Elemental Stonecraft - GM Binder
Elemental Stonecraft - GM Binder
by Mage Productions
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Creating a new item requires at least one full week of
History of the Elemental Stones uninterrupted downtime and a relevant tool kit to the item
Powerful elemental stones were originally created by the Fire being enhanced; such as Tinker’s Tools, Carpenter's Tools,
Giants. The giants focus their own magical energy to trap Cobbler’s Tools, Smith’s Tools, etc...
elementals within each stone with a permanent binding.
Without the elemental stones the magical energies of the Create
world would be out of balance. New Item
Five main stones exist, and represent each of the main Crafting Time: One Week
elements. Depending how the stones energy is harnessed, Tools: Relevant to Task
their powers manifest uniquely.
After a full week of working your craft, you finally relax your
Elemental Stonecraft focus and consider your efforts.
A trade that almost faded from the world during the Rending, Create Item Results
elemental stonecraft has seen a resurgence in training and
efforts these recent decades. Elemental stonecrafting is a If any of the three DC check rolls is 5 or less, roll on
blend of invention and magic that requires the proper tools Complication Chart
and abilities to succeed. If all DC checks succeed, players selects desired effect
Only 1 stone of each type may be active at any given time for
the owner. Any future stone of the same type that is activated Item becomes Attuned Magic Item with Elemental Power
cancels the effect of the previous stone in use by the owner.
Using any of the Five Elemental Stones, whether Crafting with elemental stones is fraught with both internal
Enhancing or Creating, a character must succeed on all three and external risks. The power these stones contain is difficult
steps of the Elemental Stonecrafting process. to harness and harder to keep secret. If any of the difficulty
checks made in the crafting process fails with a result of 5 or
less on the roll, then the player must roll on the following
complication table.
2
Your Results May Vary Blue Stone (Cold/Water) Effects Table
The outcome of your effort is variable as these stones are near d8 Tactical Effect Spell Effect
impossible to master. The magical energies of the stone may Create or Destroy Water 1/short
1 +1 Attack
manifest in either a Tactical Effect or Spell Effect, but never rest
both. The player must select one of the two effect types based 2 +1 AC Wall of Water 1/short rest
on the roll result when enhancing or per player preference 3 +1d6 Cold Dmg Water Breathing 1/short rest
when creating.
+1 Saving Throw
4 Water Walk 1/short rest
Green Stone (Earth) Effects Table Rolls
5 +1 Skill Check Rolls Control Water 1/long rest
d8 Tactical Effect Spell Effect 6 +1 Initiative Wall of Water 1/short rest
1 +1 Attack Earthbind 1/short rest 7 +5’ Movement Watery Sphere 1/long rest
2 +1 AC Earthen Grasp 1/short rest 8 Custom per DM's Approval
3 +1d6 Bludgeoning Dmg Erupting Earth 1/short rest
4 +1 Saving Throw Rolls Earth Tremor 1/short rest
5 +1 Skill Check Rolls Mold Earth 1/short rest Red Stone (Fire) Effects Table
6 +1 Initiative Move Earth 1/long rest
d8 Tactical Effect Spell Effect
7 +5’ Movement Bones of the Earth 1/long rest
1 +1 Attack Fire Bolt 1/short rest
8 Custom per DM's Approval
2 +1 AC Fire Shield 1/long rest
3 +1d6 Fire Dmg Fireball 1/short rest
Yellow Stone (Air) Effects Table 4 +1 Saving Throw Rolls Wall of Fire 1/long rest
5 +1 Skill Check Rolls Fire Storm 1/long rest
d8 Tactical Effect Spell Effect 6 +1 Initiative Fear 1/short rest
1 +1 Attack Fly 1/short rest 7 +5’ Movement Phantom Steed 1/short rest
2 +1 AC Misty Step 1/short rest 8 Custom per DM's Approval
3 +1d6 Force Dmg Haste 1/short rest
4 +1 Saving Throw Rolls Banishment 1/long rest
5 +1 Skill Check Rolls Invisibility 1/short rest White Stone (Universal) Effects Table
6 +1 Initiative Greater Invisibility 1/long rest
d8 Tactical Effect Spell Effect
7 +5’ Movement Floating Disk 1/short rest
1 +1 Attack Absorb Elements 1/short rest
8 Custom per DM's Approval
2 +1 AC Faerie Fire 1/short rest
3 +1d6 Lightning Dmg Lightning Arrow 1/short rest
4 +1 Saving Throw Rolls Shatter 1/short rest
5 +1 Skill Check Rolls Sickening Radiance 1/long rest
6 +1 Initiative Pass Without Trace 1/short rest
7 +5’ Movement Thunder Step 1/short rest
8 Custom per DM's Approval