Aura strong varied; CL 12th
Slot —; Price varies; Weight —
These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.
Note: Each stone is linked to more details for that particular type of stone and additional details regarding inferior and implanted ioun stones appears below the following table.
|Color/Shape||Aura||Craft Requirements||Effect||Market Price|
|Agate Ellipsoid||strong divination||augury||Single use of the augury spell with 100% success rate||1,000 gp|
|cracked||—||—||Single use of the augury spell with 80% success rate||500 gp|
|flawed||—||—||Single use of the augury spell with 100% success rate, but lose any reroll abilities for 24 hours||800 gp|
|Amber Spindle||moderate abjuration||resistance||+1 resistance bonus on saves (stacks)||10,000 gp|
|cracked||—||—||+1 resistance bonus on one save (stacks)||3,400 gp|
|flawed||—||—||+1 resistance bonus on saves per stone (stacks)||6,000 gp|
|Amethyst Pyramid||strong abjuration||hide from undead||Constant hide from undead effect||8,000 gp|
|cracked||—||—||+2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities||150 gp|
|flawed||—||—||Constant hide from undead effect, but against undead you take a –1 penalty to AC and on saves||6,000 gp|
|Clear Spindle||strong varied||none||Sustains creature without food or water||4,000 gp|
|cracked||—||—||Sustains creature on half normal food||1,000 gp|
|flawed||—||—||Sustains creature without food, but it must consume twice the normal amount of water||2,000 gp|
|Crimson Sphere||moderate transmutation||fox's cunning||+2 enhancement bonus to Intelligence (stacks)||24,000 gp|
|cracked||—||—||In pairs, +2 enhancement bonus to Intelligence (stacks)||12,000 gp|
|flawed||—||—||+2 enhancement bonus to Intelligence (stacks/doesn't stack)||16,000 gp|
|Dark Blue Rhomboid||strong varied||none||Alertness (as the feat)||10,000 gp|
|cracked||—||—||+1 competence bonus on Perception and Sense Motive checks||400 gp|
|flawed||—||—||+2 competence bonus on Perception checks and a –1 penalty to initiative checks||300 gp|
|Dark Green Rhomboid||strong divination||detect poison||Immediately notice poison within 5 feet of you||8,000 gp|
|Deep Brown Sphere||strong divination||discern location||Always know exactly how many feet you are under or above sea level.||10,000 gp|
|Deep Red Sphere||strong varied||none||+2 enhancement bonus to Dexterity||8,000 gp|
|cracked||—||—||+1 competence bonus on one Dexterity-based skill||200 gp|
|flawed||—||—||+2 enhancement bonus to Dexterity, –2 penalty to Constitution||6,000 gp|
|Dull Gray Stone (any shape)||faint universal||none||None||25 gp|
|Dusty Rose Prism||strong varied||none||+1 insight bonus to AC||5,000 gp|
|cracked||—||—||+1 competence bonus on initiative checks||500 gp|
|flawed||—||—||+1 insight bonus to AC, –2 penalty to Constitution||4,000 gp|
|Emerald Ellipsoid||moderate necromancy||false life||5 temporary hit points (stacks)||20,000 gp|
|cracked||—||—||1 temporary hit point (stacks)||2,000 gp|
|flawed||—||—||5 temporary hit points (stacks), 1 negative level (stacks)||10,000 gp|
|Gamboge Nodule||moderate transmutation||neutralize poison||Immunity to poison||54,000 gp|
|cracked||—||—||Immunity to one kind of poison||1,500 gp|
|flawed||—||—||Immunity to poison, –4 penalty against curses and diseases||40,000 gp|
|Gold Nodule||strong divination||tongues||Comprehend, speak, and write one language, chosen by creator||5,000 gp|
|cracked||—||—||+1 competence bonus on Linguistics checks||150 gp|
|flawed||—||—||Ability to comprehend and read, but not speak or write, a single language chosen by the creator||1,000 gp|
|Incandescent Blue Sphere||strong varied||none||+2 enhancement bonus to Wisdom||8,000 gp|
|cracked||—||—||+1 competence bonus on one Wisdom-based skill||200 gp|
|flawed||—||—||+2 enhancement bonus to Wisdom, –2 penalty on Perception checks||7,200 gp|
|Iridescent Spindle||strong varied||none||Sustains creature without air||18,000 gp|
|cracked||—||—||+4 competence bonus on Constitution checks to hold breath||500 gp|
|flawed||—||—||Sustains creature without air, but creature is always staggered||12,000 gp|
|Lavender and Green Ellipsoid||strong varied||none||Absorbs spells of 8th level or lower1||40,000 gp|
|cracked||—||—||Absorbs spells of 2nd level or lower2||10,000 gp|
|flawed||—||—||Absorbs spells of 6th level or lower, deals damage to user3||36,000 gp|
|Magenta Prism||strong transmutation||bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom||+2 enhancement bonus on any one ability score, can be changed once daily||16,000 gp|
|cracked||—||—||+2 competence bonus on checks with any one skill you choose, can be changed once per day||800 gp|
|flawed||—||—||+2 enhancement bonus to any one ability score, can be changed only 4 times||12,000 gp|
|Mossy Disk||moderate transmutation||fox's cunning||+5 competence bonus on one Knowledge skill||2,500 gp|
|cracked||—||—||+1 competence bonus on one Knowledge skill||200 gp|
|flawed||—||—||+5 competence bonus on one Knowledge skill, –2 penalty to Constitution||1,600 gp|
|Mulberry Pentacle||moderate transmutation||eagle's splendor||+5 competence bonus on Bluff and Diplomacy checks||10,000 gp|
|cracked||—||—||+1 competence bonus on Bluff and Diplomacy checks||400 gp|
|flawed||—||—||+5 competence bonus on Bluff and Diplomacy checks, –2 penalty to Will saves||8,700 gp|
|Nacreous Gray Sphere||moderate abjuration||bear's endurance||Protects against aging||10,000 gp|
|cracked||—||—||Protects against one type of ability damage from aging||3,400 gp|
|flawed||—||—||Protects against the appearance of aging||1,000 gp|
|Onyx Rhomboid||moderate transmutation||bear's endurance||+2 enhancement bonus to Constitution (stacks)||24,000 gp|
|cracked||—||—||In pairs, +2 enhancement bonus to Constitution (stacks)||12,000 gp|
|flawed||—||—||+2 enhancement bonus to Constitution (stacks/doesn't stack)||16,000 gp|
|Opalescent White Pyramid||moderate transmutation||transformation or proficiency in the appropriate weapon||Proficiency with one weapon||10,000 gp|
|cracked||—||—||Weapon familiarity with one weapon||1,500 gp|
|flawed||—||—||Proficiency with one weapon, –2 penalty to Dexterity||3,000 gp|
|Orange Prism||strong varied||none||+1 caster level||30,000 gp|
|cracked||—||—||Add one 0-level spell to user’s spells known or prepared||1,000 gp|
|flawed||—||—||+1 caster level, –2 to primary casting ability score||25,000 gp|
|Pale Blue Rhomboid||strong varied||none||+2 enhancement bonus to Strength||8,000 gp|
|cracked||—||—||+1 competence bonus on one Strength-based skill||200 gp|
|flawed||—||—||+2 enhancement bonus to Strength, –2 penalty to Constitution||6,000 gp|
|Pale Green Prism||strong varied||none||+1 competence bonus on attack rolls, saves, skill checks, and ability checks||30,000 gp|
|cracked||—||—||+1 competence bonus on attack rolls or saving throws||4,000 gp|
|flawed||—||—||+1 morale bonus on attack rolls, saves, skill checks, and ability checks||28,000 gp|
|Pale Lavender Ellipsoid||strong varied||none||Absorbs spells of 4th level or lower4||20,000 gp|
|cracked||—||—||Absorbs spells of 1st level or lower5||2,500 gp|
|flawed||—||—||Absorbs spells of 3rd level or lower, deals user damage6||18,000 gp|
|Pale Orange Rhomboid||strong necromancy||magic jar||Saves you from death once per day||200,000 gp|
|cracked||—||—||Can be used as a material component when casting a spell to return you to life, reduces cost by 25%||1,800 gp|
|flawed||—||—||Saves you from death one time, then burns out and turns dull grey||12,000 gp|
|Pale Ruby Trillian||moderate transmutation||cat's grace||+5 competence bonus on Stealth checks||5,000 gp|
|cracked||—||—||+1 competence bonus on Stealth checks||200 gp|
|flawed||—||—||+5 competence bonus on Stealth checks, –2 penalty to Dexterity||1,600 gp|
|Pearly White Spindle||strong varied||none||Regenerate 1 point of damage per 10 minutes||20,000 gp|
|cracked||—||—||Regenerate 1 point of damage per hour||3,400 gp|
|flawed||—||—||Regenerate 4 points of damage per hour||18,000 gp|
|Pink and Green Sphere||strong varied||none||+2 enhancement bonus to Charisma||8,000 gp|
|cracked||—||—||+1 competence bonus on one Charisma-based skill||200 gp|
|flawed||—||—||+2 enhancement bonus to Charisma, –2 penalty to Constitution||6,000 gp|
|Pink Rhomboid||strong varied||none||+2 enhancement bonus to Constitution||8,000 gp|
|cracked||—||—||+4 competence bonus on one type of check affected by Endurance||1,400 gp|
|flawed||—||—||+2 enhancement bonus to Constitution, –2 penalty to Dexterity||6,000 gp|
|Scarlet and Blue Sphere||strong varied||none||+2 enhancement bonus to Intelligence7||8,000 gp|
|cracked||—||—||+1 competence bonus on one Intelligence-based skill||200 gp|
|flawed||—||—||+2 enhancement bonus to Intelligence, –2 penalty to Constitution||6,000 gp|
|Scarlet and Green Cabochon||moderate transmutation||bull's strength, cat's grace||Endurance (as the feat)||10,000 gp|
|cracked||—||—||+4 competence bonus on one type of check affected by Endurance||1,400 gp|
|flawed||—||—||Endurance (as the feat), extra penalties for fatigue and exhaustion||8,000 gp|
|Silver Spindle||strong evocation||imbue with spell ability||Use one 1st-level spell as a spell-like ability three times per day||24,000 gp|
|cracked||—||—||Use one 0-level spell as a spell-like ability three times per day||12,000 gp|
|flawed||—||—||Use one 1st-level spell as a spell-like ability three times per day, but 1d3 Charisma damage per use||16,000 gp|
|Tourmaline Sphere||strong transmutation||bear's endurance||Treat your Constitution score as 2 higher for negative hit points needed to cause death||1,000 gp|
|cracked||—||—||+1 insight bonus on saves against death effects||800 gp|
|flawed||—||—||Treat your Con score as 2 higher for negative hit points needed to cause death, but -1 penalty to stabilize checks||600 gp|
|Turquoise Sphere||moderate transmutation||charm animal, longstrider||+5 competence bonus on Ride checks and Fleet (as the feat) for your mount||6,000 gp|
|cracked||—||—||+1 competence bonus on Ride checks||200 gp|
|flawed||—||—||+5 competence bonus on Ride checks||5,000 gp|
|Vermilion Rhomboid||moderate transmutation||bull's strength, cat's grace||+5 competence bonus on Acrobatics and Swim checks||10,000 gp|
|cracked||—||—||+1 competence bonus on Acrobatics and Swim checks||400 gp|
|flawed||—||—||+5 competence bonus on Acrobatics and Swim checks, –2 to Constitution||8,000 gp|
|Vibrant Purple Prism||strong varied||none||Stores three levels of spells, as a ring of spell storing (minor)||36,000 gp|
|cracked||—||—||Stores one spell level, as a ring of spell storing (minor)||2,000 gp|
|flawed||—||—||Stores three levels of spells, as a ring of spell storing (minor), casting time increased||36,000 gp|
1 After absorbing 50 spell levels, the stone burns out and turns dull gray.
2 After absorbing 10 spell levels, the stone burns out and turns dull gray.
3 After absorbing 50 spell levels, the stone burns out and turns dull gray.
4 After absorbing 20 spell levels, the stone burns out and turns dull gray.
5 After absorbing 5 spell levels, the stone burns out and turns dull gray.
6 After absorbing 20 spell levels, the stone burns out and turns dull gray.
7 This stone has one skill associated with it, as a +2 headband of vast intelligence.
Craft Wondrous Item, creator must be 12th level; Cost half the market price
Ioun stones only float when sent spinning around the head of an intelligent (Int 3+) creature; otherwise they are as inert as common stone. They have no effect on animals, mindless constructs, and other non-sentient creatures; comatose intelligent creatures and those with significant Intelligence damage or drain cannot use ioun stones. An ioun stone has no particular affinity for the living—intelligent undead and the rare intelligent construct can make full use of them.
Despite their ability to float, ioun stones cannot support more than their own weight. They cannot be used to anchor ropes or support creatures. An ioun stone must be able to orbit freely around a creature’s head (or placed in a specialized matrix like a wayfinder) for its power to be active. Creatures without heads usually cannot use ioun stones. The orbit of an ioun stone reflects the thoughts and emotions of its owner; particularly intense emotions have been known to reverse a stone’s orbit or even momentarily stop it in its path.
Ioun stones in orbit never collide with other stones or creatures by chance, and automatically change course to avoid any obstacles in their path. This in large part explains the difficulty of striking an ioun stone in battle. An ioun stone in orbit counts as an attended object, and benefits from any magical protections possessed by its owner.
The shape of an ioun stone can help classify it and thus its powers; the first step is recognizing what each of the shapes means. Cabochon and spherical stones are usually smooth and the others are usually faceted.
- Cabochon: A convex top with a flat bottom. Most are elliptical or tear-shaped.
- Disk: A flat circle, typically convex on both sides but sometimes in a lens-like shape.
- Ellipsoid: An elongated sphere, sometimes tapering at one end to a tear-like shape.
- Nodule: Asymmetrical but generally rounded.
- Pentacle: A type of disk, but with five sides rather than being round. The sides are usually straight rather than curved.
- Prism: A long stone where the top and bottom ends have the same number of sides (such as a hexagram). The width and angle of each side is usually the same as all other sides.
- Pyramid: A cone-like shape with a point at one end, a flat base, and long facets connecting the two. Typical pyramids have three or four-sided bases, but some have a dozen or more.
- Rhomboid: A type of prism with sides of unequal widths or angles, giving it a flattened cross section.
- Sphere: Essentially round in all dimensions.
- Spindle: A kind of prism with 10 or more sides, giving it a nearly round cross section.
- Trillian: A type of disk, but with three sides (either straight or curved outward) rather than being round.
Most ioun stones use the normal pricing rules for magic items; the major difference is that they all use the ×2 modifier for not using a magic item space on the body. For example, figuring out the price of upgrading a deep red sphere ioun stone from a +2 enhancement bonus to a +4 enhancement bonus is just a matter of using the formula (bonus squared × 1,000 gp × 2), which gives a final price of 32,000 gp; the difference between that and the standard item cost of 8,000 gp is 24,000 gp, so a qualified character with the Craft Wondrous Item feat can upgrade the stone by spending half that amount (12,000 gp) in materials.
Not all the secrets of the ioun stones lie with the Ancients. While the First Humans mastered the intrinsic powers of the stones, uncovering new attributes and binding them to devices, the Second Empire explored the interaction of ioun stones and the mind and body, and in time devised a means of implanting an ioun stone within the flesh. This process, originally believed to be irreversible, protected the ioun stone from harm and theft while still providing its full powers to the owner.
Binding a stone to a single owner is a lengthy process. To begin the ritual, the owner meditates with but a single stone in orbit around him. The body must be cleansed by fasting for a period of at least 3 days. If the fast is broken or interrupted, the process must begin anew. At the end of the fast, the owner makes a DC 20 Charisma check; taking 10 is not permitted on this check. Success indicates the stone has bonded with the owner, and may be implanted. Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures; the character gains a +1 circumstance bonus to the Charisma check for each full day past the third spent in fasting, to a maximum of +5. Failing the check means the owner must start over.
Once the owner establishes this bond with the stone, he can have it implanted in his body, which takes 1 hour. This requires a DC 25 Heal check (with a –5 penalty if the owner is the one performing the surgery) and a DC 25 Knowledge (arcana) check to succeed. Failure inflicts 1d6 points of Constitution damage and means the implantation process must start again. Success binds the stone on the surface of the owner’s skin in a location of his choice (usually the head, arm, or hand), where it becomes one with the owner’s flesh, deals him 1d2 points of Constitution damage (which he can heal naturally or with magic), and gives him the full benefits of the ioun stone. Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the owner’s consent while he is alive (barring complete removal of the implanted body part).
Rumors exist of stranger, darker magics that allow spellcasters to channel spells through their implanted stones, or that cause the stones to shatter if the owner is killed, but those with any actual knowledge of these procedures are dead, hidden, or not talking.
There are very few reports of ioun stones that have negative side effects; even those created by incompetent item-crafters merely create inferior specimens—still valuable to poor adventurers who cannot afford the normal variety. They fall into one of the following categories.
Cracked: These stones bear an obvious crack, whether as a result of the crafting process, because the raw stone was already cracked, or because the stone has been damaged (for example, if it gains the broken quality). A cracked stone’s power is usually the same as an undamaged stone, but weaker.
Flawed: These stones have a flaw other than a crack, such as irregular faceting or impurities in the crystal. A flawed stone’s power is usually similar to and weaker than a normal ioun stone, but sometimes it has side effects or slightly different effects than its normal counterpart.
Scorched: These stones are depleted somehow, but not so much as to render them completely burned out and powerless; some achieve this state from damaging exposure to extreme heat or electricity. A scorched stone’s power functions erratically (typically a 50% chance per day for constant-effect items, or 50% chance per use for use-activated items) but is essentially the same as an intact stone of the same type. For example, a scorched pearly white spindle ioun stone might give the wearer a 50% chance per 10 minutes to regenerate 1 hit point.
Cursed Stones: When a magic item creation skill check to create an ioun stone fails by 5 or more but less than 15, there is a 50% chance the result is a cracked stone and a 50% chance the result is a flawed stone. If the check fails by 15 or more, the stone is actually cursed; roll on Table: Common Item Curses to determine the effects of the stone’s curse.
Resonant Powers: Only 25% of cracked or flawed ioun stones have resonant powers (see Wayfinders and Ioun Stones) compared to the 75% chance for typical ioun stones; only 10% of scorched ioun stones have resonant powers.