I seem to remember long lists of powerstone quirks being popular on GURPSnet back in the late nineties, but damned if I can find any examples. So I thought, why not start one?
- When left still in a dark, quiet environment, the powerstone starts to move, rolling gently (Move 1, can't go uphill) towards:
- the nearest other powerstone
- magnetic north
- the location where it was enchanted
- When used, the powerstone emits a loud whistle, in a frequency above human hearing.
- The powerstone will not provide energy for spells of the same college twice in a row.
- The powerstone has the Lifebane disadvantage while recharging.
- All critical failures for spells using energy from the powerstone roll twice on a different critical failure chart (see Thaumatology) to the usual one used for the game, applying both results if possible.
- If a critical success is rolled when casting a spell which uses energy from the powerstone, rather than the usual effects, a 'similar' spell (e.g. seek water instead of seek earth, lightning rather than fireball) is cast.