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Gems
Feb 13, 2017 12:55:11 GMT -8
Post by Maelthras on Feb 13, 2017 12:55:11 GMT -8
Gem of Regeneration (Star Ruby) The standard gem of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its user back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the user dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the gem must be kept on the gem-user's person, and its removal stops the regeneration processes.
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Gems
Feb 13, 2017 12:57:53 GMT -8
Post by Maelthras on Feb 13, 2017 12:57:53 GMT -8
Gem of Retaliation (Onyx) The holder of this gem gains a special protection against Evocation spells directed at him. The owner of the gem gains a +4 bonus to any saving throw made against such a spell, and also acquires a base save of 18 (but not the +4 bonus) against any Evocation spell which normally does not allow a saving throw (such as ice storm). All standard modifiers (ring of protection, Dexterity, etc.) apply. Additionally, if the saving throw is successful, the incoming spell is converted into outgoing magic missiles. The number of missiles is equal to one-half the level of the spell negated, rounding fractions up. The magic missiles then streak back to strike the person or creature who cast the spell at the owner of the gem. Maximum range for this strike is 160 yards. Spell-like effects created from magical items are not affected by the gem of retaliation (thus, a wand of magic missiles will function normally against someone using this gem). An individual holding a gem of retaliation who comes under attack by an area spell (fireball, ice storm, etc.) gains the advantages as described above. Other persons in the area of effect suffer all effects normally. Even if the gem's owner saves successfully, the area-effect Evocation is not transformed into magic missiles as described previously.
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Gems
Feb 13, 2017 13:10:34 GMT -8
Post by Maelthras on Feb 13, 2017 13:10:34 GMT -8
Gem of Reverse Missile (Clear Quartz) When the command word is spoken, the enchantment of this gem reflects attacks from all missile weapons, including spells such as magic missile, and Melf's acid arrow, and large missiles such as ballistae attacks (but excluding non-missile ranged attacks, such as fireball and disintegrate spells.) The missile returns to strike the person who fired it, as long as that person is within the range of the gem, which is 200 yards (if he is beyond range, then the missile drops to the ground upon reaching the range limit). All reflected missiles automatically strike their targets (no attack roll is needed) and always inflicts double damage. The gem's enchantment lasts for 5 turns and then fades away. The Gem user must expend another charge to reactivate the reverse missile protection. To determine the magical effects the gem of reverse missile affects, use the following criteria: a) is there a physical missile? b) Does the original attacker make an attack roll? If the answer to both is yes, then the spell applies. Magic Missile should be viewed as a special exception; a non-physical energy attack that would normally fall outside the gem's effect. Since it is included, all spells that function as magic missile are also reflected. Since magic missiles automatically hits, it also does so when reflected.
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Gems
Feb 13, 2017 13:14:05 GMT -8
Post by Maelthras on Feb 13, 2017 13:14:05 GMT -8
Gem of Roasting the Savory Meat (Tiger Eye) This simple magical stone will roast a piece of meat up to the size of an ox to perfection. The enchantment of the stone creates a firepit and spits suitable for the task, and prepares the meat for roasting. The enchantment always takes one hour to run to its conclusion, regardless of the size of the joint. No culinary expertise is required of the gem holder in order to ensure success.
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Gems
Feb 13, 2017 13:52:03 GMT -8
Post by Maelthras on Feb 13, 2017 13:52:03 GMT -8
Gem of Runetrue (Malacon) When the command word for this magical stone is spoken, the enchantment allows the gem-user to infuse the magical symbols he draws (see below) with the power needed to repel summoned or extraplanar creatures. The maximum Hit Die creature that may be fenced in or out is twenty one. Note: as the above implies, it is possible to fence out summoned or extraplanar creatures of less than 4 HD by using the symbols without runetrue. The only symbols that this spell empowers are listed below: Symbol Protects from Pentacle Demons, demodands Pentagram Devils, daemons Magic circle Spirits of good Magic (protection) circle Undead Thaumaturgic circle Spirits of nature and neutrality Thaumaturgic triangle Elementals The gem-user must still create the symbol manually, using anything from a stick to gold inlay. The enchantment's duration is seventeen turns.
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Gems
Feb 13, 2017 13:55:15 GMT -8
Post by Maelthras on Feb 13, 2017 13:55:15 GMT -8
Gem of Secret Light (Amber) When the command word for this magical stone is spoken, the enchantment is in all respects the same as the 1st-level light, except that only the gem-user can see the light. This of course means that it can in no way be used as an attack (blinding people, harming certain undead, etc.). It will cancel magical darkness, as it is cancelled by magical darkness, just like light spell. The enchantment's area of effect is a twenty-foot radius globe, the range of the gem is sixty yards, and the duration of the enchantment is seventeen turns.
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Gems
Feb 13, 2017 14:21:43 GMT -8
Post by Maelthras on Feb 13, 2017 14:21:43 GMT -8
Gem of the Secret Torch (Hyacinth) When the command word for this magical stone is spoken, the enchantment lights one or more ordinary torches. The flames will, however, be cold and dark, shedding no ordinary light. The wielder of the torch will however be able to see by the torch, as if it was an ordinary torch, as long as he has it in his hand. Only one person can benefit from the torch at a given time: if two or more persons touch it, no-one will benefit. The wielder must hold it in his bare hand if he wants to see by it, and the flames will seem warm to him. The torch can be put aside or handed over, as an ordinary torch would be, but cannot set fire to anything. It can be extinguished by any normal means, for example water or very strong winds. The torch will slowly smolder and burn out, as an ordinary torch would. The enchantment's area of effect is eight torches, and the duration of the enchantment is six turns.
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Gems
Feb 13, 2017 14:24:55 GMT -8
Post by Maelthras on Feb 13, 2017 14:24:55 GMT -8
Gem of Sending (Zircon) When the command word for this magical stone is spoken, the gem-user can contact a single creature with whom he is familiar and whose name and appearance are known. If the creature in question is not on the same plane of existence as the gem-user, there is a base 5% chance that the sending does not arrive. Local conditions on other planes may worsen this chance considerably, at the option of the DM. The sending, if successful, can be understood even by a creature with an Intelligence as low as 1 (animal intelligence). The gem-user can send a short message of 25 words or less to the recipient; the recipient can answer in like manner immediately. Even if the sending is received, the subject creature is not obligated to act upon it in any manner.
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Gems
Feb 13, 2017 15:54:44 GMT -8
Post by Maelthras on Feb 13, 2017 15:54:44 GMT -8
Gem of Shadow (Obsidian) When the command word for this magical inky black gem is spoken, it causes the user's body and possessions to become a shadow of himself. The gem user will remain on the ground or against a wall, like a normal shadow, until a person or creature walks across his path. In this instance, he becomes the shadow of that person or creature. The shadow merely moves with the person or creature and cannot attack or take physical actions during the gem enchantments duration - 2d12 turns. When the gem's effect wears off, the user appears next to the person or creature he was "attached" to. This gem is often sought after by assassins and spies due to this effect.
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Gems
Feb 13, 2017 16:00:06 GMT -8
Post by Maelthras on Feb 13, 2017 16:00:06 GMT -8
Gem of The Shadowcat (Black Sapphire) When the command word for this gem is spoken, the gem-user brings into being a cat made of shadow. The shadowcat is the size of a normal cat and may be either grey or black at the gem-user's option. The gem-user has complete telepathic control of the feline; he can see, hear, and even speak through it as long as it remains within range. The range is 170 yards. At the moment it moves out of range, the shadowcat vanishes. The gem-user does not need to concentrate on the shadowcat. The shadowy feline is insubstantial, making it subject only to magical or special attacks, including those by weapons of +1 or better. It has AC 5, a movement rate of 18, and saving throws equal to those of the gem-user. The cat dissipates if it loses hit points equal to one-half the gem-user's total hit points. The shadowcat has no attacks of its own and cannot touch or carry objects. A successful dispel magic spell causes the cat to vanish. A shadowcat makes no sound as it moves. It is 90% undetectable in all but the brightest conditions. It can pass through small holes or narrow openings. The shadowcat remains until dismissed by the gem-user or when it moves out of range. The shadowcat can be dismissed by the gem-user at any time.
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Gems
Feb 13, 2017 16:06:43 GMT -8
Post by Maelthras on Feb 13, 2017 16:06:43 GMT -8
Gem of Shape Change (Star Sapphire) With this gem, the gem-user is able to assume the form of any living thing or creature below demigod status (greater or lesser deity, singular dragon type, or the like). The gem bearer becomes the creature he wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, and magic resistance, for the mind of the creature is that of the gem bearer. Thus, he can change into a griffon and fly away, then to an efreet and fly through a roaring flame, then to a titan to lift up a wagon, etc. These creatures have whatever hit points the wearer had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred. For example, the gem-user is in combat and assumes the form of a will o' wisp. When this form is no longer useful, the gem bearer changes into a stone golem and walks away. When pursued, the golem-shape is changed to that of a flea, which hides on a horse until it can hop off and become a bush. If detected as the latter, the gem-user can become a dragon, an ant, or just about anything he is familiar with. The gem-user adopting another form also adopts its vulnerabilities. For example, the gem bearer who becomes a spectre is powerless in daylight, and is subject to being turned, controlled, or destroyed by opposing clerics. Unlike similar spells, a gem bearer who is killed in another form does not revert to his original shape, which may disallow certain types of revivification.
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Gems
Feb 13, 2017 16:33:43 GMT -8
Post by Maelthras on Feb 13, 2017 16:33:43 GMT -8
Gem of the Smokescreen (Black Pearl) When the command word for this magical stone is spoken, this gem causes a large sphere of thick, black smoke to appear. The smoke created always floats 2 feet above the ground, so that creatures outside this area may breathe normally. Otherwise, creatures in the area of effect take 1d4+1 hp of damage per round due to smoke inhalation; half damage is taken if a save vs. spells is successful. It is not possible to see into or through the area affected by a Smokescreen, and visibility within this area is reduced to 3 feet. This reduced visibility makes combat difficult; all "to hit" rolls are made at -3 on the dice. The area of the gem's effect is a 150-foot radius sphere, with a duration of three turns. A gust of wind repels a smokescreen but cannot disperse it.
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Gems
Feb 13, 2017 16:39:28 GMT -8
Post by Maelthras on Feb 13, 2017 16:39:28 GMT -8
Gem of Solid Fog (Pearl: Pure white) When the command word for this magical stone is spoken, the gem-user creates a billowing mass of misty vapors similar to a wall of fog spell. The gem-user can create less vapor if desired, as long as a rectangular or cubic mass at least 10 feet on a side is formed. The fog obscures all sight, normal and infravision, beyond 2 feet. However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the solid fog progresses at a movement rate of 1 foot per round. A gust of wind spell cannot affect it. A fireball, flame strike, or wall of fire can burn it away in a single round. The gem's range is 30 yards, and the enchantments area of effect is 240 feet x 120 feet x 120 feet, the enchantments duration is 2d4 rounds + 12 rounds. There is no Saving Throw.
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Gems
Feb 13, 2017 16:57:07 GMT -8
Post by Maelthras on Feb 13, 2017 16:57:07 GMT -8
Gem of Speed (Amber) When the command word for this magical stone is spoken, a gem of speed increases the movement and combat capabilities of the user by 100%. Thus, a movement rate of 9 becomes 18, and a character normally able to attack once per round attacks twice. This does not reduce spellcasting time, however. Use of a gem of speed ages the individual by one year. The aging is permanent, but the other effects last for 5d4 rounds.
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Gems
Feb 13, 2017 17:06:16 GMT -8
Post by Maelthras on Feb 13, 2017 17:06:16 GMT -8
Gem of Spheres (Peridot) All the gem does is create spheres - giant, transparent, floating bubbles that glow with a faint silver-blue radiance. These bubbles are 6' in diameter and, upon their creation, can be commanded to remain floating and motionless, to follow or precede the gem-user at a certain distance, height, and orientation, or to follow a straight-line journey away from the gem-user, in any direction. A bubble can carry any collection of things of up to 140 lbs. total weight, including living matter (if this limit is exceeded, the bubble will instantly burst). Any pointed or sharp objects allowed to contact the surface of such a bubble will also destroy it. A bubble gives off enough light to read by, but not enough to blind any creature or affect undead. If cast around beings, a sphere allows the enclosed creatures clear vision and breathing, and it protects them with a feather fall spell if its movement is directed downward or it bursts in a location that spills its occupants out for a fall (if the bubble fails due to weight overload, this protection does not apply). A spell, magical item, or artifact power of any sort cast into or out of a sphere will be negated, but it will destroy the sphere. If a sphere fails due to such contact, it negates any magic (including spell-like creature powers) entering or leaving its area in that round, not just one spell or effect. Spheres are not prisons; any conscious, mobile being can easily break a sphere to escape (securely bound creatures cannot, nor can caged creatures, if the sphere is formed around their smooth-edged cage). Mages typically use such spheres as traveling storage for coins, food, weapons, or even open spell books, for which the sphere provides handy reading light. Spheres can also be used to convey food, treasure, or other items to creatures one does not wish to approach too closely. A sphere has a movement rate of 16 when traveling "free" (that is, not linked to the location of the gem that formed it), but it can never develop sufficient velocity to break or move objects in its path, nor to deliver a weapon in an attack. Spheres can serve to deliver lit oil pots or torches to intended destinations, as non-magical flame does not affect a sphere. Such a gem can create a maximum of one sphere a round. Each sphere drains one charge during its creation, which requires an entire round to complete.
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Gems
Feb 13, 2017 17:12:03 GMT -8
Post by Maelthras on Feb 13, 2017 17:12:03 GMT -8
Gem of Spider Climb (Moonstone) When the command word for this magical stone is spoken, it enables the gem user to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. The affected user must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the gem's effect, the user cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a gem user will find it virtually impossible to cast spells if under gem's effect. Sufficient force can pull the user free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the user free if the user fails a saving throw vs. paralyzation (a moderately difficult saving throw). The user can end the gem's effect with a word. The gem's effects last for three turns per charge, and then another charge from the gem must be expended to renew the effects.
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Gems
Feb 13, 2017 18:29:02 GMT -8
Post by Maelthras on Feb 13, 2017 18:29:02 GMT -8
Gem of Spider Summoning (Dark Green Jade) When the command word for this gem is spoken, the gem's enchantment summons 10d8 spiders to do the bidding of the gem-user. Each spider has the ability to bite (1d4) and poison (1d4, saving throw vs. Poison at end of each round.) Due to the shear numbers of spiders that can be summoned, the spiders have the ability to cause fear, per the spell fear. Only one gem of spider summoning can be used at a time due to the shear number of spiders. During this time, the spiders move as a single group to whatever target the gem-user wishes. The user need only think of the target, and the spiders will do the rest. This leaves the user free to do other things, like cast spells. Once summoned, the spiders remain under the user's control for three turns, and then they vanish and return to where they originally came from. These gems were created by a Drow Archmage long ago, and were only known to be in the possession of high nobles of the top ten houses in Menzoberranzan. Over the years a number of these gems have found their way to the surface world. Stats: AC 8, 7 HP, THAC0 20, #Att 1, Dam 1d4 (save vs. poison), Size 6" or less, Move 12
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Gems
Feb 13, 2017 18:43:18 GMT -8
Post by Maelthras on Feb 13, 2017 18:43:18 GMT -8
Gem of Spirit Armor (Jet) When the command word for this magical stone is spoken, this gem allows the user to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The gem of spirit armor offers protection equivalent to splint mail (AC 4) and grants the gem user a +3 bonus to saving throws vs. magical attacks. The spirit armor's effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses apply. The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting. When the gem's effects end, the aura dissipates and the user temporarily loses a bit of his life essence, suffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. No damage is sustained if the save is successful. The hit points lost can be regained only through magical healing. The gem's effects last for three turns and then fade away. To renew the spirit armor requires the user to expend another charge from the gem.
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Gems
Feb 14, 2017 8:45:44 GMT -8
Post by Maelthras on Feb 14, 2017 8:45:44 GMT -8
Gem of Spitfire (Yellow Chrysoberyl) When the command word for this magical stone is spoken, the enchantment causes the chosen target creature to be surrounded by a swarm of small, popping, firecracker-like bursts of fire. While these bursts do little damage (only 1 point of damage per round) and only 1 point of damage per turn to anyone wearing armor other than a shield - they make it impossible to concentrate to the degree necessary to cast any spell. This enchantment will do no damage at all to anyone who is thoroughly soaked in water, but the concentration breaking effects of the magical gem still function. The enchantment's range is three yards, the duration is five rounds, and there is no saving throw allowed.
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Gems
Feb 14, 2017 9:19:53 GMT -8
Post by Maelthras on Feb 14, 2017 9:19:53 GMT -8
Gem of the Statue (Star Ruby) When a gem of the statue is used, the user is apparently turned to solid stone, along with any garments and equipment worn or carried. The initial transformation from flesh to stone requires one full round after the command word is spoken. During the transformation, there's an 18% chance that the gem user suffers a system shock failure and dies. The user must roll percentile dice and add its Constitution score to the roll. If the total is 18 or less, the user dies. If the total is 19 or more, the user survives the transformation; the user can withstand any inspection and appear to be a stone statue, although faint magic is detected from the stone if someone checks for it. Note that a user with a Constitution of 18 or more will always survive the transformation. Despite being in this condition, the petrified individual can see, hear, and smell normally. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body - i.e., chipping is equal to a slight wound, but breaking off one of the statue's arms is serious damage. The individual under the magic of a gem of the statue can return to his normal state instantly, act, and then return to the statue state, if he so desires, as long as the gem's magical duration is in effect. The duration is 24 hours per activation.
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