Merlion
First Post
After writting my line of gem related spells it got me to thinking about the idea of using gems to enhance magic. I figured a prestige class would be a good way to do it.
I think its pretty good except I'm not sure about the value requirements. Pricing things isnt my strong suite.
I will put the spells they gain as abilities in a second post
The Enchant Gem thing is basicaly an altered version of the Attune Gem rules from Magic of faerun
The Gem Mage
Requirements:
Skills: Knowledge (Arcana) 10 ranks, Knowledge (Gem Lore) 10 ranks, Craft(Jewlerly) 6 ranks, Spellcraft 10 ranks
Feats: Skill Focus (Craft [Jewelry]), at least 1 metamagic and 1 item creation feat
Spells: Ability to cast 4th level spells.
BAB, BSB, HD, Skills as wizard
+1 caster level at each level save 3rd and 10th
1st level: Gem Enhancement: at 1st level, and again at levels 4, 6, 8 and 10, the Gem Mage may choose a single Gem Enhancement ability. To use this abilities, the Gem Mage must wear, or hold during spellcasting, a gem or gems of the required type for the school or type of the spell being cast, and who’s total value meets or exceeds the required value for the ability. The abilities function as long as the Gem Mage wears or uses the gems, but the abilities will not function without the proper gems.
Gem Enhancements and their requirements:
Increase Damage: This ability increases the damage of any spell that deals hit point damage by 1 point per die per 6 caster levels.
Required Gem Value: 1000 gp
Gem Type Required:
Fire: Ruby or Fire Opal
Cold: Diamond or Sapphire
Electricity: Topaz
Acid: Fire Opal or Jacinth
Sonic: Quartz
Force: Diamond
Increase Duration: This ability increases the duration of spells with a duration other than instantaneous or permanent by one-half.
Required Gem Value: 600 gp
Required Gem Type: By school
Increase Range: This ability increases the range of spells with a range expressed in feet by one-half. In the case of spells who’s area is defined by their range, this increases both.
Required Gem Value: 500 gp
Required Gem Type: by school
Increase DC: This spell increases the saving throw DC of spells by +2
Required Gem Value: 1000 gp
Required Gem Type: By school
Increase Caster Level: This ability increases effective caster level depending on the value of the gem used
Required Gem Value:
+1: 500 gp
+2: 1000 GP
+3: 2000 gp
+4: 5000 gp
+5: 8000 gp
Required Gem Type:
By school
Enhance Benefit: this ability increases the effects gained from beneficial spells. In the case of spells that grant a bonus to attack rolls, armor class, saving throws, or other attributes, the bonus is increased by +1 per 6 caster levels. In the case of spells which grant benefits other than bonuses, the benefit increases by one-half where applicable.
Required Gem Value: 800 gp
Required Gem Type:
AC: Diamond
Saves: Opal
Attack Rolls: Ruby
Other: By school
Enhance Healing: This ability increases the effect of any Conjuration: Healing spell by one-half
Required Gem Value: 500 gp
Required Gem Type:
Cure Spell: Pearl
Other: Emerald
Increase Area: This ability increases the area of burst, emanation, line or spread shaped spells by one-half
Required Gem Value: 1000 gp
Required Gem Type: By school
Power Spells: This ability allows the Gem Mage to use a gem to power his spells. A gem can power up to 1 spell level per 500 gp of value. So a Gem Mage could use a 1000 gp value gem to power 2 first level spells, or 1 2nd level spell. Once the gem has powered all the spells it can, it crumbles into dust. The Gem Mage may use a gem to power any spell he has prepared, or knows, without loss of the spell slot. A Gem Mage may only power up to 6 levels of spells in this manner per day. A Gem Mage must be at least 5th level in the prestige class to take this ability.
Abilities that have “by school” listed under the Required Gem Type heading use the following list to determine which gem is needed for which school
Abjuration: Diamond
Conjuration: Summoning: Sapphire
Conjuration: Creation: Emerald
Conjuration: Teleportation: Iolite
Divination: Opal
Enchantment: Amethyst
Evocation: Ruby or Sapphire
Illusion: Cat’s Eye Agate
Necromancy: Jet or Onyx
Transmutation: Topaz
3rd level: Enchant Gem: at 3rd level, the Gem Mage is able to embed spells in gems, to be used later. Placing a spell in a gem requires the caster to prepare the spell he wishes to embed (or know it in the case of spellcasters who do not prepare spells), supply a gemstone worth at least 100 gp per spell level of the spell to be used, and spend 1 day plus the spells normal casting time to finish the process.
The character attuning the gem can set the caster level anywhere between the minimum necessary to cast the spell, and his own level. A gem can only be attuned with a single spell. The magic gem has a base price of 50 gp per spell level times the caster level ( a 0th level spell counts as ½ level). The Gem Mage must spend 1/25 of the base price in XP, and use up raw materials costing half the base price. The magic gem’s market price equals its base price plus the inherent value of the gem.
Any decisions the caster would make during the casting of the spell must be made when the gem is attuned. The release of the spell destroys the gem. The act of attuning a gem does not alter the gem in any physical, mundane way, although it radiates magic. Recognizing that a gem has been attuned requires a successful Knowledge (Arcana) check (DC 25).
Gem Spell Abilities: A Gem Mage gains the ability to draw power from within gems. At 2nd level, the Gem Mage may use either Sapphire Blast, or Ruby Blast, once per day.
At 5th level, he may use Opal Blast or Emerald Blast once per day
At 7th level, he may use Amethyst Blast or Topaz blast once per day
At 8th level, he may use Iolite Blast once per day
At 10th level, he may use Diamond Blast once per day
The Gem Mage must provide the proper gem focus to use these abilities, and unlike with the spell, using a gem to power one of these abilities destroys it
I think its pretty good except I'm not sure about the value requirements. Pricing things isnt my strong suite.
I will put the spells they gain as abilities in a second post
The Enchant Gem thing is basicaly an altered version of the Attune Gem rules from Magic of faerun
The Gem Mage
Requirements:
Skills: Knowledge (Arcana) 10 ranks, Knowledge (Gem Lore) 10 ranks, Craft(Jewlerly) 6 ranks, Spellcraft 10 ranks
Feats: Skill Focus (Craft [Jewelry]), at least 1 metamagic and 1 item creation feat
Spells: Ability to cast 4th level spells.
BAB, BSB, HD, Skills as wizard
+1 caster level at each level save 3rd and 10th
1st level: Gem Enhancement: at 1st level, and again at levels 4, 6, 8 and 10, the Gem Mage may choose a single Gem Enhancement ability. To use this abilities, the Gem Mage must wear, or hold during spellcasting, a gem or gems of the required type for the school or type of the spell being cast, and who’s total value meets or exceeds the required value for the ability. The abilities function as long as the Gem Mage wears or uses the gems, but the abilities will not function without the proper gems.
Gem Enhancements and their requirements:
Increase Damage: This ability increases the damage of any spell that deals hit point damage by 1 point per die per 6 caster levels.
Required Gem Value: 1000 gp
Gem Type Required:
Fire: Ruby or Fire Opal
Cold: Diamond or Sapphire
Electricity: Topaz
Acid: Fire Opal or Jacinth
Sonic: Quartz
Force: Diamond
Increase Duration: This ability increases the duration of spells with a duration other than instantaneous or permanent by one-half.
Required Gem Value: 600 gp
Required Gem Type: By school
Increase Range: This ability increases the range of spells with a range expressed in feet by one-half. In the case of spells who’s area is defined by their range, this increases both.
Required Gem Value: 500 gp
Required Gem Type: by school
Increase DC: This spell increases the saving throw DC of spells by +2
Required Gem Value: 1000 gp
Required Gem Type: By school
Increase Caster Level: This ability increases effective caster level depending on the value of the gem used
Required Gem Value:
+1: 500 gp
+2: 1000 GP
+3: 2000 gp
+4: 5000 gp
+5: 8000 gp
Required Gem Type:
By school
Enhance Benefit: this ability increases the effects gained from beneficial spells. In the case of spells that grant a bonus to attack rolls, armor class, saving throws, or other attributes, the bonus is increased by +1 per 6 caster levels. In the case of spells which grant benefits other than bonuses, the benefit increases by one-half where applicable.
Required Gem Value: 800 gp
Required Gem Type:
AC: Diamond
Saves: Opal
Attack Rolls: Ruby
Other: By school
Enhance Healing: This ability increases the effect of any Conjuration: Healing spell by one-half
Required Gem Value: 500 gp
Required Gem Type:
Cure Spell: Pearl
Other: Emerald
Increase Area: This ability increases the area of burst, emanation, line or spread shaped spells by one-half
Required Gem Value: 1000 gp
Required Gem Type: By school
Power Spells: This ability allows the Gem Mage to use a gem to power his spells. A gem can power up to 1 spell level per 500 gp of value. So a Gem Mage could use a 1000 gp value gem to power 2 first level spells, or 1 2nd level spell. Once the gem has powered all the spells it can, it crumbles into dust. The Gem Mage may use a gem to power any spell he has prepared, or knows, without loss of the spell slot. A Gem Mage may only power up to 6 levels of spells in this manner per day. A Gem Mage must be at least 5th level in the prestige class to take this ability.
Abilities that have “by school” listed under the Required Gem Type heading use the following list to determine which gem is needed for which school
Abjuration: Diamond
Conjuration: Summoning: Sapphire
Conjuration: Creation: Emerald
Conjuration: Teleportation: Iolite
Divination: Opal
Enchantment: Amethyst
Evocation: Ruby or Sapphire
Illusion: Cat’s Eye Agate
Necromancy: Jet or Onyx
Transmutation: Topaz
3rd level: Enchant Gem: at 3rd level, the Gem Mage is able to embed spells in gems, to be used later. Placing a spell in a gem requires the caster to prepare the spell he wishes to embed (or know it in the case of spellcasters who do not prepare spells), supply a gemstone worth at least 100 gp per spell level of the spell to be used, and spend 1 day plus the spells normal casting time to finish the process.
The character attuning the gem can set the caster level anywhere between the minimum necessary to cast the spell, and his own level. A gem can only be attuned with a single spell. The magic gem has a base price of 50 gp per spell level times the caster level ( a 0th level spell counts as ½ level). The Gem Mage must spend 1/25 of the base price in XP, and use up raw materials costing half the base price. The magic gem’s market price equals its base price plus the inherent value of the gem.
Any decisions the caster would make during the casting of the spell must be made when the gem is attuned. The release of the spell destroys the gem. The act of attuning a gem does not alter the gem in any physical, mundane way, although it radiates magic. Recognizing that a gem has been attuned requires a successful Knowledge (Arcana) check (DC 25).
Gem Spell Abilities: A Gem Mage gains the ability to draw power from within gems. At 2nd level, the Gem Mage may use either Sapphire Blast, or Ruby Blast, once per day.
At 5th level, he may use Opal Blast or Emerald Blast once per day
At 7th level, he may use Amethyst Blast or Topaz blast once per day
At 8th level, he may use Iolite Blast once per day
At 10th level, he may use Diamond Blast once per day
The Gem Mage must provide the proper gem focus to use these abilities, and unlike with the spell, using a gem to power one of these abilities destroys it
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