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    Ioun Stones

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    • halfgiantH
      halfgiant PC
      last edited by

      So its been a long time, but i distantly remember there was a method for ‘merging’ ioun stones to a character. I thought there was a potion based process? I know the obelisk had other methods, and i think Arg had his own. I can’t quite remember what that potion based process was did Dasaroth come up with that?

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      • dwarfD
        dwarf PC
        last edited by

        yeah, Dysaroth figured out a way to liquefy Ioun stones into a potion - though once you’d imbibed a certain stone, no more of that exact type would work for you again (internally or externally).

        i don’t recall Arg or his obelisk merging ioun stones into living creatures, tho i do remember the ogre compacting a few to use when making armor…

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        • halfgiantH
          halfgiant PC
          last edited by

          Does Dregs know how to do that? Or does that take a few more levels? I honestly don’t remember.

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          • dwarfD
            dwarf PC
            last edited by

            once we hit Epic, he’d be able to. don’t think we’re QUITE there yet…

            halfgiantH 1 Reply Last reply Reply Quote 0
            • halfgiantH
              halfgiant PC
              last edited by daermadm

              List of Ioun Stones

              1. Amber sphere: “of Divine Knowledge”; Acts as holy symbol, grants insight into an opponent, grants bonus to Insight, Religion and Intelligence checks (4E, Adventurer’s Vault 2)

              2. Amber spindle: +1 resistance bonus on all saving throws, stacks up to +5 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)

              3. Anhedral: +1 to AC, as bless spell (AD&D, Netheril: Encyclopedia Arcana)

              4. Any: “Singing Ioun Stone”, disguised as any other ioun stone, cursed to fill user’s mind with music and disrupt concentration (4E, Dragon Magazine #311)

              5. Balian’s yellow: +1 to a random ability score each day (AD&D, Encyclopedia Magica Vol. II)

              6. Black and white ellipsoid: Provides mind blank effect against scrying (3E, Dragon magazine #319)

              7. Black pyritohedron: Energy drain from creature or magic item; unique ioun stone (AD&D, Dragon magazine #174)

              8. Black spindle: Darkvision and see through mist (3E, Kobold Quarterly #6)

              9. Black star: Absorbs 62HP of fire damage (AD&D, Dragon Annual #2)

              10. Blood red orthorhomboid: Transmutes 10ft of minerals into energy; unique ioun stone (AD&D, Dragon magazine #174)

              11. Blue green spindle: Bestows airy water in a 10’ radius sphere at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              12. Brass lozenge: Gain 2d4+2 HP once per day on command, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              13. Bright silver cylinder: User and 200lbs. of possessions can go ethereal for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II), as cloak of etherealness, double duration (3E, Lords of Darkness)

              14. Bright white rectangle: +1 to saves vs acid (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              15. Brilliant green bipyramidal: Infuses target with energy, dealing damage and heating metal; unique ioun stone (AD&D, Dragon magazine #174)

              16. Brown rhomboid: User and 200lbs. of possessions can assume gaseous form for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              17. Brown sphere: Discerns the direction of north (3E, Kobold Quarterly #6)

              18. Cephaloid: Obscure alignment within 20 feet (AD&D, Netheril: Encyclopedia Arcana)

              19. Cerulean blue rhomboid: Bestows free action on user, as per the magical ring (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II), as cloak of etherealness (3E, Lords of Darkness)

              20. Clear crystal: “of Adaption”; Sustains creature without food or water, resist environmental temperatures, stop ongoing damage (4E, Manual of the Planes)

              21. Clear interconnected spheres: User becomes insubstantial; unique ioun stone (AD&D, Dragon magazine #174)

              22. Clear pink sphere: “Spirit storage”; if user is killed in combat, his spirit is transferred to the ioun stone and can be restored with a restoration spell (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              23. Clear prism: Store 2d6 spell levels (AD&D, Encyclopedia Magica Vol. II)

              24. Clear sphere: Grants 5% magic resistance (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              25. Clear spindle: Sustains creature without food or water (3E, DMG)

              26. Clear teardrop: Use detect undead at will (Ghostwalk Campaign Setting)

              27. Copper rectangle: Allows user to read magic at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              28. Crimson sphere: +2 enhancement bonus to Intelligence, stacks up to +6 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)

              29. Cube: +1 to Dexterity (AD&D, Netheril: Encyclopedia Arcana)

              30. Cylinder: +1 to saving throws vs acid (AD&D, Netheril: Encyclopedia Arcana)

              31. Dark blue rhomboid: “of True Sight”; darkvision, +6 to Perception and Insight, 1/day see invisible (4E PHB)

              32. Dark blue rhomboid: Alertness (as the feat) (3E, DMG)

              33. Dark green ellipsoid: +5 luck bonus to AC (3E, Lords of Darkness)

              34. Dark orange dodecahedron: Spell resistance 21 (3E, Lords of Darkness)

              35. Dark purple pyramid: as ring of wizardry IV (3E, Lords of Darkness)

              36. Dark purple triangle: as ring of wizardry III (3E, Lords of Darkness)

              37. Dark red cube: as medallion of thoughts (3E, Lords of Darkness)

              38. Decahedron: Sustain user without water (AD&D, Netheril: Encyclopedia Arcana)

              39. Decipton: Shed continual light on command (AD&D, Netheril: Encyclopedia Arcana)

              40. Deep black sphere: See in magical darkness, 30’ range (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              41. Deep purple prism: Grants 60’ infravision or doubles existing infravision range (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              42. Deep red sphere: +2 enhancement bonus to Dexterity (3E, DMG)

              43. Deep red sphere: Add +1 to Strength (AD&D, Encyclopedia Magica Vol. II)

              44. Dendroid: Adds one level of ability, not cumulative (AD&D, Netheril: Encyclopedia Arcana)

              45. Dodecahedron: +1 to Constitution (AD&D, Netheril: Encyclopedia Arcana)

              46. Dull gray: Provides 1 power point. then disintegrates (3E, Expanded Psionics Handbook)

              47. Dull orange rhomboid: as brooch of shielding (3E, Lords of Darkness)

              48. Dusty rose prism, Larloch’s: +5 deflection bonus to AC (3E, Lords of Darkness)

              49. Dusty rose prism: +1 insight bonus to AC (3E, DMG)

              50. Echinid: User can detect magic (AD&D, Netheril: Encyclopedia Arcana)

              51. Ellipsoid: +1 to saving throws vs poison gas (AD&D, Netheril: Encyclopedia Arcana)

              52. Emerald ellipsoid: 5 bonus hit points, multiple stones stack (Pathfinder, Rise of the Runelords; #6: Spires of Xin-Shalast)

              53. Enneid: +1 to Charisma (AD&D, Netheril: Encyclopedia Arcana)

              54. Euhedral: Has the power of two ioun stones (AD&D, Netheril: Encyclopedia Arcana)

              55. Flaming yellow prism: “Heart of fire”, +2 caster level for fire spells, +6 bonus to Knowledge (the planes) and Knowledge (arcana), 1/day cast Quench or empower a fire spell (3E, 17 Relics)

              56. Flawed clear spindle: Cursed clear spindle (3E, Kobold Quarterly #6)

              57. Flickering white snowflake: +1 to saves vs cold (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              58. Frosty white octahedron: Contains 1-4 wishes; unique ioun stone (AD&D, Dragon magazine #174)

              59. Glowing rose prism: +5 insight bonus to AC (3E, Kobold Quarterly #6)

              60. Gold ellipsoid: User and 200lbs. of possessions can go astral for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              61. Golden ellpisoid: Intelligent stone, provides extra attacks (3E, Kobold Quarterly #6)

              62. Golden sphere: Distracts viewers from your disguise (3E, Kobold Quarterly #6)

              63. Green sphere: +1 to saving throws vs gas attacks (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              64. Hectoid: +1 to Strength (AD&D, Netheril: Encyclopedia Arcana)

              65. Helicid: User can turn gaseous for one hour (AD&D, Netheril: Encyclopedia Arcana)

              66. Heptahedron: +1 to saving throws vs electricity (AD&D, Netheril: Encyclopedia Arcana)

              67. Heptid: Brings dying creature back to one hit point; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)

              68. Hexagonoid: Hums softly when poison is within 20 feet (AD&D, Netheril: Encyclopedia Arcana)

              69. Incandescent blue sphere, Larloch’s: +6 bonus to Wisdom (3E, Lords of Darkness)

              70. Incandescent blue sphere: +1 level to spell ability (AD&D, Encyclopedia Magica Vol. II)

              71. Incandescent blue sphere: +2 enhancement bonus to Wisdom (3E, DMG)

              72. Indigo blue trapezohedron: Emits fossilization pulse affecting living beings within 30 feet; unique ioun stone (AD&D, Dragon magazine #174)

              73. Ioun Eye: Grants 360 degree vision (AD&D, Dragon magazine #267)

              74. Ioun’s Flame: Bonus to Will and knowledge checks, shed light (4E, Adventurer’s Vault 2)

              75. Iridescent spindle: Sustains creature without air (3E, DMG)

              76. Jet black unspecified: Low-light vision, light sources reduced by half, improve critical range on one target, use stone as spying device, can’t knock opponents unconscious (4E, Open Grave)

              77. Lavender and green ellipsoid: Absorbs spells of 8th level or lower (3E, DMG)

              78. Light blue prism: User can understand all spoken languages (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              79. Lime green prism: Ignore the effects of heat and ice (3E, Kobold Quarterly #6)

              80. Lozenge: +1 to saving throws vs charm spells (AD&D, Netheril: Encyclopedia Arcana)

              81. Marble sphere: Protects other ioun stones from damage (3E, Kobold Quarterly #6)

              82. Maroon star: User can only be harmed by magical weapons and spells (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              83. Monoclinoid: Disables infravision within 20 feet (AD&D, Netheril: Encyclopedia Arcana)

              84. Mottled gray sphere: as ring of counterspells (3E, Lords of Darkness)

              85. Nephroid: Grants 5% magic resistance (AD&D, Netheril: Encyclopedia Arcana)

              86. Ochre spindle: Grants 360 degree vision (3E, Kobold Quarterly #6)

              87. Octahedron: Protects owner with continual mind blank spell (AD&D, Netheril: Encyclopedia Arcana)

              88. Onyx rhomboid: +2 enhancement bonus to Constitution, stacks up to +6 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)

              89. Orange cube: Grants resistance to mind-affecting spells as if user had a Wisdom of 20 (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              90. Orange prism: +1 caster level (3E, DMG)

              91. Orthorhomboid: +1 to Intelligence (AD&D, Netheril: Encyclopedia Arcana)

              92. Ovoid: Allows water walking for one hour per day (AD&D, Netheril: Encyclopedia Arcana)

              93. Pale aquamarine prism: “of Steadfastness”; fear immunity (4E, Adventurer’s Vault)

              94. Pale blue rhomboid: +2 enhancement bonus to Strength (3E, DMG)

              95. Pale green lozenge: Bestows nondetection (AD&D, Dragon Annual #2)

              96. Pale green prism, Larloch’s: +5 competence bonus on attack rolls, saves and checks (3E, Lords of Darkness)

              97. Pale green prism: +1 competence bonus on attack rolls, saves, skill checks and ability checks (3E, DMG)

              98. Pale lavender ellipsoid: Absorbs spells of 4th level of lower (3E, DMG)

              99. Pale turquoise: Double carrying capacity (3E, Kobold Quarterly #6)

              100. Pale white sphere: Recall three 9th-level spells, as pearl of power (3E, Lords of Darkness)

              101. Pale yellow prism: Glows like a sunrod (3E, Kobold Quarterly #6)

              102. Pearlized brown ellipsoid: as boots of speed, free action to activate (3E, Lords of Darkness)

              103. Pearly black spindle: Undead regenerate 1hp/hour (3E, Lords of Darkness)

              104. Pearly white prism: Repairs 1 point of damage per turn (AD&D, Encyclopedia Magica Vol. II)

              105. Pearly white spindle: Regenerate 1 point of damage per hour (3E, DMG)

              106. Pebble: Use invisibility to undead once per day (AD&D, Netheril: Encyclopedia Arcana)

              107. Peg: Provides a bonus ot 10 arcs, wings or songs to spellcaster (AD&D, Netheril: Encyclopedia Arcana)

              108. Pentahedron: Free action once per day for one hour (AD&D, Netheril: Encyclopedia Arcana)

              109. Pink and green ellipsoid: Absorb spells of up to 4th level (AD&D, Encyclopedia Magica Vol. II)

              110. Pink and green sphere: +2 enhancement bonus to Charisma (3E, DMG)

              111. Pink ellipsoid: Adds +1 to Constitution (AD&D, Encyclopedia Magica Vol. II)

              112. Pink rhomboid: +2 enhancement bonus to Constitution (3E, DMG)

              113. Prism: User can see in magical darkness (AD&D, Netheril: Encyclopedia Arcana)

              114. Puce cube: Bestows ESP at will; user can scan surface thoughts of one person per round within range of 30’ (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              115. Pulsing red star: +1 to saves vs fire (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              116. Pure white octahedron: +1 bonus to Charisma vs beings of the same race (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              117. Pyramid: Regenerate one hit point every four hours (AD&D, Netheril: Encyclopedia Arcana)

              118. Rainbow crystal: Provide 5 power points (3E, Expanded Psionics Handbook)

              119. Rainbow ellipsoid: User can levitate at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              120. Rainbow spindle: User and 200lbs. of possessions can polymorph self for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              121. Rectangle: +1 to saving throws vs poison (AD&D, Netheril: Encyclopedia Arcana)

              122. Red ellipsoid: “of Regeneration”; regeneration 10 while bloodied 1/day (4E, Adventurer’s Vault)

              123. Red sphere: Bestows protection from fire (AD&D, Dragon Annual #2)

              124. Rhomboid: Absorb 10 points of damage; turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)

              125. Rich green star: as +5 stone of good luck (3E, Lords of Darkness)

              126. Rod: User can comprehend language as the spell (AD&D, Netheril: Encyclopedia Arcana)

              127. Round: Continual Read Magic (AD&D, Netheril: Encyclopedia Arcana)

              128. Scarlet and blue sphere, Larloch’s: +6 bonus to Intelligence (3E, Lords of Darkness)

              129. Scarlet and blue sphere: +2 enhancement bonus to Intelligence (3E, DMG/AD&D, Encyclopedia Magica Vol. II)

              130. Septahedron: Strength spell once per day for one hour (AD&D, Netheril: Encyclopedia Arcana)

              131. Sexahedron: User can teleport; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)

              132. Shining black spiral: as helm of teleportation (3E, Lords of Darkness)

              133. Silver ellipsoid: +5 to saves vs Necromancy (3E, Kobold Quarterly #6)

              134. Silver rod: +1 to saves vs electricity (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              135. Silver sphere: Negates rear-attack bonuses (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              136. Silvery mirror cube: +1 bonus to saves vs petrification gaze attacks (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              137. Sky blue sphere: Delay elemental damage (3E, Kobold Quarterly #6)

              138. Slate blue prism: Bonus smite attempt, turn attempt or 2nd level divine spell (3E, Kobold Quarterly #6)

              139. Soft black rectangle: Protection against level-draining attacks, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              140. Sphere: +1 to saving throws vs petrification (AD&D, Netheril: Encyclopedia Arcana)

              141. Spindle: Use invisibility to animals once per day (AD&D, Netheril: Encyclopedia Arcana)

              142. Star: Use light once per day (AD&D, Netheril: Encyclopedia Arcana)

              143. Stelloid: Sustain user without food (AD&D, Netheril: Encyclopedia Arcana)

              144. Tan ellipsoid: Identify spells and magic (3E, Kobold Quarterly #6)

              145. Tetrapton: +1 to saving throws vs cold (AD&D, Netheril: Encyclopedia Arcana)

              146. Tile: Projcets antimagic shell around user; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)

              147. Tredyhedron: +1 to Wisdom (AD&D, Netheril: Encyclopedia Arcana)

              148. Triclinid: +1 to saving throws vs fire (AD&D, Netheril: Encyclopedia Arcana)

              149. Tubule: Grants infravision with a range of 60 feet (AD&D, Netheril: Encyclopedia Arcana)

              150. Unspecified rhomboid: “of Sustenance”; require no food, water or air, and require half normal rest (4E, Adventurer’s Vault)

              151. Vibrant purple prism: Stores three levels of spells, as a ring of spell storing, minor (3E, DMG)

              152. White and pink rhomboid: “of Perfect Language”; understand all spoken languages, +5 to Charisma-based skills (4E, Adventurer’s Vault)

              153. Yellow sphere: Sheds continual light on command (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)

              154. Yellow spindle: +1 on saves vs petrification (AD&D, Dragon Annual #2)

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              • halfgiantH
                halfgiant PC @dwarf
                last edited by

                @dwarf said in Ioun Stones:

                once we hit Epic, he’d be able to. don’t think we’re QUITE there yet…

                /bump

                Dregs crack the code yet?

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                • dwarfD
                  dwarf PC
                  last edited by

                  dregs hadn’t reached Epic yet when we stopped that game - he was getting close to 16 / 16 / 16 so it’d be a year or two of adventuring before he’d graduate to Epic Alchemist 😉

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