Pages Brittle with Sun and Salt

Gemstone Slotting

An addendum to my last post.

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Slotting a gem into a piece of jewelry, armour or a weapon costs 1000sp. A skilled jeweler or smith has a 2-in-6 chance of efficacy, while a Magic User has a [Player Level]-in-20 chance.

Whether or not a gem is effectively installed to bestow its bonus, it has an additional [sp value power of 10 + 1]1-in-10 chance of improving the base enchantment of the weapon or armour (For Jewelry, the enchantment level multiplies the number of charges for the next successfully slotted gem).

Finally, there is a [sp value power of 10 + 1]-in-10 chance for each gem slotted of the item becoming cursed. Cursed weapons and armour suffer -2 enchantments. Cursed jewelry inflicts a -2 penalty to all saving throws. The owner of a cursed object cannot cast it away willingly. If it is removed from them, they suffer -1 HP per hour until it is returned.

1d30 Gemstone Base Value Jewelry Bonus Armour Bonus Weapon Bonus
1 Agate 10sp Sleep, 2d6 Charges 2-in-6 chance of undisturbed sleep per night 2-in-20 chance of hit targets falling asleep
2 Amber 100sp Cure Disease, 1d6 Charges +3 Saving Throws vs Disease +3 vs Diseased enemies
3 Amethyst 100sp Purify Food and Drink, 3d6 Charges +3 Saving Throws vs Drunkenness and Poisoning via drink +3 when drunk
4 Alexandrite 1000sp Contact Higher Plane, 1d3 Charges +1 to All Saving Throws 5-in-20 chance of making an extra attack
5 Bloodstone 10sp Control Weather, 1 Charge, 3-in-6 chance of success +5 miles per day to travel speed Once per day, shines with sunlight in a 60' radius for 3 turns
6 Chrysoprase 10sp Invisibility, 1d6 Charges 3-in-6 chance to hide in shadows Once per day, turn invisible until you move
7 Coral 100sp Part Water, 1 Charge, 4-in-6 chance of success Armour doesn't slow you down in water +3 vs Aquatic
8 Diamond 1000sp Raise Dead, 1d6 Charges Can turn undead as an Acolyte. Clerics turn as +1 Level +5 vs Undead
9 Emerald 1000sp Protection from Evil 10', 2d6 Charges Once per day, can be used as the protection scroll of your choice Once per day, drive all enemies back 20'. They save vs petrification or fall prone
10 Garnet 1000sp Telekinesis, 1d3 Charges Once per day, 80% Chance to succeed at feat of superhuman strength 5-in-20 chance of dealing double damage
11 Hematite 1sp Cure Light Wounds, 1d6 Charges 1-in-6 Chance of gaining 1 HP immediately after combat 1-in-20 chance of gaining 1 HP after hitting an enemy
12 Jacinth 1000sp Fire Ball, 2d6 charges Once per day, become immune to fire for 1 hour +5 to Plants and Trolls
13 Jade 100sp Charm Person, 3d6 charges All of your retainers have +3 morale when they can hear you sing Once per day, emit a sonic shriek that stuns all enemies who can hear it for 1 round
14 Jasper 10sp Neutralize Poison, 1 Charge +1 to Saving Throws vs Venom +2 vs Venomous
15 Jet 100sp Detect Invisible, 2d6 Charges Only have a 2-in-6 chance of being surprised Spend 1 turn, 3-in-6 chance of detecting invisible creatures and objects
16 Lapis Lazuli 10sp Bless, 1d6 Charges All of your retainers have +2 morale when they can see you +2 when outnumbered alongside your allies
17 Malachite 1sp Levitate, 1d6 Charges Fall damage reduced by 10' Once per day, weapon returns when called
18 Moonstone 10sp Detect Evil, 1d6 Charges AC improved by 2 against Lycanthropes +2 vs Lycanthropes
19 Obsidian 1sp Infravision, 1 Charge Once per day, learn the direction of the exit +1 when in complete darkness
20 Onyx 10sp Confusion, 1 Charge Enemies have -2 Morale if they can hear you taunting them 2-in-20 chance of an enemy fleeing or surrendering when hit
21 Opal 1000sp Phantasmal Forces, 3d6 Charges Once per day, disguise yourself as a humanoid around your size 5-in-6 chance of immediately seeing through illusions
22 Pearl 100sp Water Breathing, 1d6 Charges Hold your breath for twice as long Move through water like a fish
23 Peridot 1000sp Remove Curse, 2d6 Charges +5 to Saving Throws against curses Once per round, make an attack roll to deflect a spell aimed at you or a target within 10'. 5-in-20 chance of redirecting the spell to the target of your choosing. Skip your next attack.
24 Quartz 1sp Clairaudience, 1d3 Charges Once per day, send a telepathic message to a person you can see 1-in-20 chance of marking a hit enemy so that you know where they are for 1 hour
25 Ruby 1000sp Locate Object, 3d6 Charges Spend a turn, 3-in-6 chance of detecting gems within 100' Once per day, summon a friendly HD8 elemental for 1 hour. If a specific elemental dies it cannot be summoned again
26 Sapphire 1000sp ESP, 3d6 Charges 2-in-6 chance of detecting traps within 60' 3-in-6 chance of knowing a creature's Hit Points, Spell-like Abilities and Prepared Spells upon looking at them
27 Topaz 1000sp Feeblemind, 1d3 Charges You have a 5-in-6 chance of being invisible to scrying +5 vs Magic Users
28 Tourmaline 100sp Charm Monster, 1d3 Charges +2 to all reaction rolls 3-in-20 chance that an enemy injured by you becomes charmed for 1 turn
29 Turquoise 1sp Speak With Animals, 1d3 Charges +1 to Saving Throws vs Petrification Once per day, 1-in-6 chance of breaking 5' radius hole through stone
30 Zircon 10sp Growth of Plants, 1 Charge Move unhindered through vines and brambles Plant monsters have a +2 reaction to you

*Not listed in main table

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Reading: Werebeasts of Hel by Asa Drake
Listening: Dunes of Tarnoth by Skeleton Mage
Playing The World Ends With You (Nintendo DS)

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  1. 1sp: 1-in-10sp, 10sp: 2-in-10, 100sp: 3-in-10, 1000sp: 4-in-10↩

#crafting #gems #items #jewelry #magic items #minigames #od&d #penance #treasure #weapons