Chapter 9 — Focus Stones & Stone-Set Gear

“A stone remembers what you ask of it. Ask long enough, and it stops being a question.” — Attributed to the first Stonewright charter
Every serious practitioner carries a focus stone (Chapter 6). This chapter is about what the stones are to everyone else — because in Merretia, the stones are how magic belongs to the whole table, not just the casters.
Bonding: a stone takes its color from use
Section titled “Bonding: a stone takes its color from use”An unworked focus stone is clear — transparent crystal that flashes a channel’s color only while faith runs through it, then fades through a brief afterimage back to clarity.
But the afterimage is memory, and memory accumulates. A stone used again and again for the same discipline holds its color longer each time, until one day it does not clear at all:
| Stage | How it gets there | What it looks like | What it does |
|---|---|---|---|
| Clear | fresh from the cutter | transparent | a lens for any channel (casters only) |
| Tinged | weeks of steady single-discipline use | a tint that lingers hours after use | as clear, and reads as “in training” |
| Bonded | years of devoted use — or one great Working at a life’s hinge | permanently colored, never clears | anyone can channel through it (below) |
| Ancestral | generations of bonded use in one line | deep, luminous, almost liquid color | a bonded stone of greater potency; heirloom-grade, catalogued in the vault (DMG-07) |
Order-bonded stones (yellow, blue, cyan, orange) hold their light emissively — lit from within even at rest. Chaos-bonded stones (green, red, magenta, indigo) hold it as saturation — deep dye-in-glass, no glow. A ninth kind exists: a stone bonded not to a discipline but to Unshaped Faith itself takes a lustrous metallic gold, like leaf.
A caster seasons a stone simply by practicing through it. A non-caster cannot season a stone — but can inherit, buy, win, or be gifted a bonded one. This is why bonded stones are treasure, dowry, guild-honor, and heirloom: the color is proof of a life (or several) spent asking one thing of the world.
The Stone-Rite: magic for everyone
Section titled “The Stone-Rite: magic for everyone”Anyone — caster or not — who has rebonded to a bonded stone (the same days-of-downtime rite from Chapter 6) can pour their Unshaped Faith through it. You supply the faith; the stone remembers the shape. This is the great equalizer of Sulamiri life: the soldier, the dock-hand, and the child of no talent all have a road to the disciplines, one stone wide.
Using a bonded stone (any character): as part of an attack, or as a bonus action, or as a reaction where noted — spend one Hit Die’s worth of effort (as when lending Unshaped Faith; the die is spent, not rolled, and returns on long rest) and choose the stone’s discipline effect below for where the stone is set. A character may do this a number of times per short rest equal to their proficiency bonus. Casters using a stone bonded to their own discipline instead treat it as a superior focus (ease noted in Chapter 6); casters may also use an off-discipline bonded stone exactly as a non-caster would — the stone’s memory does the shaping their Reaching cannot.
Using a bonded stone shows the tell: the stone flares, and your eyes flash the stone’s color for a heartbeat. Everyone nearby can read what you just did.
Stone-set gear
Section titled “Stone-set gear”Any weapon, armor, or worn item can be set with a single focus stone by a stonewright (fitting: 50 seals + a day; the stone is the expensive part). Relics and masterworks may carry more than one setting. A set stone can still be sundered as a called shot (Chapter 6) — a set stone is power worn openly, and everyone knows where to aim.
The discipline effects (one stone, three homes)
Section titled “The discipline effects (one stone, three homes)”| Discipline | Set in a WEAPON (on hit) | Set in ARMOR (reaction unless noted) | WORN (utility, out of combat) |
|---|---|---|---|
| Binding (yellow) | Sealing blow: +1d4 force; the target cannot willingly move away from you until the end of its next turn | Brace: +2 AC against one attack you can see | seal a door, knot, or lid shut for an hour |
| Weight (blue) | Grave blow: +1d4 force; Str save or knocked prone | Anchor: you cannot be moved or knocked prone until your next turn | bear a double load; slow a fall to safe speed |
| Current (cyan) | Arc blow: +1d4 lightning; a second creature in contact with the target or its metal takes 1 | Surge: +10 ft speed until end of turn (bonus action) | charge a cell one notch; power a small device |
| Unmaking (orange) | Searing blow: +1d4 fire; ignores object hardness | Flare: a melee attacker takes 1d4 fire | burn, cut, or unmake a small mundane object |
| Growing (green) | Barbed blow: +1d4; the wound bleeds 1 at the start of the target’s turns until tended | Knit: when you drop below half HP, regain 1d4 | quicken a plant; purify a meal; close a shallow cut |
| Heart (red) | Daunting blow: +1d4 psychic; Wis save or frightened of you until end of its next turn | Steady: advantage on one save vs. fear or charm | calm a beast; read the room’s true temper |
| Knowing (magenta) | Revealing blow: +1d4; the next ally to attack the target before your next turn has advantage | Veil: the first attack against you each combat has disadvantage | read a cipher’s gist; catch one spoken lie |
| Dream (indigo) | Unmooring blow: +1d4 psychic; the target loses its reaction | Misdirect: force one attack against you to be rerolled | send a one-sentence message into a sleeper’s dream |
| Faith (gold) | — | — | your Lend Unshaped Faith (Chapter 6) heals or aids at advantage, at range of sight |
A fighter with a Binding-bonded stone set in her blade strikes harder and pins what she strikes. That is the design in one line: the stones are how everyone touches the disciplines, each in their own way.
The market, the law, and the ledger
Section titled “The market, the law, and the ledger”Bonded stones are the most honest luxury in Sulamir: their value cannot be faked, because the color is the proof of use. The Iron Coin prices them by stage, discipline, and provenance; the vault (DMG-07) catalogues the ancestral and the strange. Guild law treats prying a bonded stone from its setting as theft of the setting and the years — courts weigh a stone’s color-history like a bloodline. And the Stonewrights’ charter holds one hard rule, older than the guilds that enforce it: no stone may be bonded to the Hollow. A stone asked to remember an absence does not take a color. It goes dark, and dark stones are confiscated, sealed, and carried below by people who do not explain their work.