Copyright (c) 1996 by Michael Smith The Magestone is a small, opaque jem with twenty facets (ie, a d20). To activate the stone, a player simple rolls the dice, which take one turn per roll. For each roll, the GM takes an erasable marker (wet, not dry) and colors in the face-up side. Thus, the stone has twenty charges and as the charges are used, it takes longer (or luck) to get the thing to work. When a non-shaded side is rolled, randomly roll to see which spell is cast (this requires percentile dice with a d8 for the hundreds column to represent both Magic and Grimoir, it also helps to number every tenth spell in the spell index). Whatever spell is rolled is cast. If the result doesn't immediatly make sense, the casting is delayed untill it does. Attempts to Analyze magic will slowly reveal every spell in the books. Detect Magic will all but blind the caster. Make up whatever story you want to fit your background. I left it a total mystery, much to the consternation of my players. Oh yes, the stone can be recharged by immersing it in a elyxir made with any near-impossible, remotly magical substanse you can think of (I required molten lava, one once of unicorn horn, three hairs from a lactating elf, a gryffon's feather, one 50 pt. power stone ground to fine dust, mythril dust, one pound of ground oak which had been previously enchanted with Unbreakable, and a teardrop from an ancient red dragon)