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