Gem Mage Prestige Class

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





Gem stones have long been used by all races to create objects of exquisite beauty. They have also long been used by mages as ingredients in some of their most powerful spells.
Some mages however discovered that with the proper techniques certain gem stones can be used to enhance the power and affect of nearly any spell, if you know the proper type of gem to use. They discovered that different gems enhance different types of spells, or augment them in different ways.
Spellcasters who study these techniques and the affects of gemstones on different forms of magic are called Gem Mages. They learn which gems enhance which aspects of which spells, and as they gain in skill, they are able to coax magical energy and effects directly from gemstones.
An order of Gem Mages is (unsurprisingly) usually based in an area where large numbers of gemstones are available, such as a large city, or even in mining towns near rich gem-veins.
Many Gem Mages stay at their base of operations researching new ways to make use of Gem Stones, but since such research is very expensive some Gem Mages become adventurers to help finance their order’s research.
Some mages discover the power inherent in gemstones on their own, and these solitary Gem Mages usually become adventurers to test their skills and finance their gem research.
In your campaign, you may decide that Gem Magic is the style of magic used by the mages of a distant, exotic land, or perhaps that the mages of a great city have discovered the secrets of gem magic and now all the mages of the land seek to learn (or steal) their power.
A powerful Gem Mage is truly a sight to behold, striding through the streets of a city with gemstones flashing from every possession and article of clothing. When in battle, the gems on a gem mage’s clothing and other articles glow and flash with magical energies, creating an imposing sight for enemies.
Given their races love for precious stones, its no surprise that many Gnomes are strongly drawn to the practice of Gem Magic. Likewise many Dwarves, despite that people’s well known distaste for magic, have chosen to make use of their skill with jewelcraft to become accomplished Gem Mages



The Gem Mage

Requirements:
Skills: Appraise 4 ranks, Knowledge (Arcana) 10 ranks, Craft (Jewelry) 5 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.
Hit Die: D4

Class Skills: The Gem Mage’s Class Skills and the key ability for each skill are: Appraise (Int), Concentration (Con), Craft (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int)

Skill points at each level: 2 + Int modifier

Class Features:
All the following are features of the Eldritch Defender class
Weapon and Armor proficiency: The Gem Mage gains no new proficiencies with any weapons or armor

Spells per Day/Spells Known: When a new Gem Mage level is gained (Except for 3rd and 8th level), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Gem Mage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.


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 these 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 whose 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. The amount of the increase depends on the value of the gem used. Each degree of increase also requires a minimum caster level, as shown.
Required Gem Value:
+1 point per die (No minimum level): 500 gp
+2 points per die (Minimum caster level 12th): 1000 gp
+3 points per die (Minimum caster level 18th: 2,200 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: 500 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. This bonus stacks with Spell Focus and similar bonuses
Required Gem Value: 800 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: 800 GP
+3: 1, 200 gp
+4: 2,000 gp
+5: 3,500 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
Special: If a spell has more than one of these effects, such as adding to AC and saving throws, only a single gem of either appropriate type is needed to fully enhance the spell


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: 600 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 a 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.




The Gem Mage



Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +0 +0 +2 Gem Enhancement +1 level of existing class
2 +1 +0 +0 +3 Gem Spell Ability +1 level of existing class
3 +1 +1 +1 +3 Enchant Gem ----
4 +2 +1 +1 +4 Gem Enhancement +1 level of existing class
5 +2 +1 +1 +4 Gem Spell Ability +1 level of existing class
6 +3 +2 +2 +5 Gem Enhancement +1 level of existing class
7 +3 +2 +2 +5 Gem Spell Ability +1 level of existing class
8 +4 +2 +2 +6 Gem Enhancement, Gem Spell Ability ---
9 +4 +3 +3 +6 Gem Spell Ability +1 level of existing class
10 +5 +3 +3 +7 Gem Enhancement +1level of existing class



Gem Spells:
The first advanced mages learned to unleash blasts of power from different sorts of gems without the use of spells. As time went on, they developed spells that can draw the same effect from the proper gems that are usable by other mages. Each of these spells may be learned as normal by any class that has access to them.



Diamond Blast
Evocation (Force)
Level: Sor/Wiz 9
Components: V, S, F
Casting time: 1 standard action
Range: 60 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell causes the focus (a diamond worth at least 1,000 gold pieces) to emit a powerful blast of force. The blast deals 1d4 points of damage per caster level, to a maximum of 20d4. Focus: the diamond


Emerald Blast
Conjuration (Creation)
Level: Mys 7, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes

Casting this spell causes the focus (an emerald worth at least 1,000 gold pieces) to emit a blast of emerald energy which introduces a deadly poison into the system of each living creature in the area. The poison deals 1d6 points of Constitution damage initially, and 2d6 points of Constitution damage 1 minute later. A successful Fortitude save halves each instance of damage. Focus: The emerald


Ruby Blast
Evocation (Fire)
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Casting this spell causes the focus (a ruby worth at least 1,000 gold pieces) to emit a powerful blast of flame. This blast deals 1d6 points of damage per caster level, to a maximum of 15d6. Creatures in the area may make a Reflex save for half damage. Additionally, any who fail their save are considered fatigued for 1d3 rounds due to the intense heat. Unlike normal fatigue, this effect ends entirely when the duration elapses.


Sapphire Blast
Evocation
Level: Mys 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Casting this spell causes the focus (a sapphire worth at least 1,000 gold pieces) to emit a flash of blue energy. All creatures in the area must make a Fortitude save or be stunned for 1d6+1 rounds. Success indicates the subject is only slowed for 1d3 rounds. A creature whose current hit points exceed 150 is not affected by this spell. Focus: The sapphire


Topaz Blast
Evocation (Electricity)
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Casting this spell causes the focus (a topaz worth at least 1,000 gold pieces) to emit a blast of electricity. The blast deals 1d6 points of damage, to a maximum of 20d6. Creatures in the area may attempt a Reflex save for half damage. Additionally, those failing their saves are dazed for 1d3 rounds. Focus: the topaz


Opal Blast
Conjuration (Creation) (Acid)
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Casting this spell causes the focus (a fire opal worth at least 1,000 gold pieces) to emit a spray of acid. This acid deals 3d6 damage initially, and another 3d6 damage each round for the following 4 rounds. Each round at the beginning of a creatures turn they may attempt to remove the acid by immersing themselves in water, or dousing themselves with alcohol or another solvent (a skin of wine will do). This requires at least a full round action. Focus: the opal


Iolite Blast
Enchantment (Compulsion) (Mind affecting)
Level: Mys 8, Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Casting this spell causes the focus (an iolite worth at least 1,000 gold pieces) to emit a blast of violet light. All living creatures within the area become Confused for 2d6 rounds. Creatures that have more Hit Dice than you have caster levels are not affected. Focus: the Iolite


Amethyst Blast
Conjuration (Teleportation)
Level: Mys 7, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Casting this spell causes the focus (an amethyst worth at least 1,000 gold pieces) to emit a burst of violet light. Any creature caught in the blast that fails its Will save is teleported out to Long range in a random direction
1d4 Direction
1 North
2 South
3 East
4 West

The subject may not arrive within a solid object, but needn’t arrive with solid ground beneath them.
 
Last edited:

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