Table 1:
Table 2:
Table 3:
Table 4:
Table 5:
Table 6:
Table 7:
Table 8:
Table 9:
Table 10:
Table 11:

Table 1:

3:

Decreases user’s Magery by 1 level when used. Those with Magery 1 may still cast spells, but gain none of the additional benefits of Magery.

4:

Gives owner -4 on all reaction rolls.

5:

The stone’s bearer knows the direction of the nearest waterfall by concentrating for a second.

6:

Attracts and enrages nearby animals. This effect extends 1 mile per point of power used.

7:

Makes every one think the owner is unattractive (or removes one level of attractiveness from owner’s current level).

8:

Before casting, the mage must say "Spellcasting? That’s what Tiggers do best! WOO WHOO!!"

9:

Casts fireball when used for non-damaging spells. The fireball is 1 die for each two points (or fraction thereof) drawn from the stone and shoots out in a random direction from the stone(and could hit the user).

10:

Shocks user for 1d-5 for each point drawn from the stone.

11:

When used, creates explosion that does no damage but damages user’s clothes and hair.

12:

Spells cast from stone only affect astral creatures/ghosts.

13:

Casts Mystic Mist at 1 hex for each point put in to a spell. User cannot see through it.

14:

Casts create water 3 yards above user. One hex of water is created per point drawn from the stone.

15:

Teleports user as per teleportation spell putting 1 point into teleport for each 1 point used. Destination is at the whim of the GM.

16:

The stone looks very attactive to thieves. they must make a Will roll to resist setting out to steal it.

17:

Caster becomes a day older for every point of energy drawn from stone.

18:

Zombies raised with the stone have +1 ST.

Table 2:

3:

Doesn’t affect recharge rate of nearby stones.

4:

Provides +1 to skill when used to power a spell, but a -1 to all spells when carried but not used.

5:

Using the stone lights user on fire, causing 1d-2 damage to caster.

6:

User gains Lend Skill(Bard) +4 for one day after each use, but only for the purpose of insulting someone humorously.

7:

Everyone within 10 yards of the stone has trouble sleeping. Treat any time trying to rest as being halved.

8:

Food created with the stone is always delicious.

9:

The stone will tend to dodge any attacks, but will drag the owner with it! The owner must make a succesful DEX roll or acrobatics roll to avoid falling, if he/she rolls a critical success he/she will dodge the attack.

10:

Any discussion involving the stone always results in a heated argument.

11:

Stone is a small rubber sphere, and will bounce nicely if dropped.

12:

Stone is sentient, and enjoys making small talk with its owner.

13:

Powerstone appears as a two-dimensional gemstone.

14:

Powerstone is good for playing badminton with.

15:

Owner gains the Delusion "I am a bat", and stone will only recharge when owner hangs upside down for at least 10 minutes.

16:

Owner replaces a current disdvantage with another each month.

17:

Provides 1 extra power to Animal spells when at least 1 point of power is drawn.

18:

Casting cost doubles for Movement spells.

Table 3:

3:

Casting cost doubles for Air spells.

4:

Casting cost doubles for Communication and Empathy spells.

5:

Powerstone has a sharp edge, fine enough to cut paper.

6:

Stone becomes a clear blue gem.

7:

Powerstone is lighter than air whenever not fully charged, and floats upward at 1 yard per second until it reaches a height of 10,000 feet or it regains a point(at which point, it falls).

8:

Randomly floats about when not held or contained at a Move of 1.

9:

The powerstone changes colours once every 24 hours.

10:

Anyone who looks at the stone must make an IQ roll or worship it as their new god.

11:

Everything within 1 yard of the stone glows faintly when the stone is fully charged.

12:

Any food-related spells cast with the stone create flapjacks.

13:

Spells which create music always sound like the melody is being played on glass instruments(very ethereal music).

14:

Stone must be carried around in a box on the back of a bicycle in order to recharge.

15:

Stone snores while recharging.

16:

Stone takes on owner’s quirks, as appropriate. One quirk remains with the stone permanently when it leaves current owner’s possession.

17:

Casting cost doubles for Fire spells.

18:

Casting cost doubles for Knowledge spells.

Table 4:

3:

Casting cost doubles for Light and Darkness spells.

4:

Casting cost doubles for Making and Breaking spells.

5:

The stone becomes a holy item to a clan of Trolls, who will stop at nothing to get it.

6:

This stone cannot be destroyed.

7:

Stone must be fed cheese periodically, or it will lose power.

8:

The caster will, within the next year, discover the lost city of Gallai Aoun, whose name translates to "dropping birds" (so named by an explorer with a weak grasp on the language).

9:

Spells manifest as butterflies. (eg: a Light spell forms glowing butterflies flitting slowly around the room).

10:

Stone plays high-energy "battle music" when it’s user is engaged in battle. It ends the second after the battle ends.

11:

The stone must be worn by the mage’s Familiar in order to be used. The mage need not touch the stone in order to draw on its mana.

12:

Permanently glows with continual light, brilliance equal to current available Power within the stone.

13:

The powerstone can only recharge when immersed in beer.

14:

The powerstone becomes as clear as glass.

15:

Can be recharged by the Charge Powerstone spell without having the later recharge time affected.

16:

Levitation, Flight, and Hawk Flight have their durations doubled when cast using the stone.

17:

Casting cost doubles for Meta spells.

18:

Casting cost doubles for Mind Control spells.

Table 5:

3:

Casting cost doubles for Necromantic spells.

4:

Casting cost doubles for Plant spells.

5:

Provides 1 extra power to Air spells when at least 1 point of power is drawn.

6:

Provides 1 extra power to Body Control spells when at least 1 point of power is drawn.

7:

The powerstone changes shape when used.

8:

The stone can be used as a magnifying glass, with maximum magnification equal to its current amount of power.

9:

When used, the stone becomes flattened until fully charged.

10:

Doesn’t recharge on Fridays.

11:

Doesn’t recharge on Mondays.

12:

Doesn’t recharge on Saturdays.

13:

The stone can be used as a monocle, correcting any bad sight for one eye only.

14:

The stone looks like and can safely be used as a spatula.

15:

Provides 1 extra power to Communication and Empathy spells when at least 1 point of power is drawn.

16:

Provides 1 extra power to Earth spells when at least 1 point of power is drawn.

17:

Casting cost doubles for Protection and Warning spells.

18:

Casting cost doubles for Sound spells.

Table 6:

3:

Casting cost doubles for Technological spells.

4:

Casting cost doubles for Water spells.

5:

Casting cost doubles for Body Control spells.

6:

Casting cost doubles for Earth spells.

7:

The stone is as fragile as glass, and special care must be taken not to smash it or drop it.

8:

A drop of blood must be spilled upon the stone before it may be used.

9:

Doesn’t recharge on Sundays.

10:

Doesn’t recharge on Thursdays.

11:

Doesn’t recharge on Tuesdays.

12:

Doesn’t recharge on Wednesdays.

13:

The surface of the stone permanently appears to be cheap wood.

14:

When held to a wall (of any material) less than a foot thick, the stone creates a 6 inch square window until it is removed.

15:

Casting cost doubles for Gate spells.

16:

Adds +1 to skill when used to cast number-based spells.

17:

Casting cost doubles for Enchantment spells.

18:

Recharge rate doubled when the stone is in a fire.

Table 7:

3:

Recharge rate halved.

4:

Doesn’t recharge when exposed to fresh air/oxygen.

5:

All Mages within Power yards of the stone will know where it is there and, if on a person, where they have it except for the owner. Whenever a Mage touches the stone, they become the new "owner".

6:

All reaction rolls within 100 yards of the caster for (power used) hours after using the stone are 3 before bonuses when this stone is used.

7:

If the stone is used to help cast the Great Wish spell, the Norn of the Present shows up in person to grant the wish. (ref. Fujishima’s "Oh My Goddess!")

8:

If the stone is used to help cast the Great Wish spell, the Norn of the Present shows up in person to grant the wish. (ref. Fujishima’s "Oh My Goddess!") She will refuse to grant a selfish or hurtful wish.

9:

Doesn’t recharge when in direct sunlight.

10:

Recharge rate doubled on Fridays.

11:

Recharge rate doubled on Mondays.

12:

Recharge rate doubled on Saturdays.

13:

If this stone is used to power a spell that kills someone, the victim’s assets will be mystically exchanged for prime agricultural land before anyone can act.

14:

Powerstone has dandruff.

15:

All spells cast using this stone will either critically succeed or critically fail. Critical successes never have any effect save to reduce the casting cost to zero.

16:

Any creature (IQ 7-) within (10 hex X power) immediately attacks user whenever the stone is used.

17:

Reduces time to cast by 1 second (minimum instantaneous).

18:

Will only recharge while inside a roast beef sandwich. The sandwich must be replaced every day.

Table 8:

3:

Can only be used if eaten in a roast beef sandwich.

4:

Caster gains one level of Acute Taste/Smell for every two points of power drained from the stone(round down). This lasts for 1d6 hours.

5:

Any creature (IQ 7-) within (10 hex X power) immediately attacks user, doing maximum damage each turn it hits.

6:

Any critical failure with this spell automatically summons a demon. The demon is rolled on the charts, but each roll is at +2+(Amount failed by, min 1).

7:

Stone canot be carried by hand - it must be kicked or head-butted to be moved.

8:

Stone has a head, like the one on a mug of beer - one pint of head is produced for every ten points of power drawn from the stone.

9:

Recharge rate doubled on Sundays.

10:

Recharge rate doubled on Thursdays.

11:

Recharge rate doubled on Tuesdays.

12:

Recharge rate doubled on Wednesdays.

13:

Stone has the consistency of honeycomb.

14:

Stone is a hexagonal prism.

15:

Any fire started by possessor, magical or otherwise, burns green.

16:

Any offensive spells cast using this stone also affect the caster.

17:

User’s eyes glow and the user gains infravision.

18:

Stone is hollow and can be rung as if it were a bell. The owner must roll vs. ST while ringing the stone. If this roll succeeds, he breaks the stone. This must be done each time the stone is used.

Table 9:

3:

Makes owner crave human blood.

4:

Stone has a 50% chance whenever used of turning the user into a fox. This is quite permanent.

5:

Any stone created using this stone automatically gains all the good quirks of this stone, except this one, and none of the bad quirks. This stone crumbles after it is first used to increase a stone’s power.

6:

Any stone created using this stone has all the bad quirks of this stone, including this one, but none of its good quirks.

7:

Stone is actually made of chrystialised honey, and will desolve if it gets wet (destroying it). It also gets sticky when it’s humid out, and collects lint.

8:

Stone is gray and furry, and has a tail.

9:

Recharge rate doubled when in direct sunlight.

10:

Kills all vegetation within 10 yards when used.

11:

Can only be used by someone who has eaten only meat in the last 24 hours.

12:

The caster cannot use this stone to cast the same spell twice in a row - he must change his spell selection on each casting.

13:

Stone is hollow and can be rung as if it were a bell.

14:

Stone is hollow and can be rung as if it were a bell. The owner must roll vs. ST while ringing the stone. If this roll succeeds, he breaks the stone.

15:

Any use of this stone causes a random event from the Critical Spell Failure chart regardless of whether the spell succeeds or not. If the spell critically fails, two critical events happen.

16:

Emotion spells only make people pine for their beloved

17:

The owner of the stone acquires the Jinx disadvantage while in possession of the stone.

18:

For each point of power used, the caster gains +1 Charisma, for 1d6 minutes.

Table 10:

3:

Makes user hallucinate for each point spent.

4:

Stone timeports user’s whole party 1 year forward in time per point used. This is an adventure spring. At GM’s discretion, destruction of the stone may reverse the effect.

5:

If any spell using this stone critically fails, the stone explodes for 10D (10D in it’s hex, 9D in hexes around that, 8D in hexes around that, etc).

6:

If stone is drained completely in less than an hour, Cthulhu comes calling...

7:

The stone gets a whole new set of quirks every time it crosses an international border. This quirk is the _only_ one that carries over.

8:

Casting cost doubles for Animal spells.

9:

User must actively commit one of the seven deadly sins before each use.

10:

Caster becomes a day younger for every point of energy drawn from stone.

11:

The stone provides its bearer with a pleasant mild scent.

12:

Any Animal college spells will cause the caster to grow brightly colored fur, which the caster will slowly shed until it is all gone (points used) hours later.

13:

A large illusion of a neon-sign hangs over the powerstone. It reads "200-point Powerstone here."

14:

A shower of sparks flies out of the stone when used.

15:

If the powerstone is ever drained completely, roll 3d. On an 18, the gameworld suffers a major catastrophe that does not directly affect the caster. ("It’s the end of the world as we know it, and I feel fine.")

16:

Owner gains +1 skill bonus to plant-related skills, including spells, while suffering a -1 to animal skills. Or the reverse is true.

17:

Casting cost doubles for Healing spells.

18:

Stinging insects are repelled by the stone when used.

Table 11:

3:

Any critical spell failure made while using the stone causes instant brain death to the caster, reversible only by immediate magical aid.

4:

Any directional spells or "Seek" spells powered by the stone will direct the caster due South.

5:

Plant spells cost one fatigue less when cast on pine trees.

6:

Powerstone acts as a strobelight for 1d seconds per point used.

7:

All cloth within ten yards of the user becomes covered with little rough bits when the stone is used.

8:

All created servants or warriors etc. will be mice; summon animal spells will summon mice; all spells generally mouse-related

9:

For an hour per point used, user is compelled to ad "-Bob" to the end of everyones name when he addresses them or speaks of them.

10:

Stone has a 25% chance of making the user parthenogenic (as per BIO48) when used.

11:

The user smells. This gives a -1 reaction.

12:

Using the stone within four hours of eating beef causes the user to lowe like a cow for one hour afterwards. Spells requiring speech cannot be cast during this time.

13:

All wood within 1 yard of the stone becomes invisible for 1 hour when the stone is used.

14:

Any Air college spells will coat the caster in brightly colored feathers, which the caster will slowly shed until they are all gone, (points used) hours later.

15:

Powerstone grants +1 power during holidays.

16:

Casting cost doubles for Food spells.

17:

Stinging insects are attracted to the stone when held.

18:

Rainclouds gather whenever stone is used. Chance of rain is dependant on power used, i.e. 10% of total points spent, 10% chance of rain.