Geo Crystal (3.5e Equipment)

Geo Crystal
''The floor tiles seem to shine pale red, perhaps reflected off the glowing, hovering crystal in the room. Try as you might, you find yourself unable to run in its presence...''

Geo Crystals are a type of wondrous archetecture that imbues its surrounding terrain with some type of magical effect. It can deny all those within a room the ability to fly, or it can grant bonuses, causing all physical attacks to deal much more damage. The geo crystals effects are as varied as they come, but the geo crystals themselves all have the same general property. They are made out of enhanced crystals at least 2 feet large, and they shine with pale light. They release an aura out to 5 ft per CL (default 60 ft.), subjecting all those in the area to their alteration.

Geo Crystals must be locked into a square to function, floating in the space and being difficult to move. Treat a geo crystal as an immovable rod for the purposes of altering its position forcefully. A command word locks and unlocks it from its space, allowing easier movement.

There is no save for the effects bestowed by a geo crystal. However creatures become aware of the effect the moment they step into the area. Multiple crystals can overlap the same area. Redundant effects overlap, they do not stack.

Crystals are magically hardened in the process, granting them hardness 20, and 10 hp per CL of the creator (minimum CL 10). Destroying the crystal destroys the aura effect. They are typically set up in dungeons as a form of trap or boost. Minor artifact crystals are known to exist which are both utterly immobile short of deific intervention, and are indestructable by mortal means as artifacts typically are.

For every 5 ft. of extra range on a geo crystal, increase the price by 10% of the base price.

Prerequisites: Craft Wondrous Item, various, CL 12th.

Cost to Create: Varies, see above table.