning: Reflects a percentage of spells back at the caster. *Alertness: +1 to AC and saving throws. *Sustaining: Removes the need for food, water, or air. *Absorption (Lesser/Greater): Many versions with different limits. *Vigor: Provides fast healing or regeneration. |'''ABILITY & SKILL STONES''' *Mighty Strength: +4 Strength (max 24) *Giant’s Endurance: +4 Constitution (max 24) *Catlike Grace: +4 Dexterity (max 24) *Sage’s Insight: +4 Intelligence (max 24) *Oracle’s Vision: +4 Wisdom (max 24) *Seraphic Charm: +4 Charisma (max 24) *Swift Hands: Advantage on Sleight of Hand *Nimble Feet: Advantage on Acrobatics *Stonegrip: Advantage on Athletics *Spider’s Balance: You can walk on walls/ceilings (Spider Climb) *Enduring Mind: Advantage vs. psychic damage *Iron Gut: Immunity to poison & disease *Sure Aim: Advantage on ranged attacks *Unerring Strike: Advantage on melee attacks *Master Artisan: Expertise in one tool *Perfect Recall: Perfect memory *Silver Tongue: Auto-succeed on one Persuasion check per day *Master Scout: Advantage on Stealth & Perception *Arcane Aptitude: +2 spell attack bonus *Ritual Mastery: Cast ritual spells in half time |'''DEFENSE STONES''' *Minor Resistance: Resistance to one damage type (choose) *Fireproof Skin: Immunity to fire damage *Icebound Flesh: Immunity to cold damage *Lightning Cage: Immunity to lightning damage *Thunder Ward: Immunity to thunder damage *Acid Veil: Immunity to acid damage *Toxic Shell: Immunity to poison damage *Psychic Fort: Immunity to psychic damage *Force Field: Resistance to force damage *Radiant Aegis: Resistance to radiant damage *Necrotic Ward: Resistance to necrotic damage *Stalwart Spirit: Advantage on saving throws vs. fear *Iron Will: Advantage on saving throws vs. charm *Reflex Shield: Advantage on Dex saves *Life Ward: Once per day, avoid death (1 HP) *True Resilience: Regenerate 5 HP/round *Stoneskin: Permanent Stoneskin spell *Spell Turning: Reflects first level 1–3 spell cast at you *Spell Resistance: SR 12 + your level *Magic Null: Create an antimagic aura (10 ft.) 1/day |'''SENSES STONES''' *Darkvision: Darkvision 120 ft. *True Sight: True Seeing out to 60 ft. *Ethereal Sight: See into Ethereal Plane *Detect Magic: Continuous Detect Magic *Detect Thoughts: Read minds at will *Clairvoyance: Use Clairvoyance spell 3/day *Eyes of the Eagle: See up to 5 miles clearly *Bat’s Ear: Hear whispers 500 ft. away *Beast Tongue: Speak with Animals continuously *Commune: Commune with your deity once per day |- |'''SPELL & POWER STONES''' *Arcane Reserve: Store 5 spell levels *Quickening: Quicken one spell per day *Twin Cast: Twin one spell per day *Metamagic Echo: Cast last spell again for free 1/day *Focused Fire: Double spell range *Spell Mastery: One extra known spell *Spell Theft: Steal spell from enemy 1/day *Spell Recovery: Regain 1 spell slot per long rest *Scroll Reading: Use scrolls as if your class *Wand Affinity: +2 charges to wands *Infinite Cantrip: Empower one cantrip to double damage *Sorcerous Blood: Gain 1 sorcery point per day *Warlock Pact: Gain 1 extra invocation *Druid’s Grove: Wild Shape lasts twice as long *Cleric’s Ward: Turn Undead has double range *Bard’s Verse: Inspiration dice are one size larger *Monk’s Calm: 1 extra Ki point per day *Fighter’s Precision: 1 extra Action Surge per day *Rogue’s Escape: 1 extra Uncanny Dodge per day *Paladin’s Oath: Aura of Protection +10 ft. |'''ELEMENTAL STONES''' *Flame Strike: Fireball once per day *Frost Nova: Cone of Cold once per day *Stormcall: Call Lightning once per day *Quake: Earthquake once per month *Tidal Pull: Control Water once per day *Gale: Gust of Wind at will *Spark: Shocking Grasp at will *Ember: Produce Flame at will *Stoneform: Meld Into Stone 3/day *Deep Earth: Passwall once per day |'''TRAVEL STONES''' *Haste: Cast Haste once per day *Flight: Fly speed equal to walking speed *Mist: Misty Step 3/day *Portal: Dimension Door once per day *Return: Teleport to preset location once/week *Safe Fall: Feather Fall continuous *Phase: Blink spell 1/day *Shadow Walk: Shadow Step once/day *Etherealness: Enter Ethereal Plane once/week *Teleport Circle: Create teleport circle once/month |'''COMMUNICATION STONES''' *Message: Message cantrip at will *Whisper: Sending spell 3/day *Tongues: Tongues spell continuous *Babel: Understand all languages *Mindspeak: Telepathy 120 ft. *Dreamwalk: Enter dreams 1/night *Command: Dominate Person 1/day *Pact: Mind link with familiar *Beast Speak: Speak to all animals at once *Seer’s Mirror: Scrying spell once/day |- |'''BODY & MIND STONES''' *Immortality: Ageless body *Revivify: Revivify once/month *Soul Bond: Reincarnate if killed, once ever *Twin Soul: Create a body double for 1 hour *Memory Wipe: Modify Memory once/week *Undeath: Become undead (Lich-lite) *Fey Walk: Become invisible in dim light *Foresight: Foresight spell once/week *Echo Mind: Store thoughts/knowledge *Dreamless Sleep: Sleep is perfectly restful in 1 hour |'''UTILITY & ODDITIES''' *Light: Continuous Daylight *Night: Create magical darkness *Binding: Hold Person 1/day *Silence: Silence spell 3/day *Force Cage: Forcecage once/month *Animate: Animate Objects once/day *Servant: Unseen Servant continuous *Guardian: Glyph of Warding once/day *Lock: Arcane Lock 3/day *Luck: +1 Luck bonus to all rolls |- |'''RARE & WEIRD STONES''' *Polymorph: Polymorph 1/day *Wild Magic: Wild Surge once/day *Chaos: Random beneficial effect each dawn *Law: Counteracts chaos effects *Mirror Image: Mirror Image once/day *Shadow Clone: Simulacrum once/month *Time Stop: Time Stop once/month *Chronomancy: Haste or Slow at will (choose one) *Luck Thief: Steal luck from enemy (Curse) *Famine: No need for food ever again *Undetectable: Nondetection continuous *Counterspell: Counterspell once/day *Dispel: Dispel Magic once/day *Cursebreak: Remove Curse once/week *Doom: Bestows Bane on nearby enemies *Plague: Creates a disease aura (dangerous!) *Vampire’s Kiss: Regain HP from draining blood *Fey Trick: Confuses enemy once/day *Illusion: Major Image once/day *Mirror Step: Swap places with ally 1/day *Puppet Strings: Dominate Monster once/month *Genesis: Create permanent demiplane once *Sacrifice: Give HP to ally *Binding Oath: Prevents user from lying *Null Luck: Cancels all luck-based effects *Shattered Fate: Shatters if user breaks oath *Echo Voice: Speak all languages backwards *True Chaos: Creates random spell effect on user daily *Amber Memory: Store one complete life’s worth of memories *Vancian Spark: Allows casting of a single spell from any class list, once/day |}
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