Mundane materials with magical qualities

Ry

Explorer
Thinking about how lead is treated re: detection spells, I thought it would be fun to give a few more mundane substances limited "magical" qualities. So here's a start:

Quartz: Vaguely anti-magical rock. Transmutation spells like stone shape, stone to mud, and stone to flesh fail on quartz. This does not restrict magic from other schools or magic. Likewise, spells designed to turn one kind of rock into another fail to either produce or alter quartz.
 

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Carnelian: This bright brown-orange stone is said to help balance creativity and aid in expression (especially when one needs the courage to speak). When placed in the sun its brown tints become red. All speak with stones spells or commune with nature spells cast in the presence of carnelian (at least a necklace's worth) operate at +1 caster level and cannot be dispelled. Silence spells have a 50% of failing when cast in carnelian quarries or in the presence of a similarly vast amount of carnelian.
 


Obsidian: Rumored to add +1 to your effective caster level when casting necromantic spells.

Diamond: Sages speculize that wearing a necklace with diamonds beaded all around it improve the power of the mind. When wearing it you gain +1 caster level to all Divination spells that enable you to learn information and the wearer also gains a +2 bonus to save vs. spells of the Illusion [Figment, Phantasm and Shadow] type.
 

Picking up on an oldish thread:

Sapphire was said to have links to the power of the sky and to prevent damage from falling (historically true).
Having a sapphire on your person reduces the damage effects of falling by 10ft (as if the person had fallen ten feet less).

Jet can help prevent the evil eye. A holder of polished jet gets a +2 saving throw against a hag's evil eye.

Lapiz Lazuli contains the essence of water. Anyone with a piece of it in their mouth can hold their breath underwater for 3 rounds more than normal.

Agate helps prevent blindness. A piece of agate worn on or about the head gives a +4 on the Fort Save against Blinding Sickness.
 

Quicksilver

Mercury (or Quicksilver) focuses the adaptability of each individual. Having quicksilver on one's person gives a +1 to Reflex saves when attempting to take half damage from an area effect.

Bloodstone imbues the very life essence of its carrier with a hardiness beyond the natural, or so it is said. Having a piece of bloodstone gives one a +1 to saves against Poison and against effects that reduce Constitution.
 

in one of my older campaigns I used to use adamantine as a magic surpressant.

With a small amount you could get bonuses to saves. With enough it would make for a full fledged antimagic field. It was a quadratic relation though, a little could get a bit of a benefit but it took a lot for a big benefit.

Still though, one of the big baddies had a whole suit of armor made out of reinforced adamantine and weapon and carried a pack full of the stuff. His own personal, portable, antimagic zone.

Ruling with an iron fist nothing ;)
 

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