Showing posts with label mentalist. Show all posts
Showing posts with label mentalist. Show all posts

Tuesday, 20 June 2017

d100 Mental Mutations

Mental powers are some of the most exotic mutations and have a increased chance of mental defects or powers that will cause problems. Most powers have visible effects when in use. Mental powers might be known as psionics or psychic powers or spell like abilities are used for such powers.  Names used for practitioners include mesmerist, medium, mystic or even witches.

Powers not divided into types like most mutations based on organs or body parts. Possibly more powerful than other tables but some more detrimental. Some of the major mutations are problems too. Some of these risk your characters personality and behaviour while previous ones are mostly cosmetic. Psionic mutants probably blend in better but might go crazy or look scary using powers. Many petty powers are in fact brain defects or mental illnesses. Some of the later major powers might seem liabilities - serenity, pacifism, berserker.

I do also have a Psionics spell system that has proven popular in my games replacing standard psionics and illusionists. I let ppl take this list for clerics or elves or bards or wizards if they want to be from a alternate tradition.

Psionics Spell list and Classes
Psionics and Sorcery Mentalist Spell List 1-3
Psionics and Sorcery Mentalist Spell List 4-5 with Shaman Class
Psionics and Sorcery Mentalist Spell List 6-7 with Psionicist Class

Trained psionics tend to look down on mental mutants.

This is probably my final word in mental powers and psionics for my games. I've always hated creating whole crazy new systems for powers and felt most oficial systems broken.

Mutation tables so far
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Possible: Fish, Amphibian, Arthropod (crabs, arachnid, insect), Ape, suggestions????

d12 Sources of mental mutation
01 Among first born of the coming race
02 Family bloodline of strange abilities
03 Experimentation on your bloodline
04 Exposed to psychic phenomena
05 Non human taint in bloodline from hidden race
06 Exposed to cosmic or reality warping forces
07 Exposed to weird crystals
08 Ate brains of a planar entity or some plane shifting organ 
09 Haunted by spirits growing up
10 Attacked by parasites from overspace

11 Exposure to powers of a psychic awoke your powers
12 Modified by superior beings


d100 Minor mental mutations
01 Smell or feel uneasy if mental or spirit phenomena used within 3"
02 Ectoplasm forming can produce a pound of slime within 1"
03 Sense evil intent towards you within 1"
04 Trance for one hour replaces sleep
05 Temperature drops when unhappy by ten degrees within 1"
06 Temperature raises when andry by ten degrees within 1"
07 Eyes glow when mad or using powers
08 Hair raises when exited or using powers as if in wind or from static
09 Mental resilience +1 wisdom bonus score
10 Hibernate three months once a year

11 Horrible nightmares and flashbacks make you mutter and sob in sleep, 
12 Fried nerve endings diminished sense of touch and pain
13 Split personality offers flawed advice nobody else can hear 
14 Memory lapses and repeats telling people things annoyingly
15 Mutters and and tells rambling stories even when alone
16 Prone to irrational weeping in all kinds of situations
17 Prone to irrational laughter in all kinds of situations
18 Unnatural charm +1 Charisma bonus
19 Insects, vermin and parasites repulsed and try to keep a foot away
20 Directional sense always feel magnetic north
21 Perfect sense of time to the second with clock precision
22 Numerate as if had a calculator or advanced abacus skills
23 Highly sensitive to pain and paranoid about threats of injury 
24 Empathic sense can feel strong emotions within 3"
25 Phobia as strong fear of a specific thing like strangers, spiders, darkness, etc
26 Hostility field disturbs people you meet -1 Charisma modifier
27 Suicidal tendencies and gloomily fixated with death and risk taking
28 Mental block has 1% chance of any stressful situation being forgotten after
29 Narcolepsy has a 1% chance of any stressful situation inducing d10 minutes deep sleep
30 Aura sight can see aura of living things within 3" can use to target in dark
31 Enormous ego is sure is the greatest and best at everything ever
32 Amnesia when HP below 10% of maximum 
33 Mania is obsessed with something like fire, darkness, stealing, sex, etc
34 Planar sense can feel dimensional gates or multiplanar beings within 3"
35 Defective alter ego will seize control for a d4 hours if reduced to 1 HP and fail save
36 Seizures has a 1% chance of any stressful situation inducing d4 minutes attack
37 Unconscious calling attracts hostile creatures increasing chance of wandering monsters
38 Heal one HP once per person per day 
39 Spectral breeze everyone in 3" cone feels a chilly breeze one round per level per day
40 Glow aura makes mutant glow at will 1" radius light
41 Can ignite small fires by concentration within 1" as if using a flint on flammable material
42 Animal bond can form strong empathic attachment to animal over range of 3"
43 Glimpse invisible spirits or astral bodies for one round per level per day within 3"
44 Can over hear spirits or astral bodies talking on spirit plane or telepaths within 3"
45 Plant empathy can sense well being of a plant by touch
46 Sense location of dramatic past events like murders or torment within 1"
47 Automatic writing allows a spirit to use your hands to write or draw while in a trance
48 Can repulse dirt and water from body and clothing once per day per level
49 Thoughtography can burn a image from mind onto a surface once per day per level
50 Call ethereal fog over 1" radius once per level per day
51 Control a small hand sized rodent or bird one round per level per day
52 Call a swarm of flies or harmless insects to do bidding one round per level per day
53 Aport a small hand size object to and from ethereal plane once per level per day
54 Astral knife can be formed at will only harms non corporeal or other planar beings
55 Can see inside sleeping persons dreams by touch one round per level per day
56 Can scare a animal under 4HD if fails a save once level per day within 3"
57 Can calm a animal under 4HD if fails a save once level per day within 3"
58 Make a hand size object levitate one foot if concentrated on within 1"
59 Objects in room rattle and make noise when mutant is angry, upset or scared
60 Hostile spirits are attracted to mutants inner anguish, most are petty and troublesome
61 Always knows is a certain loved one in trouble or within a mile often a sibling
62 Can control several cubic feet of smoke, fog or fine particles one round per level per day
63 Can form ice crystals on water or fluids or chill food by concentrating within 1"
64 Long lived mutant expands life expectancy by 2d4 times
65 Cause a object to vibrate within 1" by concentrating often noisy
66 Able to tell if attacked with disease or poison at moment of contact
67 Can sense medical condition of others by touch ans amount of HP
68 Can sense hidden water within 1" through ground 3" with some kind of divining rod
69 Can speed read if literate reading and studying ten times faster
70 Photographic recall memory can specifically remember something specified when seen 
71 Can measure distances and lengths from sight 
72 Can accurately predict weight of persons or objects
73 Alignment extremist is driven to judge everything be extreme moral code
74 Ambidextrous can use hands equally well
75 Improved split personality offers useful advice and second opinions 
76 Can survive comfortably without food or water a day per level
77 Hear whispers and moans of the dead even more depressing in certain locations
78 Have dreams about ancestors lives often triggered by recent events in own life
79 Orgone energy accumulator gains a d3 HP per day from sexual act
80 Has perfect sense of harmony, rhythm and can play any instrument instantly
81 Can douse a small flame (torch or smaller) within 3" once per level per day
82 Immune to eating off food or drinking diseased water but not poisoned
83 Eyes or nose bleeds when using powers or very stressed
84 Can animate a small cubic foot dust devil one round per level per day within 3"
85 Can enter death like trance for one hour per level using 1/10th the air supply
86 Can labour twice as hard performing work of two in any manual labour
87 Spot weakness adds +1 to hit one attack per level per day
88 Aura Barrier HP +d4
89 Aura Shield +1AC
90 Sense pain or death within 3"
91 Have extra two contradictory personalities who disagree on everything
92 Rage can add +1 damage bonus one round per level per day 
93 Ectoplasmic hand size item creation one round per level per day d3 knife possible
94 Evil eye victim within 3" saves or -1 on next saving throw
95 Resistance +1 on a saving throw once per level per day
96 Attribute Amplifier pick one stat gain +1 for one round per level per day
97 Open or close a door or chest or bottle within 3" once per level per day
98 Lesser regeneration regrow fingers, ears, nose and heal double normal HP from rest
99 Third eye can see spirits or non corporeal on astral plane one round per level per day
100 Probability control gain a +1 on any dice roll once per level per day

d100 Major Mental Mutations
01 Sense any living being or spirit within 6" unless blocked by four inches of wood or stone
02 Read surface thoughts in 6" who fails saving throw one round per level per day
03 Heal 2hp per level per day by touch can spread points out as needed
04 Power Shout add 1d3 damage to any attack once per level per day
05 Mental Bolt d4 damage once per level per day within 9" victim gets a save
06 Telepathy can communicate within 9" one round per level per day with known person
07 Bio Control can add +3 to a save vs disease or poison once per level per day
08 Push a person with telekinesis, save or fall once per level per day
09 Defencive Aura +2 armour once per level per day
10 Aura Barrier provides effective +2HP per level once per day
11 Spectral Mist formed from ectoplasm 3" wide once per level per day
12 Evil Eye reduce foes save roll -2 
once per level per day
13 Rally causes a demoralized person to make a new morale check once per level per day
14 Sense Weakness +d6 dam +2 hit once per three levels per day with one round prep
15 Animate Weapon once per level per day can use a weapon telekinetically within 6" 
16 Confusion Cloud once per day all within 3" save or confused for 1 round/lv
17 Fear 3" cone effect once per day all in area save or flee for 1 round/lv
18 Empathic Sense can feel emotions of others within 6" can enhance communications
19 Dual Mind can perform two mental acts at a time or one can sleep while other on guard
20 Inflict Madness 6" range, saves or paranoia and delusions for turn, once a day 
21 Pyrokinesis can generate a d4 fire with one round intense concentration
22 Cryokinesis can generate a d4 cold with one round intense concentration
23 Image Projection once/day can project self image to communicate to a friend for round/lv
24 Accelerate Healing with a turn concentration can heal d3 per person per day
25 Mental Screen can resist attempts to read mind +3 save
26 Telekinetic Arm can be used to manipulate or hold items one round per lv per day
27 Hypnosis as charm person 6" range once per four levels per day
28 Allurement aura makes living things attracted to mutant within 3" not always for best
29 Psychometry can read history of location, corpse or thing once day per level 
30 Sense Home always knows distance and direction home, takes month to change home 
31 Fearless is immune to any psychological effect causing fear or anxiety
32 Illusion can make a victim who fails save see a illusion one round per level per day
33 Inhibitor field prevents mental mutations working within 3" if fail save per round
34 Levitation can float with concentration 1" across or 3" up a round per level per day
35 Mind Meld can communicate and share thoughts by touch one round per level per day
36 Mental Block any attempt to interrogate or probe mind causes mutant to block memories
37 Danger Sense mutant only surprised on a 1in6 chance
38 Life Drain once per day can drain by touch 1HP/level from victim by touch and heal self
39 Exorcism can repel spirit occupying a victim giving them a extra save once per day
40 Possession can by touch dominate a person's body by touch once per day for one turn
41 Enhance Strength +1d4 for one round per lv per day
42 Paralysis can hold a being in 6" still for a turn once per day if they fail to save
43 Phobia can make victim have fear of one thing for a turn once per day if they fail to save
44 Force Barrier one round per level per day that blocks missile weapons from one direction
45 Seizure induces a being helpless in 6" for a d10 rounds once per day if they fail to save
46 Stunning Force stops a person for a round who fails save in 3" rage once/lv/day 
47 Planar Voices give possible advice once per day per level give d3 contrary suggestions
48 Prophetic dreams warn of danger or death or disaster, greater threat more days warning
49 Sense planar beings or gates or other disturbances within 9" or further for very powerful
50 Suggestion by talking for a turn to victim if fail save changes alignment for hour
51 Fanaticism can add +1 once per level per day day on any roll, can use any or all at once
52 Life Drain Touch, heal self by sapping life from others or by withering plants 1hp/lv/day
53 Animal Attraction can draw small animals, fish or birds near, possibly kill and eat them
54 Draw Beast once day call wild beast near to serve as a mount or pack animal or eat
55 Healing Trance one HP recovered per hour in deep trance
56 Berserker can enter homicidal rage +2 hit/dam can fight until -9 hp, fight till no victims left
57 Group Mind can place self and one friend per level into a mind link if within 12"
58 Psychokinetic Bolt 2d6 damage 9" range once per 3 levels per day
59 Psi Bolt 3d6 damage 6" range once per 4 levels per day, save to resist only affects living
60 Heat Touch can inflict 2d4 damage by touch one round per level per day
61 Suspended Animation can enter trance for predetermined time using 1% food and air
62 Pyrokinetic Bolt 2d6 fire damage 9" range once per 3 levels per day
63 Psychoelectric Discharge d8 electric touch one round per level per day
64 Aura Barrier one round per level per day, can absorb level in HP
65 Poison resistance can get extra save vs any poison  once per level per day
66 Disease resistance can get extra save vs any poison  once per level per day
67 Illuminated can get extra save vs illusions once per level per day
68 Iron Will can get extra save vs mind control once per level per day
69 Advanced Mind +1 Intelligence 
70 Advanced Forethought +1 Wisdom 
71 Advanced Magnetism +1 Charsima
72 Call Swarm can call flies, moths other bugs to fill a 1" square round/Lv/day
73 Ectoplasmic Discharge once per level per day can slime someone or 1" square
74 Visibility can make spirit or invisible thing visible to all if fails save one round/Lv/day
75 Animal Empathy can crudely communicate with animals and possibly calm them
76 Dream Travel once/night can appear in dream by touch or very distant for loved one
77 Genius Loci can speak to spirits of a place and ask a question per three levels per day
78 Planar Eye can see beings hidden in other planes, strike any out of phase or displaced
79 Compel Truth with frightening gaze, victim saves or tells secret once per 3 levels/day 
80 Ectoplasmic construct form hand size object round/Lv/day, at 5th can be weapon size 
81 Soul Gaze can detect unusual souls of secret undead, supernatural or planar beings 
82 Biological Sustenance does not require food but still enjoys eating
83 Astral Travel can once a day enter trance and soul can enter spirit world, risky
84 Ghost Light can glow illuminating 1" radius or project a 3" cone of eerie coloured light
85 Psychic Wind can raise a breeze disturbing sand, snow, paper or leaves in 3" radius
86 Call Darkness reduce light 3" radius to night, dimming light sources not direct sunlight
87 Disturbing Force can make everyone in 9" feel on edge, disturbs animals and sleep
88 Telekinesis can move 10lb per up to 1" per level one round per level per day
89 Poltergeist when angry small objects thrown about and people slapped in 3" radius
90 Telekinetic Manipulation fine motor work like lock picking within 1" by concentration
91 Psychokinetic Choke once/level/day within 3" victim living saves or helpless for round 
92 Iron Fist once per day per 5 levels unarmed attack can inflict 3d6 damage
93 Arouse erotic feelings in other living beings who fail save but mutant no longer feels any
94 Summon Spirit can call on petty invisible spirit for aid round/level/day most 1HD 
95 Serenity the mutant experiences no highs or lows and is is immune to strong emotions
96 Pacifism the mutant is incapable of deliberately killing any living being
97 Jaunt can teleport up to 9" once per four levels per day by sight or to familiar location
98 Teleport once per week to any well known place random and risky otherwise
99 Plane Shift once per week to any well known plane random and risky otherwise
100 No longer naturally ages by act of will force, possibly other forces might age them 

Sunday, 7 May 2017

Spirits of the Earth




































Spirits are under used in DnD. Oriental adventures used them more. I want spirits to be a standard type of creature. I like the idea of petty bad spirits in dungeons and haunted places. I may do more on this detailing types and abilities but this is a kit for quick basic spirit building. A few spells to interact with spirits and dreams like Oriental adventures have and you have a whole dimension of information, threats and fun ahead of you. I want more of this in my games so I can have a specialist shaman with lots of uses not in most games.

D12 Common Spirit Types
1 Animal Spirits - shape shifting animals, familiars, beast lords
2 Plant Spirits - herbs, trees, forests, grassland, flower
3 Water Spirits - creeks, wells, rivers, ponds, lakes, oceans
4 Weather Spirits - breeze, wind, storms, fog, rain, drought
5 Land Spirits - hills, mounds, rocks, mountains, fields, caves
6 Sylvan Spirits - faerie and elven and other humanoids from the other side
7 Elemental Spirits - classical and other beings that inhabit fundamental materials
8 Dead Spirits - spirits of deceased often killed tragically or not buried or wronged
9 Animus Spirits - dwell in the spirit world never having a body or might occupy material objects
10 Dream Spirits - formed from dreamlands and nightmares or illusions form a life of their own
11 Malevolent Spirits - spirits of devils or demons, may animate undead, seduce humans or possess
12 Benevolent Spirits - spirits from heavens which protect, guide, aid and advise humans

Power Gradients
Petty Spirits - spirit equivalent of vermin like rats or fleas or fragments of greater spirits
Lesser Spirits - animal, tree or dead person spirits, als barn, mine, roof, creek or well spirits
Major Spirits - important local ruling spirits like hills, river or local spirit rulers
Greater Spirits - are demi gods, tribal ancestors, beast lords, lake or mountain region spirits

Sizes
Petty spirit forms are usually small animal or typically hand sized or less than knee height
Lesser spirits often assume human child or adult or medium animal
Major spirits can assume many forms depending on mood or situation including large animals
Greater spirits can assume many forms including titanic forms on occasions

Stats
Petty HD d4 AC+d4 Att 1d4 may require iron, silver, certain wood or blessed items to hit
Lesser HD d8 AC+d6 Att 1d6 or weapon may require +1 weapons to hit
Major HD 3+d8 x d8 AC2+d10 Att d4 each d3+1 d6 +2 weapon required to hit
Greater HD d6x10 d8 AC d10+10 Att d4+2 each 2d6 x d6 +3 required to hit

PowersAll spirits may become intangible and invisible and can see the mundane world while in spirit form. Many may travel to the deeper spirit world and other planes but the petty ones are mostly too scared of bigger spirits or do so only to be desperate. Many spirits are bound to a location or thing like a tree or a grave or a idol or a cave. Most spirits if destroyed reform over time but destroying the thing they are bound to may prevent their return or banish to the spirit world or take time to reform. A shaman or great spirit might help such a spirit find a new form. Major and great spirits may perform many shaman actions like exorcisms, binding or banishing or destroying spirits.

Spirits are vulnerable to spells that target alignment and may dislike blessings and other magics. Turning may effect certain spirits certainly those who wee once living. Many elves and animal spirits were possibly once humans who did not go to the netherworld or heavens and walk the world transformed by spirit lords.

Petty usually have a small annoying ability like dousing flame, bad smell, spoil food, scare horse, sour milk or a zero level cantrip spell they can use many times a day
Lesser often have spells like a wizard, druid or priest and many have a character class abilities
Major often have spells of level equal to HD or many magical spell like powers as a petty god
Greater spirits are lesser deities with many spells and powers and hard to kill or drive away

Some earthbound spirits become permanently embodied in matter and no longer can travel through the spirit world or the faerie worlds. They no longer turn immaterial or invisible. They can be struck by normal weapons and their bodies can be killed sending their souls away for rebirth. This is the origin of many monsters and races. Cross breeding with humans or banishment are most common reasons. You could surprise adventurers with spirit kobolds who still have fantastic abilities or perhaps the shaman or witch doctor are actually spirit versions of a race.

Major and great spirits may build lairs in pocket dimensions and other lesser or petty spirits might dwell in them like a hill elf mound where kings were buried is now an elf feast hall. The elf king has many servants and a beautiful daughter....

Spirits and those descended from them like player elves might find such secret areas, You may not realise they are unmappable or make no sense at first many being bigger on the inside.

Spirits fit into the divine hierarchy often administering territories allocated by heaves or gods in a kind of cosmic feudalism or celestial bureaucracy. Spirits of all types like offerings and gifts and worship. Spirits rejecting this might be banished to the mortal realm.

Uses In GamePetty hauntings and phenomena
Magic items like mushrooms that let you see spirits
Spirits in bottles bound long ago
Spirits in items like swords or paintings or idols
Mentalists, exorcists, mediums and other interesting npcs
Communicating with spirits for information
Foes to fight or helpers of your enemies
Spirits might need help or be convinced to leave humans alone
Spirits might need help to recover items, their jobs, deal with bad spirits
Petty spirits might warn monsters and be found in dungeons and graveyards
Have a dry historic setting with spirit world incursions for most magic, monsters and dungeons

Thursday, 12 November 2015

d100 Crystal Zone Cornucopia at last



I hate crystals as a trope in sf or fantasy. I have quit many pc games because i find them kitsch and newage. Anyway they are not always shortcuts for creative autopilot.

Can work but mostly a confused lazy metaphor for mysterious tech/magic/power of some kind.
Occasional crystals in a setting ok. But if your playing Earthdawn or Carcossa or  Narcosa or my Planet Psychon setting they crystal wizard cod pieces worn by fractal dinosaurs might be common in some hexes. Underground would be good episodic use of these tables also. Or just for exotic treasure or quest object or dungeon relic.

Go find shards of the six crystal monuments in Ulthars deep Eric and your god will be super impressed! Honest!

Anyhow this went from a quick d100 idea to a huge bloated table with a whole dungeon zone - here are bloody crystals, feel free to ruin your setting with too many. If you think i have used something like any one of these before please call me out and comment.

The Crystal Zone Dungeon

This zone is alien. Possibly a recent arrival and growing or perhaps a remnant of something from long ago. Perhaps the geophysics and magical forces produce such places hidden from human kind. Or maybe they are more common in depths or in some quasi or demi planar suburb of the elemental planes of earth.

Crystal ecologies may have strange time spans. Chrystal folk grow their weapons and other tools over years or centuries. Crystal creatures might have long hibernation and whole ecology might slumber if non correct  stellar radiation about. Underground is a obvious location but also other dimensions or hidden under dungeons.

In one case a star fell from the sky and grew from a single meteor a whole crystalline civilization. Remnants of a race from the sky dome of heaven they were survivors of the dawn age. They were not impressed by meat and wood and  metal and set about fixing the world into lawful perfection. Some dungeons might have a crystal garden chamber or area, a remnant of the past or grown star seed Chrystal

Many crystals attuned to magic and psionics. Explorers come to loot crystals and magic and often kill and destroy with no understanding. Reptilians seem to be comfortable exploring here and even familiar with some of the crystal magic and technology. Their alieness is more comfortable than human. Goblins even seem to do OK but maintain a fungus garden nearby. 
Other species might use or abuse features of the crystal land like selling animals or crystal folk slaves. Harvesting their traditional crystalline data matrices as cheap jewels for young wizard punks is saddest of all. Erasing millions of years of history.Crystals most often associated with cosmic LAW. Chaos crystals would be flawed with irregular and illogical patterns. Others would smaller crystals and more fluid shapes like mercury. Chaos slimy blobs are messier than crystals and they tend to eat your hands with acid.   

When a crystal ecology covers an area with crystal, other grass and tree like fronds develop. Many animals and species have crystal equivalents like crystal snakes, crystal deer or Crystal peacock. Crystalline versions of humanoids and demi humans may well be possible.

In a gonzo setting you could have crystal as a uncommon terrain. Crystal places might be found hidden in every hex. In other settings crystal zones
 might might be hidden or even overtaking part of a dungeon or cave and possibly above ground. Perhaps a crystal star breaches the heavens plunging into the world and increasing crystal encounters or zones. 

d12 Crystal Zone Wandering Monsters

1 Arthropod Crystal hunter like spider or scorpion or jawed beetle or lobster
2 Crystal mantis - deadly predator looks like crystal column possibly sentient
3 Crystal eye - psionic powers like levitate, mindblast
4 Crystal folk warriors guarding the sacred crystal garden
5 Gastrapods d4 1=giant snails with crystal shells 2=giant slugs 3=Crystal shell clams underwater 4=flailsnails
6 Crystal para elemental being d4 1=elemental 2=crystal salamander 3=crystal toad 4=crystal wyvern
7 Crystals of living neural circuitry form a collective psionic hive mind with illusion powers 
8 Crystal reptilians like dragons or dinosaurs with crystal horns and spikes or entirely crystal
9 Crystal beasts are grazing mobile crystal fauna resembling various animal shapes
10 Goblinoids who tend crystal gardens and help crystals spread
11 Crystal elves are cold and alien and try to scare outsiders from crystals
12 Crystalline version of classic dungeon monster


d20 Crystal Hazards

1 Chasm with a fragile crystalline bridge over boiling sulphur or molten crystal
2 Crystal stalactites fall from above (possibly crystal piercers)
3 Glowing magical crystal d4 1=explosive 2=cursed 3=alarm 4=oracle or comunicator
4 Fragile crystal path over running water
5 Mirror people from another universe enter from a reflective surface
6 Steam geyser erupts with boiling vapour
7 Creature imprisoned in stasis crystal opened by certain harmonics
8 Crystalline oozes cleaning up organic scraps might be tempted by intruders like antibodies
9 Crystal column sentry being shoots prismatic rainbow rays or shards 

10 A crystal labyrinth with sleeping monsters
11 Fragile crystals full of acid explode if broken
12 Attractive crystal if removed slowly floods the area with water
13 Cavern of cold with crystals and ice
14 Drips of mineral rapidly start to cover and slow any moving through area
15 Greedy dwarves smashing up stuff and hostile to claim jumpers in their mine
16 Huge sleeping crystal covered monster hidden in plain sight on floor
17 Hypnotic lights make weak willed stare and starve to death
18 Crystal being tries to charm person to carry it to some place
19 Lair of a monster filled with crystal statues (crystal medusa or basilisk or cockatrice)
20 Crystal zone tries to alter or shift alignment of intruders

d20 Crystal Mysteries

1 Crystal butterfly make telepathic contact and might seek symbiosis
2 Market where crystal folk, elves and goblins trade and might deal with outsiders
3 Strange glowing crystal skull or helmet on a plinth
4 voices of someone you know in your mind calling you
5 Voices in your mind give you instructions to enter miniaturized world in a crystal
6 Visions of your hearts desire lead you into hazard
7 Visions of a mental entity warns you of hostile crystal encounters at hear of area
8 Strange crystal on a plinth desires to be carried from here, seeks to control a host
9 Ghost of crystal being tries to get body to reassemble and resurrect it's body
10 Shattered crystal being will talk about local factions
11 Steaming pond with gem encrusted crystal columns in middle
12 Passive monsters bathing in steaming crystal pools
13 Crystal control panel for some mysterious device or doorway
14 Crystal gateway or teleporter pad
15 Crystal figurines or idols of the intruding party
16 Crystal allows self to warn self in past or be advised by future self
17 Crystal with random magical effects on who touches for a round
18 Tiny faerie folk torment visitors with pranks, theft and  illusions
19 Crystal kobolds building something inexplicable from instinct
20 Crystal scrying portal allows visitors visions but might not be real

d20 Crystal Magic Items
1 Crystal weapon can harm non-coporeal spirits or ghosts 1in10 cast psionic spell lvd3
2 Crystal weapon can
 harm magic beings +0, 1in10 intelligent and a +1 or better 
3 Crystal amulet can detect magic, range in inches=user level
4 Crystal insect messenger records one message flies to location known to owner then back
5 Crystal ring makes invisible to mental or emotion or life force based senses or detection
6 Crystal Helmet translates all languages 1in10 give visions of the future
7 Crystal arrow or shuriken or other missile returns to wielders hand after hitting next round

8 Crystal weapon flies into your hand at will 1in10 can animate and fight on own once a day
9 Crystal pistol shoots prismatic d6 ray range in inches=user level, 1in10 rifle version 2d6  
10 Crystal crown casts charm person once a day 1in10 +1CHA too
11 Crystal pendant changes colour if feels threatening thoughts directed at wielder
12 Crystal torc +2 fear or morale effects on allies within lv in inches, 1in10 +1 INT
13 Crystal bonds with forehead fires a d4 bolt each round
 range in inches=user level
14 Crystal broach absorbs 30 points of magical damage then shatters 1in10 100 points
15 Crystal heals 1hp per person per day on touch 1in10 heal 1d4
16 Crystal miniature grows full size and fights to death once, commits suicide if no threat
17 Crystal of war implanted in forehead can create a proficient weapon from psionic force
18 Crystal wand daily summons monster summoning 1 crystal monsters 1in10 staff 3 times
19 Crystal ring protects form personification or being crystallized or paralysed
20 Crystal ghost trap, ghost within 1" saves or is imprisoned 1in6 has a ghost in it already

d10 Quick Crystal Wonders

1 Crystal Grotto's - caves and pools and great underground sanctuaries
2 Crystal monoliths -  prehistoric structures, walls, hills, great henges and megaliths and
3 Crystal Statue - great monumental artworks depicting beings
4 Living Crystal - a crystalline life form or a whole ecology
5 Crystal altar - a crystal location of religious worship and sacrifice
6 Crystals of power - crystal objects from elder times
7 Crystal artifacts - relics wielded by the chosen and mighty
8 Crystal monumental structure - great crystal structure of wondrous scale
9 Chrystal of law vs chaos - the struggle for the cosmic balance
10 Chrystal of good vs evil - the struggle for life vs death

d100 Crystal Wonders

01 Crystal grotto of the dawn age is a spectacular glowing chrystal cave wich includes sleeping dawn age monsters awaiting the apocalypse. Anyone sleeping here may gane knowledge from the dawn time but if they are weak willed they will join the sleeping horrors. Shamans, wizards and holymen come to meditate here.
02 Crystal caverns of the vampire kings where unbreakable coffins of stasis keep ancient vampire lords frozen forever. Occasionally every age the leaky magic sets one free. 
03 Crystal spring of unearthly beauty where nymphs and occasionally goddesses bathe. Restores bathers virginity and improves their appearance and is a bit addictive. 
04 Holy Crystal grotto is a best kept secret of churches of law and good where hermits come to seek solitude. Remnants of old saints have been calcified and preserved here. Some may be contacted but gods are offended if this is done casually.
05 Crystal garden is entered through a steamy hole in a hill and inside giant crystals grow in the humidity and heat. Crystal creatures stir in here and may follow visitors home. 
06 A beautiful crystal cave with the crystallized remains of two run away lovers of old. Lovers come here to escape problems and seek courage, some say true lovers will be aided by the cave
07 Dark crystal cavern is filled with obsidian and onyx crystals of darkness, haunted by shadows and undead but since cave times human come here to make magic tools and weapons from the stones here.
08 Crystal Cave of Eoa made as a mechanism by a god has grown and become self aware - a biological living crystal which folds space and time with entries in many places and worlds. The cave wants to help people but cant help but send adventurers to strange lands or worlds where they might be needed.
09 Cave of splendid doom has a spectacular entry attracting the curious inside. A ecology of crystal beings some mobile some like microscopic life but the great crystal tries to turn outsiders into crystal beings, some it sends to carry a seed to start a new cave. 
10 Crystal cave of the portal has at its heart a mysterious control panel with grids of magic crystals. Takes a lifetime to learn but it allows control over space and time and can summon monsters to inhabit itself. Boss monsters and wizards crave the control room and it's secrets.
11 A great black crystal slab sacred to vile toad god of elder sorcery grants weird dreams to any who slumber here, sorcerers come pilgrimage here seeking wisdom of the space frog gods
12 A great crystal monolith with worshipers bowing before it. They will welcome strangers to join them for the sacrifice. They are controlled by monolith psi field and at peak of ritual doorway will open and sacrifices will enter, then worshipers go home and forget
13 A great crystal here on occasion shoots a great ray into space, locals avoid as monolith has a field that keeps low level pests away
14 A super intelligent monolith placed by unknown gods to learn about area by reading minds of mortals up to miles away. Attacks intruders with mental force.
15 A crystal monolith growing from the earth blue at base and scarlet at top, at times the top has an eye shape glow within and may fire beams to punish the unworthy who approach.  The entity rarely communicates but may offer powers to any succumb to its will.
16 The great crystal cube of Zhor appears in different places and is a planar castle of an alien crystal god. When it relocates it sends out dark crystal paladins to scour land for new incarnation of eternal enemy Klithorg. Inside the cube is a pocket universe with weird time and gravity laws. 
17 A crystal henge circle unearthed in flood, buried since dawn age. The henge has awoken after absorbing enough sunlight and now gates in outer planar beings of random alignment. Cultists and holy men of many cults have come here to control the site and the crisis is escalating. Hidden other planar space is accessible inside the circle. 
18  A circle of hexagonal crystal columns encircle a great spiky spherical crystal. A dying being from cosmic battle between law and chaos in dawn age. It was made unable to die so has sat here dying for millennial. Local elves built the columns from it's ruined body but they shield the center from chaos. It knows incredible secrets but to mindlink with it makes you experience an eternity of near death. 
19 A causeway path passes through a series of stone henges into a enclosed canyon with a single crystal henge. This ancient gate onec let a horde pass through and was allied to law or chaos. Their cults seek to control and operate the henge and travel back in time to aid the battle at the dawn of time. 
20 A crystal pillar was known for ages but now it is burning with sickly white flame. Locals are becoming ill, their hair falls out and bodies are rotting. The land is turning sour the brighter the fell flames. 
21 A circle of crystal gargoyles come to life if any damaged will kill everything in sight then return to age old slumber, guarding d4 1=crypt 2=artifact 3=cave 4=tablet
22 Statue of long forgotten god unearthed by avalanche on cliff face. Locals having dreams of pretty but sinister being. A cult is forming and and bringing beings to sacrifice in long lost temple in cliff. Sacrifices become crystalline creatures in stasis with a whole ecology ready to replace outside life.  
23 A giant crystalline head in the hills causes headaches so is mostly left alone. Shepherds have seen things come and go from the monuments mouth.
24 Crystal statue chunks have been found in the local creek for centuries. If stream followed leads to cave with a insectoid crystal medusa nests on her hoard. She likes to make life into crystal statues then push them from cave into rocks below.
25 Statues of a monstrous intelligent species but here portrayed as noble and civilized from ancient past. If searched local graves of this forgotten sub species are found and exploreable barrow mound. Clues as to fall of race to chaos partly told by cave art
26 Two ancient crystal golems Ktorr and Draxxa await the apocalypse. If any strikes either they awake and attack for a few rounds with great power then a gate to the chaos plane opens between them and begins to pour out. They were built as long term plan in struggle between Law and Chaos. Made to vent chaos at crucial moment into a collapsing dimension. Destroying them makes you an enemy of law and ruins the multiverse in a billion years time.
27 A cave of crystal statues is discovered under a barn. Using spell on walls they can be revived into human looking beings from a distant aeon. Friendly and helpful at first, eventually they set about purpose to revive their race using humans as the vessels.
28 A great crystal carved face half buried and obviously tilted from true position is found in mountains. If approached it is glad to tell you how awesome and important it is. It's knowledge is of a alien world and not very useful unless you want to spend a lifetime listening to the face boast about self and put you down. May have some useful knowledge though but must talk entity to being helpful.
29 A huge crystal sphynx is dreaded by locals but outsiders are thrilled by discovery. Eventually someone says something that offends sphynx and it wakes up ready for war. It marches to nearest village and sets ablaze with eyebeams. Sphynx will only return to slumber if riddle answered or quest completed.
30 Statue of forgotten god of Law attracts hidden cult who have established a crystal grotto nearby. Will aid the return of their lord who will kill time and preserve us all for eternity. A glorious victory over chaos.
31 A crystal garden in a forest has been a holy place for elves and fairies for aeons. A rich ecology of perfect crystal life forms dwell here. Now has been discovered by dwarves and humans. A big fight is brewing as the materialist races seek a quick buck and will destroy the garden forever.
32 A crystal unicorn haunts the forest and can fire up to seven prismatic rays at once. It protects nature and was made by a elf goddess. It is also a healer and can purify water.  
33 A great crystal swan lives in a lake defended by swanmays (were-swans) and elves. She is a great prophet and has knowledge from the dawn age.
34 The great crystal worm lives beneath a mountain but doesn't move much. It might talk to interesting persons with interesting draconic knowledge. Mostly it sleeps, it titanic size making most mortals a non threat. Dragonfolk come to worship it.
35 Crystal battle cattle of the space gods roam beyond power of mortals. Heroes invoke the wrath of gods by killing them and selling crystal to mangy old wizards.
36 Great Crystal ape of Gthorr! may remain still for centuries. The great jade ape fights for the commoners and quickly sets about destroying civilizations or fighting other kaiju
37 A great crystal elephant soars through the sky and when it lands strange clad wizards with wands come forth and take what they wish. Any who try to stop them are blasted by the wands or the elephants psionic beams.
38 Crystal dinosaurs burst from the earth and guard a path sealed for millennial by druids. Recent quake opened the path and so far all fear the crystalsaurians. 
39 Crystal gremlins scuttle about the area repairing and improving on things by adding crystal parts. Like crystal limbs for cripples or new eyes for the blind. Crystal people begin to avenge themselves on those they blame for condition.
40 The Crystocats dwell here slinking about eating quarts stones and relaxing in the sun. Wizards want them as familiars despite the creatures preferring psionic and bard owners. They make excellent invisible scouts and are intelligent.
41 The great altar of law has been lost for ages. It responds to being approached by any sentient being with alignment. It offers to heal agents of law and commune with their patron power. Chaos it strikes with lightning bolts. If forces of law find out about this pilgrims will come and a temple will be built. 
42 A crystal altar in the wilds with a sword inside. Its 2-dimensional blade gives it vorpral properties, it is alive and keen to kill chaos. The altar will only open for a pure heart champion of law who puts necessity over personal gain or interest. The sword if displeased will decapitate the false wielder and return to the altar.
43  A liquid crystal black geyser of darkness that does not belong in our world. This fluid altar is served by enthralled minions. Awakened from a bottomless crevice by adventurers it is now a regional menace. It infects locals making them servitors and seeks to spread it's crystal seed implants into local rulers. It has plenty of time to make all humans succumb.
44 A Crystal altar under a forcefeid trapped for millennia. May be possible for mighty enough magicians to contact or solve the great puzzle to open the field. The altar is a jerk artificial intelligence whose crystal dome holds a zealous spirit of law. The kind that knows what is best for mortals, every waking mortal every moment. Once free, talks for a bit and demonstrates many amazing powers. Then eventually phazes away to work on improving the world and making Law's cause look rigid and unpleasant.
45 A crystal altar surrounded by pure healing pools, flowers and frolicking unicorns. A sanctuary of a spring local goddess. She and her cult forbid any non followers or worthy to enter but can atone with a holy quest from the goddess. 
46 A great crystal altar of the Monster god Ygarnath, his petrified body with a crystal horn stands over the altar as a warning. When enough blood sacrifices to him are made in a single night he will awaken. Every attempt has failed tonight and local lawmen are suspicious if anyone asks about it. 
47 A great crystal slab of solidified order can form visions of far away places to those who know how to operate it. Modrons appear from it's right angles if any attempt to harm or move it. They are entirely inflexible but might teach it's use to any who help defend the relic.
48 The great crystal of Yar is a mystery but recently a cult has begun meeting at it's location promising benevolence and peace as inspired by the holy crystal. It is a bound demon of deception trying to trick good people into sacrificing to it so it can be free. The beautiful former angel likes torment and betrayal so will continue to be seemingly good until discovered. It is able to hide it's alignment.
49 This crystal coffin has lain here for millennia and proved immovable and indestructible. The necromancer-vampiress inside has a artifact demon blade. Nobody knows her story and many poets come to admire her and compose songs of her mysterious beauty.
50 Crystal altar of St Joalla where she purified a necromancers black obelisk rendering it transparent and good. Used for healing and prophecy armies often pass through here to use the altars blessings. A orc warlord tried to smash it and a Angel killed him.
51 Crystal matrix throne which extends range of any communication magic or to any similar throne (there are six world wide). Used by early men in fight against chaos now it is mostly used by local wizards who often line up to use it. 
52 This crystal sarcophagi grants minor magical powers to some and hideous mutations. It is biased to own alignment. Has very strict ideas on proper alignment conduct and will display visions of past alignment choices and situations to exhort or condemn them. 
53 The crystal box or Tarrazak is a hut or wardrobe size crystal box with a panel of gems next to the sliding door. If operated properly the door opens and then has a second panel and lever inside. If operated takes you to the celestial sky chapel of the gods of light and with further use of controls may return to the world on a different location. The sky chapel may have inhabitants trapped for aeons. 
54 A crystal ring big enough for a standing man to pass through has lain flat on top of hill for living memory. If stood upright and allowed to absorb 60 levels of spells open a gate to another world. 
55 Throne of Kalarki a crystal throne that keeps seated ocupant alive no matter how injured or sick. This protections ceases when the seated gets off. Kings in elder times survived poison and wounds only to perish when rising from the throne. Many kings desire it even though it's history is mostly tragic. It cannot be moved. It has been burried and lost. 
56 The great crystal eye was a weapon from the wars that ended the dawn age. It was seen assisting the first lords of evil and later in the age of necromancers. Lords of evil still crave it but the truth is it was a instigator and controller not a servitor. The size of a large pumpkin the crystal eye fires disintegration beams and hypnotic control beams. It has been bound to a crystal pedestal for half a aeon but it knows of a quest to free it.
57 The crystal maze is a location of myth that past heroes entered ans some returned with gifts. Within it's fog shrouded walls dreams and nightmares creep. 
58 The crystal fountain of Zhorr is a great wonder that if it's waters are drunk with a silver spoon bestows a random potion like effect that can be predicted with several years of study. Fake manuals turn up in local fleamarkets. On the wrong day drinkers may taste poison, acid or be morphed into something that sucks.   
59 Great Globe of Ktorr is mostly submerged in rock but may one day again be seen as a spherical crystal. Those who meditate while touching can allow it to absorb all the users spell levels and in return it will give a new random often strange spell in return. Usually works once per person. Scholars claim there is a ritual or relic that improves the transfer rate or effects randomness or number of uses. A permanent camp on the relic by a faction of some kind seeks to limit the devices use. 
60 The great shard fell from the stars and creatures sacrificed to it in blood  arise as crystal creatures easily manipulated by the first master who cares for them. The crystal dwells in a pit and arises by levitation to spawn newly reborn creatures at the pits entry. Blood and the corpses are thrown in the fell pit which makes the crystal glow and float.
61 The Seven Crystal Coffins in a deep cave contain heroes of the dawn age held in stasis. Most stories say the beings are good but people cant be certain. They are invulnerable and cannot be probed with spells or divination unless runes in a grid are manipulated in the correct sequence. Then the sleepers awaken.  
62 The crystal eye of Kellora allows a user to spend HP to make up points short of a saving throw. It has been known to provide levitation, invisibility and other powers. Wielding it is addictive and draws interest from a great old one who in past was able to pass through the eye's master and into our world. It reeks of the fell powers of the old ones.
63 The Crystal Sabre a horse mans blade it leaps int the owners hand and makes all psionics or mentalist spells operate at a extra two levels. The blade is +2, Intelligent and can harm any non corporeal beings or beings on multiple planes or invisible beings. The blade is a relic of Law and tries to advise it's wielder to fight the forever wars of law vs chaos. 
64 The Crystal talisman aids the special powers of clerics (not spells) such as controlling undead as if the wielder were two levels higher. It is unaligned but all alignments crave it for it's ability to channel divine power.
65 The Singing Crystal Spear sings sweet sorrowful music all non neutral beings can hear when held by an intelligent being (INT=inches radius of sound). The wielder is filled with perfect clarity and can spend HPs to make up for misses 1hp=+1 hit roll. The Spear is naturally +3 It's intellect was struck from it in the dawn age. 
66 The Crystal Casket holds a secret ancient emperors and necromancer kings have fought over for aeons. Most think it a spell or weapon or the secret of immortality. None have ever opened it but it's very appearance starts wars.
67 The Crystal gnome is a three foot high statue of a gnome that if commanded by the secret word will come to life and serve it's master. It can speak any language, detect alignment and communicate with master via telepathy 10" range. It can run as fast as a race horse and deliver messages. Really a advanced golem made in the dawn age to serve a godling. It is very witty and eloquent.
68 The Crystal Staff was used by a goddess in elder times and she still watches it appearing to kill any wielders who pervert her will. The wielder becomes immune to 1st through to 3rd level spells. Instead they heal the wielder 1HP per spell level. The staff is also +2. A animal sacred to the goddess will follow the wielder if they exemplify the goddesses wishes.
69 The Crystal Ring was used by demigods in the dawn age as a menagerie of mortal beings. The wearer may enter or leave the pocket dimension at will and transport one passenger. Hundreds of stasis cells within keep all manner of beings and persons gathered through hundreds of years. Some have managed to free themselves and roam the pocket dimension. No life ages in the prison which has driven some inhabitants to madness.
70 The Crystal apparatus of Ktorr a giant alchemist lab used to grow dragons and other huge monsters made by a evil alchemist guild in ancient times. The apparatus has a book of formulas lost for centuries which lists expensive and exitic ingredients for diferent monsters. Recipies range from d4+2 times ten thousand gp and 2d6 months. 
71 Crystal Castle is a fabled magical castle of other worldly elves who move the castle from various locations among several worlds. Sometimes only a single tower or even door appears in a world.
72 Crystal Corridors of Zaxys is a crystal maze hidden under a lost dungeon level whose fog shrouded crystal maze is filled with minotaurs, willo the wisps, doppelgangers, invisible stalkers, gelatinous cubes and other creatures. Actually it is a pocket dimension that folds on itself eternally and is used to lose or imprison things in. Some of the crystals are actually cubes of stasis (frozen time) with objects inside nearly impossible to free.
73 Crystal Sepulchre is a pocket universe within a crystal with more than one location. It can be entered by use of a simple mental trick easily taught. The realm inside is a tesseract inhabited by crystal beings that came here to hide. Nobody inside ages. Great beings of the upper and lower planes battle for this place. By aligning agents in key positions the tesseract it can be re aligned to open in various planes. 
74 Crystal Ziggurat of Tor a renegade god of law tried to use this to place the universe in stasis but was stopped by chaos and law champions at the dawn of the universe. Strange traps and might cosmic power ebbs through this carved crystal mountain that intersects multiple dimensions. Demented renegade paladins of law gather here for some new purpose possibly to use the ziggurat to raise their god or his spirit. Most of it on this plane is buried.
75 The Crystal bridge is a gateway with a seemingly visible end in sight but once on it it expands into infinity and compresses reality to two dimensions. Based on the collective will it can form a end at the desired destination. A trip takes ten minutes but if any differ in destination desire all are scattered across the multiverse. Can also be operated from secret panels form a gate. Usually the other side of the bridge vanishes when crossed making trips one way.  Someone inside could control it and keep end fixed but nobody alone ever is seen again. Fairly sure the micro continuum is uninhabited but something strange always trying to break in. 
76 The Crystal Pyramid is a great tomb of a godling one of the first deaths. It is said to be buried or under water from the aeons and is inhabited by crystal beings, living reproducing crystal golems who maintain and guard he crypt. Many gods left additional guardians or treasures here as tribute 
77 The Crystal Colossus was made by a ancient wizard king to protect his city from enemies. The earth shook and destroyed the kingdom and the Colossus could do nothing. Without commands it was buried and forgotten. Beings roam around inside with factions hoping to control the great colossus.
78 The Prismatic Star a great structure that fell from heaven now it's ruins are home to strange feckless crystal creatures grown from remnants. The Ruins are growing and quite large in some places with crystal spires and pools of glass
79 The Crystal Cave contains a paradise of plants and crystal and lost species living in harmony like the dawn time. Time dos not pass normally here and many anachronisms and remnants of different times are found here. The cave mouth can move and often offers the doomed a way out of death to eternal captivity. Somewhere within is a secret command complex and magical cognitive engine. Gods made this and then went onto bigger things.
80 The Great Crystal Skull is a mobile flying wizard citadel that terrorised and enslaved man kind when monsters ruled. This wonder is remembered in myths and common folk fear it from tales of old. Many taken are turned into loyal hybrid crystal cultists. One of these is selected by the spirit of the skull and becomes a mighty sorcerer who commands the other crystal beings.   
81 Crystal of the Balance travels the multiverse and creates zones of stability and harmony. It floats and changes colour according to the amount of unchecked law or chaos. It can summon champions of either cause to readdress the local imbalance and nullify forces of entropy or stasis for a time.  
82 The Transplanar Crystal is a projection of a hyperdimensional solid into our reality. It can be used for entry into superspace which nullifies bodies into pure thought. A glowing column of shimmering quartz which fades in and out of the world. Some beings return some altered into beings of law. Entities sometimes come out to judge our reality. 
83 The Cognitator of Zhar is a great monolith of thinking crystal made by a wizard-god from early times. It will answer a single questions to any being but may think a long long time. A cult of sorcerers of law defend it from wasting time with idiots prattle.  
84 The Crystal of Chaos is a shimmering relic kept away from darkness or it allows a sentient force of chaos and entropy into the universe. It may manifest as a black shaggy horned demon if threatened or hungry. The wielder who meditates on it is inspired to create innovative spells and mystical ideas. These often change the status quot. Cultists seek it.
85 The Crystal Lens reveals planar forces and weak points if viewed though and allows the observation of secret invisible stars. A three foot wide disc. It can also allow other beings to see the wielder and provide entry into this universe. Cultists seek to use it to help their gods enter the world. 
86 The Crystal Cube is a basic model made for the gods for the common unit of measurement in the universe for weight 1lb. It may also appear in the form of a yard ruler. Some beings of chaos believe they can use it to alter the basic units if mass and space in the universe and collapse reality into a eternal void of nothing. It has more than one physical location. No mortal can do this but the forces of law, chaos and the balance fight over these relics.
87 The Crystal Cauldron contains a opening to pure chaos and literally anything can come from it by making a sacrifice to it. Most objects are useless or exotic at best but ocasionaly a shoggoth or demigod monster or relic comes out. Cults fight to control it anf keep it working as much as possible. It takes ten minutes a sacrifice with higher HD making stranger and more dangerous things.
88 The Crystal Key allows the user and any holding their hand to pass through random planes and tolerate local hostile conditions. It can take many hops to reach a desirable plane. Has a 1in20 chance of taking user to a desired plane they have been in before.
89 The Crystal Clock allows a traveller to travel through the multiverse but it also alters the occupant to survive and fit in with the local reality and communicate with locals. Controlling the clock requires long lost secrets long hidden.
90 The Crystal Balance is a set of scales that indicate the balance of law and chaos in a region. Many beings seek it as a measure of success or danger. I has started a few wars.
91 Artificial sun from the underland can be installed and reactivated to illuminate a huge cavern. Different alignments have different tints.
92 Soul Shard is a shadowy crystal broken from a great evil in the god wars. Necromancers seek to use it's soul draining powers to craft shadows. It does not help user control shadows however and the shadows rapidly will take over the operation and sacrifice the living to the shard to grow a army of darkness.
93 Crystal Prison of the Kronovore contains a corrupted Archon who eats time. By manipulating the crystal the wielder can make the Kronovore increase entropy or make stasis fields. There is a chance this god slaying world destroying entity escapes each use.
94 The Demon Stone can be used to call Demons equal to the users HD from the abyss. The Demons perform one task then run away to spread chaos and evil. Demons would like to obtain the crystal to call a whole horde of horrors.
95 The Chrystal Helm shows visions of the future but taints the user to feel indifference to suffering and seek to exploit and rule over others. The more the helm is used the more addictive the feeling of pre destined power.
96 The Blood Star a spiked crystal sphere drinks blood and grants those who feed it occult knowledge of blood magic. Blood wizards crave this relic and will kill anyone to get it.
97 Crystal Chalice makes the wielder disease resistant and able to heal anyone touched for one point. Using the chalice turns the user good and makes them desire to be help as many as possible. Some say it can become a sword also. 
98 The Chrystal Mill can be used to grind crystals into a fine powder that may be inhaled and provides the effect of a haste spell for d6 rounds. Many users become addicted and age artificially.
99 Crystal Time Forge is a huge cube which can used to create micro pocket continuities. All too many evil cults, wizards and demigods desire it and it has been hidden for hundreds of years.  
100 Crystal Cage is used to conjure long extinct reptilian monsters plucked from the past. Such creatures are not cooperative but may respond to food based training after months of dedication. Occasionally it calls forth a sentient reptilian wizard who usually causes trouble, kills the operators and uses the relic to to call forth a reptilian horde.