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Luspeel was the Realms name for a hardstone also known as magnetite or lodestone.[4][5][6]

Description[]

Luspeel appeared as a hard, black metallic stone.[7]

Properties[]

Gods, it's like your pact is a lodestone for shady codloose winkers.
— Havilar, commenting on Adolican Rhand's interest in Farideh.[8]

Luspeel was an ore of iron, but was notable for being naturally magnetic. Though it held no magic, luspeel possessed a natural property to attract lightning, especially if mined from a particularly potent vein.[5][9] A typical lodestone could attract and manipulate iron filings.[10]

Availability[]

Lodestones were used or sold by chandlers, navigators, astronomers, and magical supply shops.[11]

A typical price for large quantities of this hardstone was three gold pieces per 1 pound (0.45 kilograms).[1][2][3]

Aurora's Emporium sold reagent-quality lodestones through its catalogue for 5 sp per 1 ounce (0.028 kilograms).[12] Refined magnets could also be obtained in 1 inch (5 sp), 2 inch (1gp) and 3 inch (3 gp) cubes.[13]

Occurrences[]

  • An enormous deposit of lodestone beneath the Crowded Sea near the Steaming Isles was strong enough to affect ships passing over the surface, potentially killing the crew as metal objects shifted and crushed them, or tearing the ship apart as they shattered the hull. This phenomenon was responsible for the typical nail-free shipbuilding of Zakhara.[14]
  • The Mountain of Iron in the Hordelands possessed huge quantities of lodestone, and could pull and trap metal-clad travelers from the surrounding area.[15]

Usage[]

  • A suspended lodestone would be gently pulled north, serving as a crude compass.[16][17]
  • Lodestone magnets could be used in various spells, as well as mundane purposes such as holding ink pens, or esoteric purposes such as polarizing ionized liquids. They were broadly used in laboratories thanks to their versatility.[13]
  • Luspeel was occasionally used in the floors of temples to subtly encourage piety—a kneeling worshiper felt his or her weapons and armor being gently stuck to the floor.[4][5][6]
  • Gnomes devised simple locks that used an iron pin hidden behind a wooden door panel, only accessible if a lodestone was used to pull the pin into place.[18]

Magic[]

  • Lodestones could be used with iron filings to investigate magical effects, looking for disturbances in the iron filings.[10]
  • The affinity for lightning made luspeel useful in the manufacture of magical items and affixing enchantments. It was especially necessary for tempering swords that were intended to be bound with multiple enchantments.[5][9]
  • The lightning-attracting property of this mundane stone made it invaluable in countering certain types of spells. One such spell was Obold's brightness. When a lodestone was tossed in the spell's area of effect, the lightning sparks became focused on the stone, quickly draining brightness of its energy. This tool was used by Halruaan Jordaini.[9]
  • An arrow of disintegration used an arrowhead made of lodestone.[19][20]
  • The pieces of the Magical Chessmen of Ultham-Urre were carved from this stone so they would gently be attracted to a steel chessboard.[21]

Spell Components[]

Creatures[]

  • Lodestone marauder were hulking creatures that devoured metal and had powerful magnetic abilities, allowing them to repulse and pull metal objects and people attached to them.[32]
  • A rust monster lodestone was a rust monster that had consumed too much magnetized material and lost to ability to corrode metal, instead gaining the ability to manipulate magnetic fields.[33]

History[]

Shaundakul's Tavern in Trailstone had a novel countertop made from a large lodestone slab, allegedly recovered from a ruined temple of Shaundakul by the brother of the owner Mier Ompson.[34]

Appendix[]

Appearances[]

Novels & Short Stories

External Links[]

References[]

  1. 1.0 1.1 1.2 Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 141. ISBN 0-8803-8828-5.
  2. 2.0 2.1 2.2 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 127. ISBN 0-7869-0446-1.
  3. 3.0 3.1 3.2 Ed Greenwood (April 1983). “Gems Galore”. In Kim Mohan ed. Dragon #72 (TSR, Inc.), p. 20.
  4. 4.0 4.1 Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 142. ISBN 0-8803-8828-5.
  5. 5.0 5.1 5.2 5.3 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc). ISBN 0-7869-0446-1.
  6. 6.0 6.1 Ed Greenwood (April 1983). “Gems Galore”. In Kim Mohan ed. Dragon #72 (TSR, Inc.), p. 21.
  7. Thomas M. Kane (December 1989). “In a Cavern, In a Canyon...”. In Roger E. Moore ed. Dragon #152 (TSR, Inc.), p. 23.
  8. Erin M. Evans (December 2012). Lesser Evils. (Wizards of the Coast), chap. 2, p. ?. ISBN 978-0-7869-6376-8.
  9. 9.0 9.1 9.2 Elaine Cunningham (April 2000). The Magehound. (Wizards of the Coast), chap. 4, p. 58. ISBN 978-0-7869-1561-3.
  10. 10.0 10.1 Jeremy Crawford, Stephen Schubert, et al. (September 2011). Mordenkainen's Magnificent Emporium. Edited by Cal Moore, Tanis O'Connor. (Wizards of the Coast), p. 125. ISBN 978-0-7869-5744-6.
  11. Michael Dobson (January 1984). “Living in a material world”. In Kim Mohan ed. Dragon #81 (TSR, Inc.), p. 62.
  12. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 37. ISBN 0-5607-6327-2.
  13. 13.0 13.1 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 44. ISBN 0-5607-6327-2.
  14. David Cook (October 1992). “The Steaming Isles”. In Bill Slavicsek ed. Golden Voyages (TSR, Inc.), p. 11. ISBN 978-1560763314.
  15. David Cook (August 1990). “Volume II”. In Steve Winter ed. The Horde (TSR, Inc.), pp. 83–84. ISBN 0-88038-868-4.
  16. Troy Denning (February 1995). The Giant Among Us. (TSR, Inc.), chap. 13, p. ?. ISBN 0786900989.
  17. Troy Denning (December 1999). Beyond the High Road. (Wizards of the Coast), chap. 7, p. ?. ISBN 0-7869-1436-X.
  18. Ed Greenwood (2013-02-22). Melve's Plan. Forging the Realms. Wizards of the Coast. Archived from the original on 2013-05-11. Retrieved on 2015-01-28.
  19. Roger E. Moore ed. (July 1988). “Bazaar of the Bizarre”. Dragon #135 (TSR, Inc.), p. 21.
  20. slade et al (December 1994). Encyclopedia Magica Volume I. (TSR, Inc.), p. 88. ISBN 1560768428.
  21. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc). ISBN 0-7869-0446-1.
  22. slade (1996). How the Mighty Are Fallen. (TSR, Inc), p. 56. ISBN 0-7869-0537-9.
  23. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 222. ISBN 0-7869-2886-7.
  24. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 67. ISBN 0-9356-9601-6.
  25. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 59. ISBN 0-7869-1239-1.
  26. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 186. ISBN 0-88038-716-5.
  27. Andrew Kasarskis, Christopher Krough, Craig Dudek, David Ulrich, Mike Rodgers, Nathaniel Downes and Tom Hazel (February 1989). “Arcane Lore: Spells of the Wild Cult”. In Roger E. Moore ed. Dragon #142 (TSR, Inc.), p. 63.
  28. Ed Greenwood (1995). The Seven Sisters. (TSR, Inc), p. 75. ISBN 0-7869-0118-7.
  29. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 166. ISBN 978-0786903849.
  30. Brian Dunnell (November 1996). “Arcane Lore: Sea Spells”. In Pierce Watters ed. Dragon #235 (TSR, Inc.), p. 52.
  31. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), pp. 231–232. ISBN 1-5607-6940-1.
  32. Gwendolyn F.M. Kestrel (July 2006). Monster Manual IV. (Wizards of the Coast), p. 90. ISBN 0-7869-3920-6.
  33. Shawn Merwin (June 2009). “Ecology of the Rust Monster”. In Chris Youngs ed. Dragon #376 (Wizards of the Coast), p. 30.
  34. Steven E. Schend (August 1997). “Book Two: Amn”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 52. ISBN 0-7869-0697-9.
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