Gemstone Arcana
Crafting magical items with gemstones is a task often left to proffessionals. Gems are so very precious, and magical engineers, wizards, enchanters, and artificers all enjoy their usage. It is well known each stone has a known rarity in the world and that these scientists are able to enchant incredible abilities into them. It is less known, however, that each stone is associated with a magical school in the Weave. Through empowering them with raw magical energy and catalyzing the enchantment, powers and enhancements can be borne out of the nature of these gems.
Beginning the Process
The Perfect Piece
The first step is to find a suitable piece to set your stones. This can be mundane or magical equipment, or simple items in your possession.
Slotting and Limitations
Most pieces of equipment will have a maximum of 5 gemstone slots that can be fit to it. This would be equivalent to setting gems in the hilt of a sword, along the ridge of a helmet, or even in the collar of a fine cloak. Most mundane equipment does not come pre-slotted, whereas some magical equipment will come with some already fit. Other magical equipment may be too powerful to slot safely. Proceeding to slot and enchant such a piece will result in it become "Overcharged" and can result in dangerous effects.
Setting the Slots
After you find a suitable piece, you will need to have gemstone slots set into it. Slots can be set into your piece for a price that depends on the quality of the gemstone. The rare the stone, the finer the setting must be. Your most common gemstone may be set in material as simple as petrified wood or silver, while the most rarest and legendary stones may involve much rarer metals, and much more time to complete. There is nothing wrong with setting a more common stone in a rarer material setting, it is simply costlier.
Concerning Gemstones
Each stone has a rarity with a standard market price that may fluxuate depending on area, market demand, merchant disposition etc. Gems can be mined, bartered, or quested for as well. Certain baddies such as dragons and bandits may be collecting precious stones for themselves. Each enchantment requires an amount of the gems to activate, for example, a common enchantment needs 3 common gems to work or about 300 gp worth of that gem.
Strange Gems- There are legendary gemstones that are said to be made of odd substance, light, blood shadow, stars, souls. There are few hard facts, however, to their locations or fabrication.
Enchantment Effects
Furthermore, each gemstone has a Primary effect that it can imbue as well as an Alternative effect. Only one effect can be enchanted at a time, however, as long as there are slots available, you may use the same gemstones in a second enchantment to achieve both effects at the same time. Some enchantments will Stack but others may not.
For example: you may enchant 600 gp worth of amber to achieve both the +1 History bonus as well as the Brutal 1 Fire, taking up 2 slots on a piece of equipment. These same two enchantments could be stacked in a way to give a +2 History bonus as well. They may not however be used to Stack the Brutal 1 Fire bonus because ability enchantments may not be Stacked.
Other Gemstone Uses
Fabricating Spells
Some of the more inspiring, and frightening, uses of gems come in the forms of fabrications of magical spell effects that have been stored inside the gemstone. Some spell effects are simpler to engrave into the facets of the stone, others may need sacrifices of magical spell energy, runic enhancements, or triggering catalyst ingredients such as aetherium dust.
The complexity of the enchantment will determine the DC as well as how many skill checks are required to succeed. Without aid, a fabricated spell typically takes half of a day per level to imbue into a gemstone. Triggers, specifics, or focused portions of the spell effects may increase the DC.
Spell Storing
Gemstones may be used to Store spells as well. A Gem of Spell Storing may be created using a simple guideline. Cantrips and Level 1 spells require a day and success on a DC 14 Arcana Check. Levels 2 - 4 require a 2 days and a DC 16 success. Level 5 requires 3 days and a DC 18 success. This gem can be slotted to any piece you own.
Gem Rarity | Gems Required | Required Slots | Skill Checks Necessary | Skill Check DC | Setting / Slot Material | Time Required | Slot Cost |
---|---|---|---|---|---|---|---|
Common | 300 gp | 1 | 1 | 13 | Wood, Silver | 3 Hrs | 100gp |
Uncommon | 900 gp | 2 | 2 | 15 | Gold | 9 Hrs | 200 gp |
Rare | 1400 gp | 3 | 3 | 18 | Platinum | 12 Hrs | 300 gp |
Very Rare | 2000 gp | 3 | 3 | 20 | Mithril | 20 Hrs | 750 gp |
Wondrous | 4000 gp + | 4 | 3 | 20+ | Adamantine, Drakkenite | 36 Hrs | 1000gp |
Legendary | 10,000 gp | 5 | 5 | ? | Titanite | ? | 1000gp |
Gem | Rarity | Magic School Association | Primary Enchantment Effect | Alt. Enchantment Effect |
---|---|---|---|---|
Gold | Common | Transumtation | +1 Arcana | +1 HP |
Amber | Common | Divination | +1 History | Brutal 1 Fire |
Quartz | Common | Abjuration | +1 Nature | +1 Stealth |
Lapis Lazuli | Common | Enchantment | +1 Charisma Saves | +2 Performance |
Amethyst | Uncommon | Enchantment | +2 Deception | Absorb Elements / Long Rest |
Agate | Uncommon | Necromancy | +2 Medicine | +1d4 Healing From Medicine |
Peridot | Uncommon | Illusion | +2 Psychic Damage | +2 Cold Damage |
Beryl | Uncommon | Conjuration | +2 Insight | +2 Acid Damage |
Jasper | Uncommon | Enchanment | +2 Survival | +1 Vitality |
Moonstone | Uncommon | Evocation | +2 Lightning Damage | Advantage on Shove Attack |
Obsidian | Uncommon | Illusion | +1 Animal Handling | +1 Deception |
Onyx | Uncommon | Dunamancy | +2 Grapple Checks | Advantage against Restraint |
Tourmaline | Uncommon | Abjuration | +2 Thunder Damage | Brutal 2 Healing |
Garnet | Uncommon | Necromancy | +5 Temp HP / Long Rest | +5 Speed |
Aquamarine | Uncommon | Illusion | +1 Intimidation +1 Arcana | +2 Investigation |
Bloodstone | Rare | Evocation | +2 Intimidation | Extra Attack While Frightened |
Carnelian | Rare | Evocation | Resist Fire | +2 Fire Damage |
Fire Agate | Rare | Abjuration | 1d12 Absorb Fire / Short Rest | Resist Fire + Immune to Burning |
Chrysoberyl | Rare | Transmutation | +2 Initiative | Brutal 2 Physical Dmg |
Citrine | Rare | Divination | +2 Insight | Advantage vs Charm |
Jade | Rare | Transmutation | +1 Luck Point / Long Rest | +2 Persuasion |
Jet | Rare | Abjuration | Lesser Restoration / Long Rest | +3 HP Max |
Pearl | Rare | Divination | +3 Perception | +2 Radiant Dmg |
Spinel | Rare | Necromancy | +2 Stealth | Advantage Sleight of Hand |
Tiger's Eye | Rare | Abjuration | +2 Wisdom Saves | +2 Intelligence Saves |
Rose Quartz | Rare | Transmutation | +10 Speed | Zephyr Strike / Short Rest |
Malachite | Rare | Conjuration | Advantage vs Fear | Advantage vs Stun |
Black Pearl | Very Rare | Abjuration | Resist Necrotic | Resist Radiant |
Hematite | Very Rare | Conjuration | Call Lightning / Long Rest | +1 AC |
Topaz | Very Rare | Transmutation | +1 Reaction | Quicken Attack / Long Rest |
Emerald | Very Rare | Necromantic | +2 Necrotic Damage | Summon Undead / Long Rest |
Opal | Very Rare | Evocation | +3 Force | Pulse Wave / Long Rest |
Ruby | Very Rare | Evocation | +3 Fire Damage | Treat Fire Immunity as Resistance |
Sapphire | Very Rare | Transmutation | Change Damage Type / Long Rest | Elemental Weapon / Long Rest |
Celestite | Very Rare | Divination | +4 Vitality | Augury / Long Rest |
Diamond | Very Rare | Necromancy | Advantage 1 Death Save | Mindspike / Long Rest |
Opal (Fire) | Wondrous | Enchantment | Raise Spell DC by 1 | Extra Attack / Short Rest |
Sunstone | Wondrous | Conjuration | Sunbeam / Long Rest | +2 Constitution |
Diamond (Black) | Wondrous | Dunamancy | Fortune's Favor / Short Rest | Gravity Sinkhole/ Long Rest |
Using the Tables
The +1 Longsword
Tibalt finds a +1 Longsword glowing faintly in a chest. He doesn't know exactly what's special about this sword, but he knows it's nice and can be improved.
Tibalt has his friend Mogis Identify the sword and finds that this blade has been outfitted with 2 slots but has no affixed gemstones to it.
Tibalt attunes to the Longsword and begins to plan.
His friend Sarasha can enchant items with gemstones. He goes to her, but he only has 400 gp worth of lapis lazuli and some gold. He requests that she set as many lapis lazuli as she can and fill the rest with gold. He also requests a 3rd slot be made with his limited Gold supply.
Sarasha pulls out some of her own stores of petrified wood, breaks off a good chunk of it and sets to work, using 100 gp worth of the wood to form the 3rd slot. Using 300gp of the lapis lazuli, she expertly passes a DC 13 skill check to set the gems, using up 1 slot over 3 hours.
With plenty of daylight left, Sarasha goes to work on the other 2 slots. It will require 6 gold if she succeeds twice more.
Unfortunately, she fumbled once, scoring an 11. 3 of the gold she was using was damaged somewhat and will take the same amount of time to repair and polish as it does to set a stone. If Sarasha had gold to spare, she could replace it instead of repairing it.
Sadly, she is broke.
So Sarasha begins the repairs.
Future Plans- Should Tibalt ever come into a windfall of Wondrous gems, he should keep in mind, that only 1 Wondrous gem of a single type can be attuned to at once. For examply, 2 Sunstones will automatically reject each other and the attunements will demand that you choose one or the other. Using them to create High-Magic Technology, however, may be doable for a Master or Legendary level Enchanter.