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Crystalmancy

Crystalmancy C
R
E
Powers of the Gems D
This edition of Crystalmancy - Powers of the Gems is published under version 1.0a of the Open Game
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Written by
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License, version 5.0 of the d20 System Trademark License and version 4.0 of the d20 System Trademark
Guide, by permission from Wizards of the Coast.

Dallas Parsons
S
Designation of Product Identity: the following items are hereby designated as product identity in accor-
diance with section 1 (e) of the open game license, version 1.0a: all proper names of persons and deities, all
Ambient Inc., Natural 20 Press and E.N.Publishing trademarks, logos and identifying marks and trade dress,
Editor & Game Mechanic including all product and product line names including but not limited to the E.N.Publishing Logo,
Crystalmancy: Powers of the Gems; any and all stories, storylines, plots, characters, thematic elements, fiction
and dialogue; all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses,
M Jason Parent
A
logos, graphic designs except such elements that already appear in the d20 system reference document and are
already Open Game Content by virtue of appearing there. The above product identity is not Open Game
Content.
Artistic Direction Designation of Open Game Content: All rules-based material in this product is designated as Open Game
Content specifically including but not limited to all classes, prestige classes, magic items, spells, monsters and
N
Denise Robinson
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feats are released as Open Game Content. Any use or reuse of this Open Game Content must bear the copy-
right notice as indicated in section 15 of the Open Game License.

Interior Art Some of the portions of this product which are delineated as OGC originate from other sources of Open
Game Content, as credited in Section 15 of the Open Game License in this product.

Christopher Herndon and John L. Swann


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All contents of this publication, regardless of designation, are copyrighted year 2003, E.N.Publishing, all
rights reserved. Reproduction or use without the written permission of the publisher is expressly forbidden
some interior diagrams from clipart.com except for the purpose of review or in accordance with the Open Game License.

Dedication
The mention of or reference to any company or product in this product is not a challenge to the trademark
or copyright concerned.
E
I dedicate my first book to the three people that have shaped my life
“d20 system” and the “d20 system logo” are trademarks owned by Wizards of the Coast and are used
according to the terms of the d20 System License version 5.0. A copy of this license can be found at www.wiz-
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the most, through their encouragement, support, friendship, and love: My
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ards.com/d20

wonderful parents Sandra and Johnny, and Jeremy, a friend with no equal. “Dungeons & Dragons” and “Wizards of the Coast” are registered trademarks of Wizards of the Coast,

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and are used with permission.

Copyright 2004, E.N.Publishing

Powers of the Gems


1
Crystalmancy

T Table of Contents
A
Section Page Section Page
B Introduction 3 Magic Rings 30

L CHAPTER 1 - THE CRYSTALMANCER 4 Magic Rods 31


Crystalmancer Core Class 4 Magic Staffs 31
Table 1-1: Crystalmancer Advancement 5 Magic Wands 33
E Crystalmancer Prestige Class
Table 1-2: Crystalmancer PrC Advancement
9
9
Wondrous Items
Artifacts
33
36
Feats & Skills 10 Blackstar Dragon 37
Sidebar: Spellcrystals 10 CHAPTER 4 - LOCATIONS & PERSONALITIES 39

O CHAPTER 2 - MAGICS OF THE GEMS 11 The Plane of Crystal 39


Bard Spell List 11 Places of Interest 39
Cleric Spell List 11 Map of the Plane of Crystal 40
F Sorcerer, Wizard & Crystalmancer Spell List
Druid Spell List
11
12
Tresmril, Lord of the Crystal Realm
Adventure Ideas
42
42
Spell Descriptions 13 The Crystal Keepers 43
A spells 13 The Five Crystal Lords 43
CHAPTER 5 - CREATURES AND MONSTERS
C
B spells 14 45
C spells 14 Berylis 45
D spells 17 Crystal Creature (Template) 46
O E spells
F spells
19
19
Crystal Worg
Crystal Golem
46
47

N G spells
I spells
20
23
Gem Bones (Template)
House Cat Gem Bones
48
49
J spells 23 Human Gem Bones 50
T M spells
O spells
23
24
Ogre Gem Bones
Roc Gem Bones
50
50

E Q spells
R spells
24
25
Gem Dragon
Obsidian Giant
51
52

N
S spells 25 Ruby Giant 53
T spells 26 Gem Servant 54
CHAPTER 3 - CRYSTAL ITEMS 27 Germ Servant I - VI 54
T Crystal Weapons & Armor
Magic Armor
27
27
Gem Servant VII - IX
Gemlorn (Template)
55
56

S Magic Weapons
Specific Magic Weapons
28
30
Rainbow Ooze
Velthalin
57
58

Powers of the Gems


2
Crystalmancy

Introduction
hen mortal races were new to the world, they looked to many places for the occasional spell duel light up a night sky started by a wizard or sorcerer who still

W
power. Some looked to the gods that created them, some to great spirits of believed that crystalmancers were insulting their high art form, but this did not keep the
the world that hold power and authority of the natural realm, a few, though, arcane art of crystalmancy from flourishing.

I
looked to the world itself for strength and power. Though many of these are Although not as common as other arcane spellcasters, crystalmancers hold their own
the druids of our time, among them were the earliest "crystalmancers", and in terms of power and prestige. Some see them as show-offs, others as dealing with pow-
they believed crystals and gems held many strange powers. They thought crystals could ers of evil, and others as users of odd and mysterious powers, but all give them the
heal the wounded, cure the sick, and provide many other abilities. These early inventors
of crystalmancy became known as shamans, or witch doctors. They brought many under
respect they deserve for the power they can wield with their crystals and gems.
N
their sway, and from ancient trinkets and stories most have come to think these first crys-
talmancers led great tribes and clans of the earliest peoples. With the beginning of arcane
Crystalmancy - Powers of the Gems explains the mysterious powers behind these
arcane spellcasters who carry with them a king's fortune in gems, and how they use these T
study in the world came the end of these shamans and witch-doctors, for it was revealed crystals and gems to perform amazing feats of arcane might that rivals any wizard or sor-
that no true power came from these colorful rocks.
The early crystalmancers did not change their beliefs quickly, and through great
cerer. Chapter 1 shows two different ways to introduce crystalmancy into your cam-
paign. One is as the Crystalmancer core class, much akin to the wizard, and the other as
R
study on their part came the complete truth. Crystals and gems did not easily grant power
to those that possessed them, but, in fact, could become conduits of power for those that
a prestige class for the wizards and sorcerers who wish to head down the road of crys-
talmancy. Also in chapter 1 are two new feats for all spellcasters, but most suited for O
D
knew how to channel arcane energies into them. From this discovery came what the crystalmancers and all other information on making crystalmancer characters.
world knows of as the true crystalmancers, arcane spellcasters of power that rivals any Chapter 2 introduces a collection of new spells that have been crafted and discovered
wizard and sorcerer. Some are egotistical spellcasters that look to the crystalline art for by crystalmancers in the past, but are just as easily used by other arcane spellcasters.
a way to fame and fortune, while others are mysterious seers looking deep into crystals
of colors spanning the rainbow to scry upon others. Some can be vile tyrants using their
Chapter 3 shows the true power that is at a crystalmancer's disposal: magic items. A vari-
ety of minor, medium, major, and artifact level items are found in this chapter, all of
U
powers to dominate the weak-willed, as well as great defenders of good and peace that
fight against evil. All crystalmancers, though, learn and cast their spells in the same fash-
which could easily be found in any campaign setting, doubly so in the presence of crys-
talmancers. C
ion; with word, gesture, and gems. In chapter 4 introduces the surreal Plane of Crystal. Also known as the crystalline
After years of quiet enlightenment and amassment of power these true crystal-
mancers finally came to the attention of other arcane spellcasters. The great guilds and
realm, it is a small world that is oddly similar to a normal world, yet everything is made
of solid, multi-colored crystal. This chapter outlines the physical traits of the plane and
T
schools of wizards and sorcerers were split on what to do about these masters of crystal-
mancy, some seeing them as brethren in the arcane arts, while others felt they were imi-
provides information on several key locations and personalities, as well as tips on adven-
tures to run in conjunction with this plane. Also found in chapter 4 are the Crystal I
O
tators and charlatans, requiring magical trinkets to focus and express powers that came Keepers. The Crystal Keepers are an organization of good-natured crystalmancers that
naturally or through study to the guilds. Those that thought the later quickly moved to try to extend the reach of the crystal path. Detailed are information on the organization,
bring about the end of the crystalmancers, as insulters to the arcane arts. An arcane war and information on the five powerful crystal lords who run the organization.
broke out between the crystalmancers and those that despised them. Either through cold
words, or fiery spells, this war lasted for many decades. Innocents were killed, several
Chapter 5 unveils several new creatures related to crystals and crystalmancy, such as
the crystal golem, gem bones, and the powerful gem dragon. The berylis, a crystalline
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cities nearly destroyed, and in the end both had lost many of its members. The crystal- race of people found in the crystal realm are also detailed here.
mancers, severely lacking in number compared to their wizard and sorcerer rivals began This volume aims to present a colorful new arcane class that can be used in nearly
to hide in the most secluded of regions and learned their spells in secret as the struggle any fantasy setting. However, practically all of the information provided here can be
continued. Seeing their eventual extinction the crystalmancers bounded together and used, sans the crystalmancers, if that is more fitting to your campaign setting. Perhaps
formed the Crystal Keepers. The Crystal Keepers, led by Genafae and Randamon, went the magic of crystalmancy is long-gone from the world, and only the remnants of their
to their many enemies trying to call a truce to the arcane war. A truce was finally called ancient spells and magical constructs remain to tell the tales.
between the crystalmancers and most of their enemies. For years after one could still see

Powers of the Gems


3
Crystalmancy

T CHAPTER 1 - The Crystalmancer


H resented in these pages are two fashions to incorporate crystalmancers into Religion: Crystalmancers mostly revere gods of magic, spellcasters, or gems. Other
E
P
a campaign world. While this volume generally assumes the core class ver- possibilities include gods of colors, earth, aristocracy, wealth, nobility, or beauty. The
sion is in use, an alternate prestige class has also been included and notes belief in gods of any kind, though, is not required to be a crystalmancer.
are included for its use in place of the core class. New feats and skills that
are important to crystalmancers are also detailed in this chapter. Background: The majority of crystalmancers come from a wealthy background, as
gems and crystals are very rare among those of lesser means. On very rare occasions, a
C The Crystalmancer Class
crystalmancer or two can be found teaching their trade among their normal spellcasting
kin at a college of wizardry. However, most students wishing to learn the arts of crystal-

R mancy have to find a crystalmancer that is willing to teach through a master-apprentice


relationship, which most often means a teacher from the Crystal Keepers.
ow much power can a shining crystal or glistening gem hold? In the hands
Y
H
of a skilled crystalmancer, the power is nearly limitless. The crystalmancer Personality: As diverse as any group can be, crystalmancers run the gamut on ide-
trains in much the same manner as their arcane brethren and rival; the wiz- ologies and personalities. Those that usually flaunt their wealth and power are as outgo-
S ard, but specializes in the use of crystals and gems for their spells. Because
of these similarities, crystalmancers tend to be a studious lot, not the natu-
ing and personable as any bard seen the day to be. Others, especially crystalmancers of
power or great age, are known to become extremely mysterious and thought to deal with

T
ral arcanists of the sorcerers. strange and otherworldly powers, which, some times, could just be the case. Some can
become tyrannical, others peace-loving and heroic, but all revere the great power crys-
Crystals and gems can be found nearly everywhere, and all are under this spellcast- tals allow them to wield.
A er's sway. Ice transformed into spikes, gems that burst into flames, and creating skele-
tons that are encased in gems are just a few of the powerful spells that crystalmancers Races: Although all races can become crystalmancers, some are more likely to than

L have created since their founding years ago. others. Humans, along with Elves, make up the majority of the crystalmancers that are
found. Humans become crystalmancers for a variety of reasons, usually power, wealth,
Crystalmancer Information
M
fame, or for knowledge.
Elves see the crystal arts as an art form, in much the same fashion as they see wiz-
Adventures: Crystalmancers adventure for a multitude of reasons: some for fame, ardly studies. Elven crystalmancers are widely known for their mastery of magic items
A some for glory, and others for sheer power. All that feel the wanderlust in their souls go
out on the road looking for gems to fuel and channel their spells and knowledge and
fashioned into jewelry. Half-elven crystalmancers take up the class for the same reasons
as either their elven or human parents.

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items from days long past. Many crystalmancers look for the items created during the Dwarven crystalmancers are quite rare, but are very capable. The fact many dwarven
war between their ancient brethren and wizards that was used during the many spell-bat- halls have an abundance of gems and crystals at hand makes dwarven crystalmancers.
tles between the two factions. Most of these items are well hidden in old towers and Also being expert craftsmen, makes dwarven crystalmancers likely candidates for craft-
C tombs that take spellcasters of great courage or greed to find. ing magic items.
Gnomes, like dwarves, are natural craftsmen, which sways many to the crystalline

E Alignment: The crystalmancer has no restriction on alignments. Flamboyant crystal-


mancers stray closer to chaotic alignments, while those of more reserved natures tend
path. Most though prefer using illusions instead.
Halflings are as likely to become crystalmancers as they are wizards. Meaning, there
towards lawful or neutral.
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are very few. Even less in number are half-orc crystalmancers, which have yet to be
seen, but could still be taught the crystalline arts.

Powers of the Gems


4
Crystalmancy
Other Classes: Crystalmancers can commonly be found among the company of the Hit Die: d4

T
warrior classes. Pouring over ancient books and studying crystals and gems leaves little
time for exercise and combat training a fighter, ranger, barbarian, or paladin has Class Skills
received. Most see rogues as either useful or greedy thieves ready to take their lifeblood, The crystalmancer's class skills, along with the key ability for each skill are Alchemy
their gems, however some see them as a very useful tool to acquire them instead.
Crystalmancers will see wizards, and wizards them, as either kindred spirits or, like their
(Int), Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken indi-
vidually) (Int), Profession (Wis), Scry(Int, exclusive skill), and Spellcraft (Int).
H
ancestors did, as rivals and not being true spellcasters. Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: (2 + Int modifier) E
Statistical Information
Class Features
Abilities: Intelligence is as important to a crystalmancer as it is to a wizard. The only The following are class features of the crystalmancer
way to become a truly powerful and experience crystalmancer is to have a high intelli-
gence. A crystalmancer must have an intelligence score of 10 + the level of the spell they Weapon and Armor Proficiency: Crystalmancers are proficient in the use of clubs, C
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wish to cast in order to be able to gain access to those spells. A high dexterity can come daggers, heavy crossbows, light crossbows, and quarterstaffs. They are not proficient
in handy, since a crystalmancer has trouble casting their spells while wearing armor. with any type of armor, nor with any type of shield. The use of armors and shields inter-
Constitution is another important stat for the crystalmancer, due to their small hit die. feres with the spellcasting of a crystalmancer, and often causes their spells to fail. As

Alignment: any
arcane spellcasters, they suffer the typical arcane spell failure chance associated with the
various armors and shields.
Y
Table 1-1: Crystalmancer Class Level Advancement S
Class Attack
Level Bonus
Fort
Save
Ref
Save
Will
Save Special 0 1 2 3
Spells per Day
4 5 6 7 8 9
T
1
2
3
+0
+1
+1
+0
+0
+1
+0
+0
+1
+2
+3
+3
Spellcrystal, Summon Familiar
Trinket
3
4
4
1
2
2
-
-
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
A
4
5
+2
+2
+1
+1
+1
+1
+4
+4
Trinket
Spellcrystal mastery
4
4
3
3
2
2
-
1
-
-
-
-
-
-
-
-
-
-
-
-
L
6
7
8
+3
+3
+4
+2
+2
+2
+2
+2
+2
+5
+5
+6
Trinket

Trinket
4
4
4
3
4
4
3
3
3
2
2
3
-
1
2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
M
9
10
+4
+5
+3
+3
+3
+3
+6
+7 Trinket, Crystal Mastery 1
4
4
4
4
4
4
3
3
2
3
1
2
-
-
-
-
-
-
-
-
A
11
12
13
+5
+6 / +1
+6 / +1
+3
+4
+4
+3
+4
+4
+7
+8
+8
Trinket
4
4
4
4
4
4
4
4
4
4
4
4
3
3
4
2
3
3
1
2
2
-
-
1
-
-
-
-
-
-
N
14
15
+7 / +2
+7 / +2
+4
+5
+4
+5
+9
+9
Trinket
Crystal Mastery 2
4
4
4
4
4
4
4
4
4
4
3
4
3
3
2
2
-
1
-
-
C
16
17
18
+8 / +3
+8 / +3
+9 / +4
+5
+5
+6
+5
+5
+6
+10
+10
+11
Trinket

Trinket
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
3
4
4
3
3
3
2
2
3
-
1
2
E
19
20
+9 / +4
+10 / +5
+6
+6
+6
+6
+11
+12 Trinket
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
3
4
3
4
R
Powers of the Gems
5
Crystalmancy
Spells: A crystalmancer casts arcane spells, very similar in fashion as the wizard Trinkets: Starting at 2nd level, the crystalmancer can create and wear minor magic

T
does. They are limited in the number of spells of each spell level per day that they can items called trinkets. These items cost a certain amount of gold to create (see list of trin-
cast, depending on their level in the class. To prepare their spells, a crystalmancer must ket abilities below), but the trinkets do not require the loss of any experience points as
get a good night's sleep and spend at least one hour studying their spellbook. While other magic items do, but some have a minimum required crystalmancer level to con-
H studying, the crystalmancer chooses which spells to prepare. To be able to learn, prepare,
or cast a spell the crystalmancer has to have at least an Intelligence score of 10 + the
struct. A trinket has to be composed of mostly gems or crystals, meaning they have to
equal three fourths of the gold piece value to construct. Trinkets take one day of con-

E spell's level. A crystalmancer's bonus spells are based on Intelligence, and the saving
throws against the crystalmancer's spells are 10 + the spell's level + the crystalmancer's
struction time to complete.

intelligence modifier. A crystalmancer may know any number of spells.


At first level, a crystalmancer has in their spellbook all 0th level spells from
Core Rulebook 1 plus Detect Gems and Crystals, as well as three 1st levels spells. For

C each bonus modifier point of Intelligence, the crystalmancer's spellbook can hold an
additional spell. Half of the first level spells, rounded down, must come from the crys-

R
talmancer spells in this book. For example, a 1st level crystalmancer with an Intelligence
of 16 would have six first level spells, and three of which must be crystalmancy spells.
Each time the crystalmancer gains a level, the crystalmancer gains two new spells that
Y can be cast. These new spells can be of any level, according to the new level gained. The
crystalmancer can also learn spells found in other spellbooks, which can be a wizards or

S crystalmancers (exactly how a wizard does, as per Core Rulebook 1). Likewise, wizards
can learn spells found from a crystalmancer's spellbook.

T Bonus Languages: A crystalmancer may choose crystil instead of one of their nor-
mal bonus languages. Crystil is the native tongue of the intelligent inhabitants of the

A crystalline realm, such as the Berylis. Crystalmancer may also take draconic as a bonus
language, since many ancient books and text were written in the language of the large

L
reptilian creatures.

Familiar: A crystalmancer can obtain a familiar in exactly the same manner as the
M wizard and sorcerer does.

A Spellcrystal: The crystalmancer gains the ability to imbue a crystal or gem with a
spell instead of scribing a scroll as a wizard does.

N Spellbooks: Crystalmancers must study their spellbooks each day in order to prepare
their spells. They cannot prepare any spell that is not scribed in their spellbooks. The

C crystalmancer begins play with a spellbook that already contains eight 0th level spells,
one of which is Detect Gems and Crystals, plus a number of 1st level spells equal to the

E
crystalmancer's Intelligence bonus plus 3. The 1st level spells chosen are up to the play-
er. Each time the crystalmancer gains a level in the class, they gain two new spells of
any level or levels that the player can cast. Also, the crystalmancer can add spells found
R in spellbooks of other wizards and crystalmancers.

Spell Mastery: The crystalmancer, like a wizard, can take the Spell Mastery feat.

Powers of the Gems


6
Crystalmancy
The total number of trinkets a crystalmancer can wear is equal to the crystalmancer's acter already has this ability, the range for the vision is doubled. The second time this

T
class level divided by two (rounded down). For example, a 10th level crystalmancer can type of trinket is taken the range is doubled. If the low-light vision is already doubled,
wear a total of five trinkets. The crystalmancer can construct as many trinkets as they each time add an extra +1 to the modifier(x2 become x3, etc.). Gold piece value: 1,500
want to, as long as they have the gold piece value in gems or crystals. Only the creator
of a trinket can gain the benefits of the trinket.
Crystalmancers can construct the trinkets to look like nearly anything they wish that
Darkvision The crystalmancer gains darkvision of 60ft. If the character already has
this ability, add 30 foot to the range. Each additional trinket of this type adds 30 foot to
H
can be worn, but must be mostly out of crystals or gems. Rings, amulets, bracelets, and
diadems are some common examples. The trinkets can be worn in addition to any other
the range. Gold piece value: 2,000
E
magical items, and do not count against the number of magic items that are in effect, Fly The character can cast fly once per day as a spell-lik ability. The caster level for
unless wearing another item is impossible, such as two diadems. So, the crystalmancer the spell is the caster level of the crystalmancer at the time of making the trinket.
could have a normal magical amulet and two trinkets that have been constructed as (Minimum Crystalmancer level: 5th). Gold piece value: 2,000
amulets and all three items would work normally.
Unless noted in the list below, only three of any one type of trinket can be worn and Crystalmancy The trinket can hold one crystalline or gem-focused spell found here C
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used by the crystalmancer in a day's time. This is not the total number of trinkets that or elsewhere of up to 3rd level to be cast later. Each time the spell stored is cast, a new
can be worn, just the maximum of one type of trinket. Some of the trinkets have prop- spell can be stored in the trinket. This works just as the spellstoring properties of a
erties that stack with each other and those will have the ways that they stack listed Genafae's rose (see page 38). Gold piece value: 6,000
with the trinket. It takes one day of constantly wearing a trinket, including eight
hours of sleeping or meditating with the trinket, before the benefits can be used Detect Magic The trinket can detect the presence of magic, from other than
Y
by the crystalmancer. The preparing of a trinket can be done along with the
normal preparation of the crystalmancer's spells for a day. A trinket already
the wearer at will. The range for this is 50 ft. Each additional trinket worn
extends the range is extended by 50 foot. This type of trinket only detects S
prepared in this way does not have to be re-prepared each day, however for the presence and strength of magic. The trinket shows that magic is in

Each trinket can only possess one benefit from this list:
range by glowing, and the strength of the glow indicates the intensi-
ty of the magic. Gold piece value: 800
T
Spell Focus The crystalmancer can add a +1 to the DC for any Poison Resistance The crystalmancer gains a +2 bonus on all A
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spells cast. This stacks with the Spell Focus feat. Only one trinket of Fort saves against poison. Gold piece value: 800
this type can be worn. Gold piece value: 2,500(Minimum
Crystalmancer level 6th) Disease Resistance The crystalmancer gains a +2 bonus on all Fort saves against dis-

Spell Penetration The character can add a +2 to any attempt to bypass a creature's
ease. Gold piece value: 800
M
spell resistance. This trinket stacks with the Spell Penetration feat. Only one trinket of
this type can be worn. Gold piece value: 2,500(Minimum Crystalmancer level: 6th)
Empower Spell The character can add a +15% to any variable, numeric effect of any
spell they cast. This ability stacks with the Empower Spell feat and Maximize Spell A
feats. Using this trinket is a free action and it can only be used once per day. Gold piece
Lore With this trinket, the character gains a +2 bonus to up to two Knowledge skills.
These must be skills the character already has ranks in. If the crystalmancer chooses two
value: 4,000 N
new skills, then the same bonus applies. If a knowledge skill has already been chosen,
then only add an additional +1 bonus. Gold piece value: 400
Heighten Spell With this trinket, the crystalmancer can add a +1 effective spell level
to any spell cast. This ability works like and stacks with the Heighten Spell feat. Using C
E
this trinket is a free action and it can only be used once per day. Gold piece value: 1,500
Spellstoring The trinket can hold one spell of up to 2nd level to be cast later. Each
time the spell stored is cast, a new spell can be stored in the trinket. This works just as Extend Spell The character can add a +15% to the duration of any spell they cast.
the spellstoring properties of a Genafae's rose (see page 38). Gold piece value: 3,500 This ability works like and stacks with the Extend Spell feat. The use of this ability is a
free action. Using this trinket is a free action and it can only be used once per day. Gold
R
Low-light Vision The trinket's wearer gains the low-light vision ability. If the char- piece value: 2,500

Powers of the Gems


7
Crystalmancy
Enlarge Spell The character can add a +15% to the range of any spell they cast. This Quickness This trinket, usually set in the character's footwear, adds a +10 enhance-

T
ability works like and stacks with the Enlarge Spell feat. Using this trinket is a free ment bonus to the base speed of character. Each additional trinket adds only +5 to the
action and it can only be used once per day. Gold piece value: 2,000 total bonus from the trinkets. Gold piece value: 800

H Greater Extend Spell The crystalmancer can add the Extend Spell metamagic feat to
any one spell cast per day. The use of this trinket does not increase the spell level of the
Ability Boost (Str, Dex, Con, Int, Wis, Chr) A +2 enhancement bonus is added to any
one ability score of the wearer. The crystalmancer can have more than one of this type

E spell being cast as the feat normally does. The decision to use this ability must be made
when the character decides to cast a spell. A crystalmancer can only have one trinket of
of trinket, but the bonuses from the trinkets have to be to different ability scores. Gold
piece value: 2,000(Minimum crystalmancer level: 4th)
this type. Once used, the trinket crumbles to dust. Gold piece value: 4,000 (Minimum
crystalmancer level: 4th) Scry The crystalmancer can cast Scrying once per day. The range, however, is
reduced to 10 miles from the character, and cannot cross to other planes. The trinket is

C Silent Spell The crystalmancer can add the Silent Spell metamagic feat to any one
spell cast per day. The use of this trinket does not increase the spell level of the spell
used as the focus for this spell. In all other ways, this ability is just as the spell. Gold
piece value: 2,000(Minimum crystalmancer level: 6th)

R
being cast as the feat normally does. The decision to use this ability must be made when
the character decides to cast a spell. A crystalmancer can only have one of this type of Detect Gems This trinket allows the crystalmancer to detect gems and crystals
trinket. Once used, the trinket crumbles to dust. Gold piece value: 2,500 (Minimum within a 50 foot range. This only detects for the presence and amount of gems and
Y crystalmancer level: 4th) crystals, not the type. The trinket shows the presence of gems and crystals by
glowing, and the strength of the glow indicates the amount. Each time this trin-

S Still Spell The crystalmancer can add the Still Spell metamagic feat to any
one spell cast per day. The use of this trinket does not increase the spell level
ket is chosen, the range is extended by 50 feet. Gold piece value: 400

of the spell being cast as the feat normally does. The decision to use this Protection This trinket grants the wearer a +2 deflection bonus to their
T ability must be made when the character decides to cast a spell. A crystal-
mancer can only have one of this type of trinket. Once used, the trinket
AC. Each additional trinket of this type that is worn adds a +1 to the
deflection bonuses provided by the trinkets. Gold piece value: 5,000

A crumbles to dust. Gold piece value: 2,000 (Minimum crystalmancer


level: 4th) Spellcrystal Mastery (Ex) When making spellcrystals the

L
experience point cost that is involved in creating the spellcrystal is
Greater Empower Spell The crystalmancer can add the now only 75% of the actual experience point cost. This stacks with
Empower Spell metamagic feat to any one spell cast per day. The the Crystal Mastery abilities, so with Crystal Mastery 1 the cost is
M use of this trinket does not increase the spell level of the spell being
cast as the feat normally does. The decision to use this ability must
only 50% of the normal cost, and with Crystal Mastery 2 the cost
would be 25%.

A be made when the character decides to cast a spell. A crystalmancer


can only have one of this type of trinket. Once used, the trinket crum- Crystal Mastery 1 (Ex) The Crystalmancer's experience in mak-
bles to dust. Gold piece value: 5,000 (Minimum crystalmancer level: ing items from crystals and gems grows. Any item's experience point
N 6th) cost for magic item construction from the crystalline and gem-focused
magic item chart below that is made by the character is now only 80% of

C Maximize Spell The crystalmancer can add the Maximize Spell metamag-
ic feat to any one spell cast per day. The use of this trinket does not increase the
its base amount. This does not apply to Epic item creation feats.

E
spell level of the spell being cast as the feat normally does. The decision to use this abil- Crystal Mastery 2 (Ex) The Crystalmancer has become a true master of crystalman-
ity must be made when the character decides to cast a spell. A crystalmancer can only cy. Any item's experience point cost for magic item construction from the crystalline and
have one of this type of trinket. Once used, the trinket crumbles to dust. Gold piece gem-focused magic item chart below that is made by the character is now only 60% of
R value: 7,000 (Minimum crystalmancer level 8th) its base amount. This does not apply to Epic item creation feats.

Powers of the Gems


8
Crystalmancy
Crystalmancer Prestige Class T
he other way you can incorporate crystalmancers into your campaign is by Spellcasting: At 2nd and every level thereafter, the Crystalmancer gains new spells
H
T
allowing spellcasting classes to take a prestige class in crystalmancer. per day as if he had also gained a level in an arcane spellcasting class. The character does

E
Wizards and bards are the classes most likely to walk the path of the crys- not receive any other benefits from the arcane spellcasting class (hit dice, skill points,
talmancer. While bards would become crystalmancers for the flashy trinkets bonus metamagic feat, etc.)
and flamboyant way many crystalmancers use their gems and crystals, wiz-
ards would see crystalmancy as a way to expand on their powerful magical abilities. Spellcrystal mastery (Ex): When making spellcrystals the experience point cost that
is involved in creating the spellcrystal is now only 75% of the actual experience point
Hit Die: d4 cost. This stacks with the Crystal Mastery ability, so with Crystal Mastery 1 the cost is
only 50% of the normal cost, and with Crystal Mastery 2 the cost would be 25%. C
Requirements
Craft (gem cutting): 5 ranks
Knowledge (gemology): 8 ranks
Trinkets (Su): Starting at 1st level and each level thereafter, a crystalmancer gains
the ability to construct minor magic items called trinkets. Follow all the rules and types
R
Knowledge (arcana): 5 ranks
Spells: Must be able to cast 3 arcane spells from the crystalmancer spell list, or any
of trinkets possible of the core class' trinket ability, except for the number of trinkets at
each level and the minimum level for creating a type of trinket. This type of crystal-
Y
S
gem-focused or crystalline spell found elsewhere that the DM approves. mancer can have up to 2 trinkets for each level in the class. Also, any level crystalmancer
Feats: Craft Spellcrystal can create any type of trinket available.
Casting: The character must be able to cast 4th level arcane spells.

Class Skills
Crystal Mastery 1 (Ex):The Crystalmancer's experience in making items from crys-
tals and gems grows. Any item's experience point cost for magic item construction from
T
The Crystalmancer's class skills are Alchemy (Int), Appraise (Int), Concentration
(Con), Craft (gem cutting) (Int), Knowledge (gemology) (Int), Knowledge (arcane) (Int),
the crystalline and gem-focused magic item chart below that is made by the character is
now only 80% of its base amount. A
Scry (Int), and Spellcraft (Int).
Skill Points at each level: 2 + Int Modifier Crystal Mastery 2 (Ex): The Crystalmancer has become a true master of crystal-
mancy. Any item's experience point cost for magic item construction from the crystalline
L
Class Features
All of the following are class features of the crystalmancer prestige class.
and gem-focused magic item chart below that is made by the character is now only 50%
of its base amount.
M
Table 1-2: Cyrstalmancer Prestige Class Level Advancement A
Class
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special Spellcasting N
1 +0 +0 +0 +2 Spellcrystal mastery, Trinket
2
3
+1
+1
+0
+1
+0
+1
+3
+3
Trinket
Crystal Mastery 1, Trinket
+1 Spellcaster level
+1 Spellcaster level
C
4
5
+2
+2
+1
+1
+1
+1
+4
+4
Trinket
Crystal Mastery 2, Trinket
+1 Spellcaster level
+1 Spellcaster level E
R
Powers of the Gems
9
Crystalmancy
Spellcrystals
P
resented are two new feats and one skill that any arcane spellcaster can take,

T
but that are specially suited to crystalmancers.

A spellcrystal is a crystal or gem that has a spell imbued and stored inside of it. The

H Craft Spellcrystal [Item Creation]


spell inside of the gem can only be used once before the gem's arcane conduit ability is
lost. Once the spell is cast from the spellcrystal, the gem is now nothing more than a
normal gem that cannot be used in the making of a spellcrystal again.
E You can create spellcrystals from which you or another spellcaster can cast the
imbued spell.
Physical Description: A spellcrystal is a small gem roughly one inch in diameter.
Prerequisites: Spellcaster level 3+
Benefit: You can create a spellcrystal of any spell you know. Imbuing a spellcrystal If the creator of the spellcrystal has a symbol that is used by the creator, then that sym-
takes one day for each 1,000 gp in its base price. The base price of a spellcrystal is its bol along with the symbol signifying the certain spell inside of the crystal can be seen

C spell level multiplied by its caster level multiplied by 35 gp. To imbue a spellcrystal, you
must spend 1/25 of this base price in XP and use up raw materials, which are crystals or
dimly glowing inside of the gem.

Activation: To activate the spell stored in the spellcrystal, a spellcaster must hold
R gems, costing half of this base price.
The creator of the spellcrystal also must pay any XP cost that is required from the the gem out in his hand and recite the incantation that is whispered inside the caster's
mind as he casts the spell. Before the spellcrystal can be used, several conditions must
spell itself. Any costly material components must be paid as well, when imbuing a spell-
Y crystal. If the spellcrystal is made out of one of the gems found on the chart below, add
the specified bonus to the spell when cast.
be met.

S Diamond: +1 DC to the saving throw for the spell Decipher the symbol: The symbol inside of the spellcrystal signifies what spell is
Sapphire: +25% to any variable, numeric effect the spell has. This works just as stored inside. The read magic spell or successful Spellcraft check (DC 15+spell level)
must be made to discern what spell is inside the gem.
T
the Empower Spell feat.
Emerald: +1 increase in effective level. Works as the Heighten Spell feat
Ruby: +25% to spell duration. Works as the Extend Spell Feat Activate the Spell: Activating the spellcrystal requires reciting the incantation that

A Smokey Quartz: +25% to the range of the spell. Works as the Enlarge Spell Feat
Obsidian: +1 bonus to caster level checks (1d20+caster level) to defeat a
is whispered inside the mind of the user as they are casting the spell. The character must
be able to speak the incantation in order for the use of the spellcrystal to work.

L creature's spell resistance.


Activating the spellcrystal requires no material components or focus, since both
were provided when the spellcrystal was constructed.
Create Crystal Familiar [General]
M The character's familiar becomes a familiar with the crystal creature template
Prerequisites: Summon Familiar ability, Cast 4th level arcane spells, Knowledge
To be able to use the spellcrystal the caster must meet these requirements
-The user must have the spell on his or her spell list.

A (gemology) 5 ranks
Through a ritual that involves 500 gp worth of gems, an arcane spellcaster can trans-
-The user must have the required ability score to cast the spell (for example, a 13
Int for a wizard to cast a 3rd level arcane spell)

N form their familiar into a crystal familiar. The familiar gains the crystal creature tem-
plate. In all other ways, they still act as a normal familiar. This can be taken by a wizard
DC
10
Question asked
Name and basic information on common crystals and gems.
using one of the class' bonus feats.
C Knowledge (gemology) [Intelligence, trained only]
15 Name and basic information on uncommon crystals and gems. Understanding
properties of unknown types that are similar to common varieties.
20 Name and basic information on rare crystals and gems. Understanding
E This skill encompasses knowledge and expertise in both the crystals and gems. The
following are examples and the DCs for each of them. This also includes discovering 30
properties of unknown types that are similar to uncommon varieties.
Name and basic information on extremely rare crystals and gems.

R properties of unknown types of gems.


35
Understanding properties of unknown types that are similar to rare varieties.
Understanding properties of unknown types that are similar to extremely rare
varieties.

Powers of the Gems


10
Crystalmancy

CHAPTER 2 - Magics of the Gems


Crystalmancer, Sorcerer & Wizard Spells
ll of the spells in this chapter have been created, researched or discovered

A
by many of history's greatest crystalmancers. Any spell listed as a sorcerer
or wizard spell, including the spells in this book, can be learned normally Level 0 Crystalmancer, Sorcerer & Wizard Spells
by a crystalmancer. Likewise, any spell listed here can be learned and cast Detect Gems and Crystals. Detects gems and crystals within range.

S
by both Sorcerers and Wizards.
Level 1 Crystalmancer, Sorcerer & Wizard Spells
Crystal Claws. Fingers extend into claws that deal 1d4 damage

Bard Spells
Crystal Dart. Up to 5 darts deal 1d8 piercing damage.
Crystal Swarm. Whirlwind of crystal and glass deals 1d4 points of damage.
P
Gem Armor. +4 armor bonus and minor energy resistance.
Level 1 Bard Spells Form Gem Servant 1. Creates a single gem servant 1.
Gem Armor. +4 armor bonus and minor energy resistance. E
Splendor of Gems. 1d6 enhancement bonus to Cha for Bluff, Diplomacy, Gather Splendor of Gems. 1d6 enhancement bonus to Chr for Bluff, Diplomacy, Gather
Information, and Perform. Information, and Perform. L
Level 2 Bard Spells
Gem Disk. Large disk provides aid in carrying loads or transportation
Level 2 Crystalmancer, Sorcerer & Wizard Spells
Amber Grenade. Piece of amber explodes to deal 1d8/2 levels electrical damage L
C
Gem Dust. Colorful dust causes random effects. Amber Shield. Amber shield provides cover and electric resistance
Azurite Grenade. Piece of azurite explodes to deal 1d8/2 levels cold damage
Level 3 Bard Spells Azurite Shield. Azurite shield provides cover and cold resistance
Diamond in the Rough. Increases value of any one gem.
Diamond to Charcoal. Decreases the value of any one gem.
Bloodstone Grenade. Piece of bloodstone explodes to deal 1d8/2 levels fire damage
Bloodstone Shield. Bloodstone shield provides cover and fire resistance
R
Level 4 Bard Spells
Crystal Hands. Hands become crystal and deal 1d8 points of damage.
Form Gem. Servant 2. Creates one gem servant 2 or several lesser servants. A
Glistening Gem. Targets see what they truly want. Gem Disk. Large disk provides aid in carrying loads or transportation
Gem Dust. Colorful dust causes random effects.
Jade Grenade. Piece of jade explodes to deal 1d8/2 levels acid damage.
F
Jade Shield. Jade shield provides cover and acid resistance.
T
Cleric Spells
Memory Gem. Caster can imbed memories into a small gem.
Quartz Grenade. Piece of quartz explodes to deal 1d8/2 levels sonic damage.
Level 3 Cleric Spells Quartz Shield. Quartz shield provides cover and sonic resistance.
Crystal Bridge. Create a crystal bridge that extends over a large gap
Level 3 Crystalmancer, Sorcerer & Wizard Spells
Level 6 Cleric Spells Crystal Bridge. Create a crystal bridge that extends over a large gap
Crystal Form. Caster becomes crystal and gains +8 natural armor, 2d6 Str and Con, Crystal Scry. Can see far away locations through crystal.
and 1d10 unarmed attack. Crystallize Blood. Subject's blood crystallizes and rips through veins causing 4d6
points of damage.
Diamond in the Rough. Increases value of any one gem.

Powers of the Gems


11
Crystalmancy
Diamond to Charcoal. Decreases the value of any one gem. Level 7 Crystalmancer, Sorcerer & Wizard Spells
Form Gem Servant 3. Creates a single gem servant 3 or several weaker servants. Crystal Shell. Incases caster inside of crystal, and makes the caster immune to any
Ice Spikes. Ice spikes trust from the ground dealing 1d8/level damage. attacks.
Form Gem Servant 7. Creates a single gem servant 7 or several lesser servants.
Level 4 Crystalmancer, Sorcerer & Wizard Spells Gemguard. Fourteen gems absorb spells.
Diamond Bomb. Piece of diamond explodes to deal 1d8/level sonic damage and deaf- Greater Crystal Bridge. A permanent crystal bridge is formed.
en targets.
Diamond Shield. Diamond shield grants cover and sonic resistance Level 8 Crystalmancer, Sorcerer & Wizard Spells
Emerald Bomb. Piece of emerald explodes to deal 1d8/level acid damage. Diamond Prison. Imprisons target in diamond.
Emerald Shield. Emerald shield grants cover and acid resistance. Form Gem Servant 8. Creates a single gem servant 8 or several lesser servants.
S Form Gem Servant 4. Creates a single gem servant 4 or several lesser servants
Glistening Gem. Targets see what they truly want
Greater Gemguard. Eighteen gems absorb spells.

P Minor Gemguard. Ten gems absorb spells.


Ruby Bomb. Piece of ruby explodes to deal 1d8/level fire damage.
Level 9 Crystalmancer, Sorcerer & Wizard Spells
Diamondguard. Twenty gems absorb spells and one can be redirected at caster
Ruby Shield. Ruby shield grants cover and fire resistance. Form Gem Servant 9. Creates a single gem servant 9 or several lesser servants.
E Sapphire Bomb. Piece of sapphire explodes to deal 1d8/level cold damage.
Sapphire Shield. Sapphire shield grants cover and cold resistance.
Gemflash. Deals 1d4/level force damage that affects incorporeal targets.

L Topaz Bomb. Piece of topaz explodes to deal 1d8/level electrical damage


Topaz Shield. Topaz shield grants cover and electrical resistance. Druid Spells
L
Level 0 Druid Spells
Level 5 Crystalmancer, Sorcerer & Wizard Spells Detect Gems and Crystals. Detects gems and crystals within range.
Diamond Plate. Diamond plate armor grants +8 armor bonus and absorb one spell.
C Diamond Spray. Cone of light sends opponent to random plane
Form Gem Servant 5. Creates a single gem servant 5 or several lesser servants. Diamond in the Rough. Increases value of any one gem.
Level 3 Druid Spells

R Gem Probe. Caster can look into the thoughts of a target.


Opaque Blur. Caster is given nine-tenths concealment.
Diamond to Charcoal. Decreases the value of any one gem.

Shape Crystal and Gems. Caster can shape crystals and gems into desired shape. Level 4 Druid Spells
A Level 6 Crystalmancer, Sorcerer & Wizard Spells
Ice Spikes. Ice spikes trust from the ground dealing 1d8/level damage.

F Animate Gem Bones. Raises skeletal undead equal to caster level.


Crystal Form. Caster becomes crystal and gains +8 natural armor, 2d6 Str and Con,
Level 5 Druid Spells
Shape Crystal and Gems. Caster can shape crystals and gems into desired shape.

T
and 1d10 unarmed attack.
Crystal Spray. Cone of bright light blinds opponents.
E LAW OF THE
Form Gem Servant 6. Creates a single gem servant 6 or several lesser servants. E TH W OR
Quartz Prison. Target is imprisoned in quartz for 10 days/level. AR L D
S M
Ruby Spray. Cone deals 60 points of fire damage.
Sapphire Spray. Cone deals 60 points of cold damage. AL A
ST

NI
Topaz Spray. Cone deals 60 points of acid damage.
WITHIN THEM IS TRUTH
CRY

FE
ST
Powers of the Gems
12
Crystalmancy
Amber Grenade the direction once as a free action.
Amber Shield, like the spell shield, not only negates any magic missile fired from the
Evocation [Electricity] direction the shield protects, but also provides three-quarters cover (+7 AC and +3 on
Level: Sor/Wiz 2 Reflex saves against attacks that affect you). In addition, the amber shield grants the
Components: V, S, M caster Electric Resistance of 5 from attacks originating from the direction protected by
Casting time: 1 standard action amber shield. The shield created from this spell does not interfere with the caster's own
Range: Medium (100 ft. + 10 ft./level) attacks, moving out of the way while making attacks or casting spells.
Area: 20 ft. radius spread The direction this spell protects is half of the battle field (with the caster as the divid-
Duration: Instantaneous ing line). One half of the area is protected, and the other half is not.
Saving Throw: Reflex half Arcane Focus: Tiny piece of amber of any value.
Spell Resistance: Yes

Animate Gem Bones


S
The amber grenade is a small piece of amber that flies directly from the caster's hand
and bursts on impact, detonating in a blast of lightning in all directions. The amber
grenade deals 1d8 points of electric damage for every two caster levels (Maximum 5d8
Necromancy [Evil]
Level: Sor/Wiz 6
P
at 10th level) to all creatures within the area. Unattended objects also take this damage.
At the end of casting the spell, the small piece of amber involved in the casting glows
Components: V, S, M
Casting time: 1 standard action E
L
brightly and flies towards the destination you determine (distance and height). Unless it Range: Touch
impacts with another solid surface, which could be a body, wall, door, etc. the piece of Targets: one or more skeletal remains touched
amber will reach its destination. If it strikes an object before arrival, the amber will det- Duration: Instantaneous
onate there. If you attempt to send the piece of amber through a narrow area, such as
through an arrow slit, you must make a ranged touch attack to make it through the open-
Saving Throw: None
Spell Resistance: No
L
ing. Failing the attack means the amber hits the barrier and detonates. If the damage from
the grenade is enough to destroy the barrier, the grenade can continue beyond the barri- This spell animates skeletal remains of creatures into undead. The remains rise and C
er if the area permits. appear similar to skeletons but small jagged gem rocks cover their bones. Gem bones
The lightning from the amber grenade sets fire to combustibles. It can also melt met-
als with a low melting point, like lead, gold, copper, silver, or bronze.
follow the verbal commands of the spellcaster. They can be commanded to follow the
caster, or can be told to remain in an area and attack any creature entering the area. These
R
Material Component: A tiny piece of amber of any value. undead stay animated until they are destroyed. When destroyed, the gems that forms
over their bones turns into fine dust. A
Amber Shield
F
Like the animate dead spell, a spellcaster cannot create more hit dice of gem bones
than he has caster levels with a single casting of animate gem bones. The most gem
Abjuration [Force] bones a spellcaster can control is equal to 2 hit dice per caster level (this includes other
Level: Sor/Wiz 2
Components: V, S, F
forms of undead that the caster controls). If this number is exceeded, older animated gem
bones fall to the ground to keep the number equal to the caster's maximum. The statis-
T
Casting time: 1 standard action tics for gem bones can be found in chapter 5.
Range: Personal Material Components: Powder of a gem worth at least 100 gp. The powder is sprin-
Duration: 1 minute/level kled over the skeletons that are to be animated.
Saving Throw: None
Spell Resistance: No

The amber shield is made of force that resembles a shield, of any shape the caster
wishes, made of amber. When the amber shield is formed, the caster chooses the first
direction the shield will protect attacks from. On any later round, the caster can change

Powers of the Gems


13
Crystalmancy
Azurite Grenade Saving Throw: None
Spell Resistance: No
Evocation [Cold]
Level: Sor/Wiz 2 The caster of this spell creates a solid bridge of crystal that spans over any one gap.
The bridge is always 6 ft wide and can span a gap of up to 10 ft per caster level. The
As the amber grenade, but does cold damage instead. The azurite grenade does not bridge must connect to two solid surfaces or the spell does not work. The bridge itself
damage metals, but it does freeze any liquid within the area of the spell. can hold up to 2,000 pounds plus 100 pounds / caster level. Color and appearance of the
Material Component: A tiny piece of azurite of any value. bridge is determined by the caster when the spell is completed.
Material Component: Any type of crystal that of 20 gp value or more.
Azurite Shield
S Abjuration [Force]
Level: Sor/Wiz 2
Crystal Claws
Transmutation
P As amber shield, but grants Cold Resistance of 5 instead of electricity resistance.
Level: Sor/Wiz 1
Components: V, S, M

E
Arcane Focus: Tiny piece of azurite of any value. Casting Time: 1 standard action
Range: Personal
Bloodstone Grenade
L
Target: You
Evocation [Fire] Duration: 1 minute/level
Saving Throw: None
L
Level: Sor/Wiz 2
Spell Resistance: No
As amber grenade, but does fire damage instead of electricity damage. Just as the
C amber grenade, the damage from this spell melts metals and sets fire to combustible
materials
The caster's fingers extend and crystallize into long jagged claws. As long as the spell
is in effect, the caster can make unarmed attacks that do 1d4 slashing damage. Also, the
claws are considered +1 weapons for the purpose of damage reduction only (do not add
R
Material Components: A tiny piece of bloodstone of any value.
the +1 to the damage of the claws). Attacks with the claws do not provoke an attack of
opportunity.
Bloodstone Shield
A Abjuration [Force]
After the spell ends, the crystal claws crumble into normal dust and the caster's hands
return to normal.

F
Level: Sor/Wiz 2 Material Component: A small crystal, usually quartz that is worth at least 1 gp.

As amber shield, but grants Fire Resistance of 5 instead of electricity resistance.


Crystal Dart
T Arcane Focus: Tiny piece of bloodstone of any value.
Evocation
Level: Sor/Wiz 1
Crystal Bridge Components: V, S
Conjuration (Creation) Casting Time: 1 standard action
Level: Sor/Wiz 3, Clr 3 Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, M Targets: Up to five creatures, no two of which can be more than 15 ft. apart.
Casting Time: 1 minute Duration: Instantaneous
Range: Medium (100 ft. + 10 ft/level) Saving Throw: none
Effect: A 6 foot wide bridge of crystal that is 10 ft/ level (see text) Spell Resistance: Yes
Duration: 1 minute/level

Powers of the Gems


14
Crystalmancy
A small crystalline dart fires towards the target from the spellcaster's fingertips. The Saving Throw: none
dart does 1d8 points of piercing damage, but the caster must make a ranged touch attack Spell Resistance: No
in order to hit with the darts. Damage reduction does not protect against the Crystal
Darts. The hands of the caster turn into solid crystal. No reduction of movement or ability
When this spell is cast, the darts, which can be of any color the caster chooses, forms comes with the use of this spell. The strength of the caster for purposes of attacks with
in front of the character's fingertips and are then shot at the target. their hands improves by +4. Unarmed attacks made by the caster do 1d8 points of dam-
For every two levels of experience beyond 1st, you gain an additional dart. So at 3rd age, and do not provoke any attack of opportunity. Damage to any objects, such as
you can shoot 2 darts, at 5th 3 darts, and so on until 9th level when you can fire 5 darts. weapons and armor is doubled when making unarmed attacks while this spell is in effect.
With multiple darts, you can fire all at one target or split the darts up between numerous When the duration of the spell ends, the character's hands return to normal.
opponents. The crystal darts crumble into useless dust after striking the target. Material Component: A small gem or crystal of at least 1 gp value.

Crystal Form Crystal Scry


S
Transmutation
Level: Sor/Wiz 6, Clr 6
Divination
Level: Sor/Wiz 3
P
Components: V, S, M
Casting Time: 1 standard action
Components: V, S, F
Casting Time: 1 hour E
L
Range: personal Range: See text
Target: You Effect: Magical sensor
Duration: 1 minute/ level Duration: 1 minute/ level
Saving Throw: None
Spell Resistance: None
Saving Throw: Will Negates
Spell Resistance: Yes
L
The spellcaster transforms himself into a creature of pure crystal, of a color chosen While looking through the crystal that serves as the focus of the spell, the caster can C
when the spell is cast. This crystallized form is much stronger, tougher, and healthier. see a creature at nearly any distance. The subject of the spell can cause the scrying
The caster gains a +8 natural armor bonus to AC, a +2d6 enhancement bonus to Strength,
a +2d6 enhancement bonus to Constitution, and an unarmed attack that deals 1d10 points
attempt to fail by making a Will save. The difficulty of the save depends on the knowl-
edge and connection the scryer has to the subject. This spell cannot look into other
R
of damage. The crystallized form also gains damage reduction 10/+2. The unarmed
attack does not provoke an attack of opportunity. If this unarmed attack that strikes an
planes, as scrying can.
A
F
object and not a creature or person, it deals double damage. Knowledge Will Save Modifier
There are two drawbacks to crystalform. One, your base speed is reduced by 10 foot. None* +10
The other is an arcane spellcasting failure chance of 10%. Secondhand (you have heard of the subject) +5
Material Component: A crystal or gem of at least 75 gp value. Firsthand (you have met the subject)
Familiar (you know the subject well)
+0
-5
T
Crystal Hands *The caster must have some sort of connect to a creature he has no knowledge of
Transmutation Connection Will Save Modifier
Level: Sor/Wiz 2 Likeness or picture -2
Components: V, S, M Possession or garment -4
Casting Time: 1 standard action Body part, lock of hair, nail clippings, etc. -10
Range: Personal
Target: You This spell creates a magical sensor that is located near the subject. Darkvision can be
Duration: 1 minute/ level cast through the crystal scry spell. Detect Magic, detect chaos, detect evil, detect good,

Powers of the Gems


15
Crystalmancy
detect law, and message can be cast as well, but only with a 5% chance per caster level This spell causes a cone of bright white light to shine from the crystal arcane focus.
of operating correctly. If the subject succeeds at the Will save, the caster cannot attempt Any creature caught within the cone must make a Fortitude save or be blinded, as per
to scry again for 24 hours the blindness/deafness spell.
Arcane Focus: A flat crystal of at least 500 gp value. Arcane Focus: A crystal of at least 100 gold piece value.

Crystal Shell Crystal Swarm


Conjuration (Creation) Evocation
Level: Sor/Wiz 7 Level: Sor/Wiz 1
Components: V, S, M Components: V, S, M

S Casting Time: 1 standard action


Range: Personal
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: You Area: Cylinder (10 ft. radius, 20 ft high)
P Duration: 1 minute/level (D)
Saving Throw: None
Saving Throw: Reflex half
Spell Resistance: No

E Spell Resistance: No
The broken crystal and glass inside of a bag multiplies and begins to swirl about at

L
A crystalline shell completely surrounds the caster. Inside, there is a 3 foot space a high speed slicing everyone unfortunate to be caught within the whirlwind. Anyone
between the caster inside and the walls of the crystal that holds enough air for the cast- inside the cylinder takes 1d4 points of damage, and half with a successful reflex saving
er to breathe for the duration of the spell. Crystal Shell completely guards the caster throw.
L inside from any attack, but the caster cannot attack back while inside of the shell. He
must first voluntarily end the spell, or wait for the duration to end, before he can take
Arcane Material Components: Small bag of broken crystal or glass.

C any more actions besides actions that are possible inside of the shell. The caster can cast
other spells, but only those that would affect the caster only. If the caster inside of the
Crystallize Blood
shell leaves the shell through the use of spells or magical abilities, such as teleporting,
R the spell ends immediately and the shell fades into nothing.
Crystal Shell also protects the caster from any harsh environments, such as a volcano
Transmutation
Level: Sor/Wiz 3

A or underwater, but the shell will sink in water or in lava, so there is still danger present Components: V, S
for the caster. Only a dispel magic spell that targets the shell can destroy it. Casting Time: 1 standard action
Range: Close (25 + 5 ft/2 levels)
F
Material Component: Tiny crystal of any value.
Target: One creature
Duration: 1 round + extended

T Crystal Spray
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
Evocation
Level: Sor/Wiz 6 When cast, the spell causes one subject's blood to crystallize and rip out from the
Components: V, S, F veins. The initial damage of this spell is 4d6, but due to the excessive damage done to
Casting Time: 1 standard action the body of the target the creature continues to take damage. For every round thereafter
Range: Close (25 ft. + 5 ft/2 levels) until a successful Heal skill check to provide first aid (DC 15) or any heal spell is cast
Area: Cone on the creature, the target loses 1 additional hit point. This loss is cumulative through
Duration: Instantaneous multiple castings of this spell. Needless to say, this spell only works on creatures that
Saving Throw: Fortitude negates have blood to crystallize.
Spell Resistance: Yes

Powers of the Gems


16
Crystalmancy
Detect Gems and Crystals A diamond bomb spell is a wide sonic burst that detonates with a deafening high-
pitched shriek. The burst deals 1d8 points of sonic damage for every two caster levels
Divination (Maximum 10d8 at 20th level). All that are caught within the blast radius can make a
Level: Sor/Wiz 0, Reflex save for half damage. Also, anyone caught in the area of effect must make a
Components: V, S Fortitude save or be stunned for 2 rounds and deafened for 8 additional rounds.
Casting Time: 1 standard action The small diamond used as the material component of this spell glows brightly and
Range: 60 ft. flies from the caster's hand and strikes the destination chosen by the caster (distance and
Area: Quarter circle emanating from you to the extreme of the range height). If attempting to send the diamond through a very narrow passage, such as an
Duration: Concentration, up to 1 minute/level (D) arrow slit, the caster must make a ranged touch attack to send it through the passage. A
Saving Throw: None failed attack roll means the diamond strikes the barrier and detonates. If the damage is
Spell Resistance: No enough to destroy the barrier, and is possible, the diamond bomb can continue beyond
the barrier.
S
With this spell, the caster can detect the presence of gems and crystals. The amount
of information gained from this spell depends on how long the caster studies a particu-
lar area or subject.
Material Component: A tiny diamond of any value.
P
Diamond in the Rough
1st round: Presence or absence of gems or crystals.
2nd Round: Number of different areas and amount of each area (such as) Transmutation E
L
Specks or light dusk Level: Sor/Wiz 3, Brd 3, Drd 3
Small rocks or large amount of dust Components: V, S
Large rocks Casting Time: 1 minute
Huge rocks
Veins of gems or crystals
Range: Touch
Target: One gem or crystal
L
3rd Round: The exact type of gems or crystals is in the area.
Certain type of gems
Effect: Increases the value of one gem
Duration: Instantaneous C
Certain type of crystals Saving Throw: None
Gem construct or gem familiar
Note: Each round, the caster can turn the area of detection to a new area. The spell
Spell Resistance: No R
can penetrate most barriers, except 1 inch of common metal or a thin sheet of lead. Also,
this spell will detect any magic items that are composed of gems or crystals, but will not
A diamond in the rough spell increases the value of any one gem touched. See the
table below for the increase in value of the gem. After the spell is cast, the gem or crys- A
F
indicate the magical nature of the item. tal will become more pure, shaped better, and overall appearance will improve. This will
not change the shape of the target in any noticeable way. If the value of the new roll does
Diamond Bomb not increase the value of the gem, then use the indicated number in brackets as the value.
Evocation [sonic]
There are three stipulations to diamond in the rough. If diamond in the rough is cast
on the same gem more than once, the gem dissolved into dust, only gems smaller than a
T
Level: Sor/Wiz 4 halfling's fist can be transmuted with this spell., and this spell cannot be used on gems
Components: V, S, M that have any sort of enchantment placed on them.
Casting Time: 1 standard action Original Value New Value
Range: Long (400 ft. + 40 ft./level 1-16 gp 2d4x10 gp
Area: 60 ft. radius spread 20-80 gp 4d4x10 gp (90 gp)
Duration: Instantaneous 90-160 gp 2d4x100 gp
Saving Throw: Reflex half, Fortitude partial (see text) 200-800 gp 4d4x100 gp (900 gp)
Spell Resistance: Yes 900-1600 gp 2d4x1,000 gp
1,600+ 3d4x1,000 gp

Powers of the Gems


17
Crystalmancy
Diamond Plate Diamond Shield
Conjuration (creation) Abjuration [Force]
Level: Sor/Wiz 5 Level: Sor/Wiz 4
Components: V, S, F Components: V, S, F
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Personal Range: Personal
Target: you Target: You
Duration: 10 min/level (D) Duration: 1 minute/ level
Saving Throw: None Saving Throw: None

S Spell Resistance: No Spell Resistance: No

A breastplate formed from diamonds materializes and perfectly fits the caster's body. The diamond shield is made of force that resembles a shield, of any shape the cast-
P Diamond Plate provides a +8 armor bonus to AC. The armor, although made from dia-
mond, is light as a feather and entails no armor check penalties except to the Hide skill.
er wishes, made of diamond. When the diamond shield is formed, the caster chooses the
first direction the shield will protect attacks from. On any later round, the caster can

E The armor check penalty for that skill is -7, due to the bright nature of diamond plate.
Diamond plate only imposes an arcane spell failure chance of 5%.
change the direction once as a free action.
Diamond Shield negates any magic missile fired from the direction the shield pro-

L
In addition, any one spell of up to 5th level is absorbed by the armor like the gem- tects. Also, the spell provides nine-tenths cover (+10 AC and +4 on Reflex saves against
guard spell, but this does not destroy the armor provided by diamond plate. The diamond attacks that affect the caster, as well as half damage if a save fails. None if the save is
breastplate fades into nothing after the spell ends. successful). In addition, the diamond shield gives the caster Sonic Resistance of 10 from
L Arcane Focus: A small diamond of any value. attacks originating from the direction protected by diamond shield. The shield created
from this spell does not interfere with the caster's attacks, the shield moves out of the

C Diamond Prison
way while making any attacks or casting any spells.
The direction this spell protects is half of the battle field (with the caster as the divid-
ing line). One half of the area is protected, and the other half is not.
R Abjuration
Level: Sor/Wiz 8
Arcane Focus: Tiny piece of diamond of any value.

A
Components: V, S, M
Casting Time: 1 hour Diamond Spray
Range: touch Evocation
F Target: Creature touched
Duration: Instantaneous
Level: Sor/Wiz 5
Components: V, S, F

T Saving Throw: None


Spell Resistance: Yes
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels
Area: Cone
The target of the spell is imprisoned inside of a huge slab of diamond, and is in a Duration: Instantaneous
state of suspended animation, as the temporal stasis spell. The subject remains there Saving Throw: Will negates
unless a freedom, wish, or miracle spell is cast on the prison. Searches with a crystal ball, Spell Resistance: Yes
locate object spell, or other divination means will reveal the fact the target is imprisoned.
Diamond Prison will only work on a target whose name and some personal facts are A cone of light of all colors of the rainbow shines out from the diamond used as the
known to the caster. arcane focus of the spell. Any creature within the area of effect must make a Will save
Material Components: Diamond of at least 100 gp value. or be sent to another plane at random.
Arcane Focus: A tiny piece of diamond of any value.

Powers of the Gems


18
Crystalmancy
Diamond to Charcoal Emerald Shield
Transmutation Abjuration [Force]
Level: Sor/Wiz 3, Brd 3, Drd 3 Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 minute As diamond shield, but grants Acid Resistance instead of Sonic Resistance.
Range: Touch Arcane Focus: Tiny piece of emerald of any value.
Target: One gem or crystal
Effect: Decreases the value of one gem
Duration: Instantaneous
Form Gem Servant I
Conjuration (Creation)
Saving Throw: None
Spell Resistance: No Level: Sor/Wiz 1
Components: V, S, M
S
By touching a gem, the spellcaster can decrease the worth of the gem to any value.
If decreased to 0gp, the gem becomes nothing but a small hunk of colorful rock or crys-
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels) P
E
tal. Diamond to charcoal can negate the effects of a diamond in the rough spell. Effect: One gem servant formed
There are three stipulations to this spell. If diamond to charcoal is cast on the same Duration: 1 round/level (D)
Saving Throw: None
L
gem more than once, the gem dissolved into dust, only gems smaller than a halfling's fist
can be transmuted with this spell, and this spell cannot be used on gems that have any Spell Resistance: No
sort of enchantment placed on them.

Diamondguard
This spell creates a gem servant. It appears wherever you choose within range, but
must be told its orders or it will stand in place. Only a gem servant I can be created with L
this version of the spell.
Abjuration
Level: Sor/Wiz 9
At the end of the spells duration, or when the caster ends the spell, the gem servant
falls to harmless dust.
C
As the greater gemguard spell, but with two exceptions. The total number of gems
Material Component: A small colorful rock, painted or normal.
R
Form Gem Servant II A
is 20 and any one spell that was absorbed by the target of diamondguard can be redirect-
ed at the caster of the spell. This is done as a free action. If this ability is used the spell
automatically ends. Conjuration (Creation)
Level: Sor/Wiz 2
Effects: One or more gem servants formed. F
Emerald Bomb
Evocation [Acid]
Level: Sor/Wiz 4 Is.
As form gem servant I, except you can create 1 gem servant II or 1d3 gem servant T
As diamond bomb, but does acid damage instead of sonic. Also, instead of the stun-
ning and deafening effects of the diamond bomb, emerald bomb melts any metals with
Form Gem Servant III
a low melting point. Any metal with 8 or less hardness must make a Fortitude save to Conjuration (Creation)
avoid destruction. Level: Sor/Wiz 3
Material Component: A tiny piece of emerald of any value. Effects: One or more gem servants formed.

As form gem servant I, except you can create 1 gem servant III, 1d3 gem servant IIs,
or 1d4+1 gem servant Is.

Powers of the Gems


19
Crystalmancy
Form Gem Servant IV Form Gem Servant IX
Conjuration (Creation) Conjuration (Creation)
Level: Sor/Wiz 4 Level: Sor/Wiz 9
Effects: One or more gem servants formed. Effects: One or more gem servants formed.

As form gem servant I, except you can create I gem servant IV, 1d3 gem servant IIIs, As form gem servant I, except you can create 1 gem servant IX, 1d3 gem servant
or 1d4+1 gem servant I or II. VIIIs, or 1d4+1 gem servant I through VII.

Form Gem Servant V Gem Armor


S Conjuration (Creation)
Level: Sor/Wiz 5
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
P Effects: One or more gem servants formed. Components: V, S, F
Casting Time: 1 standard action

E
As form gem servant I, except you can create 1 gem servant V, 1d3 gem servant IVs, Range: Personal
or 1d4+1 gem servant I, II or III. Target: You
Duration: 1 hour/level (D)
L Form Gem Servant VI A perfectly shaped breastplate formed from gems materializes over the caster's body.

L
Conjuration (Creation) The coloration and design is up to the caster of the spell. The gem armor provides a +4
Level: Sor/Wiz 6 armor bonus to AC. The armor also provides the caster with 2 points of elemental resist-
Effects: One or more gem servants formed. ance to any one element of the caster's choice when the spell is cast. The armor, although
C As form gem servant I, except you can create 1 gem servant VI, 1d3 gem servant Vs,
made from gems, is light as a feather and entails no armor check penalties except to the
Hide skill. The armor check penalty for the skill is -5, due to the bright nature of the gem
R
or 1d4+1 gem servant I through IV. armor. Gem Armor, unlike mage armor, does impose a small arcane spell failure chance
of 5%.
Form Gem Servant VII
A
The gem breastplate fades into nothing after the spell ends.
Conjuration (Creation) Arcane Focus: A small gem or crystal of any value.

F
Level: Sor/Wiz 7
Effects: One or more gem servants formed. Gem Disk

T
Evocation
As form gem servant I, except you can create 1 gem servant VII, 1d3 gem servant Level: Sor/Wiz 2, Brd 2
VIs, or 1d4+1 gem servant I through V. Components: V, S, M
Casting Time: 1 standard action
Form Gem Servant VIII Range: Medium (100 ft +10/level)
Conjuration (Creation) Effect: 10 ft diameter disk composed of gems
Level: Sor/Wiz 8 Duration: 1 hour/level
Effects: One or more gem servants formed. Saving Throw: None
Spell Resistance: No
As form gem servant I, except you can create 1 gem servant VIII, 1d3 gem servant
VIIs, or 1d4+1 gem servant I through VI. With this spell the caster creates up to a 10 ft. circular disk made of a single gem that
follows you and carries large loads for you. The disk is 10 feet in diameter and 1 foot

Powers of the Gems


20
Crystalmancy
deep. It can hold up to 200 pounds per caster level. It will follow behind you at your base Not only can the spellcaster detect the surface thoughts of individuals through this
speed. If not directed otherwise, the disk stays roughly 5 feet from you. spell, but he can also discern information on thoughts that the target has on specific sub-
The disk can move in any direction as long as it is within range of you, meaning you jects. The amount of information gathered on the thoughts of a target depends on how
can use the disk yourself to travel around, but only at your base speed. If the disk is ever long the particular subject is studied under this spell.
out of range, due to moving to far away from it or moving it too far away, the gem disk
crumbles to dust. It also crumbles to dust at the end of the spells duration. If it crumbles, 1st Round: Information on the surface thoughts of the target. The target must
any items carried by the disk fall to the ground. have at least an Intelligence score of 1 for this spell to work. A will save by the target
Material Component: Gem worth at least 25 gp. prevents you from reading its thought, and prevents you from gaining any information
with this casting of Gem Probe. If the will save is successful, the target has felt the pres-
Gem Dust ence of something looking into its mind and will act appropriately. If this save is not suc-
Enchantment (Compulsion) [Mind-Affecting]
cessful the caster of Gem Probe can continue looking for thoughts.
2nd Round: The caster can find thoughts on any one subject matter the target
S
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
has had within the last month. A will save is no longer possible.
3rd Round: The caster can find thoughts on any one subject matter the target P
has had within the last year. This does not have to be the same subject as the 2nd round.
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
A will save is no longer possible
4th and every round after: The caster can find thoughts on any one subject mat-
E
L
Duration: Instantaneous ter the target has had in their lifetime. This does not have to be the same subject. A will
Saving Throw: See text save is no longer possible.
Spell Resistance: Yes

Glitter-like dust floats through the air and affects any creature within the area of see.
All thoughts that are found show themselves inside the gem, which the caster can L
affect. For each creature within the cone, roll 1d4 on the table below. The designated
effects occur to the creature.
Note: Each round, the caster can choose to probe a new target. The spell can pene-
trate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet
C
Die Roll
1
Effect
Cause Fear (as the spell, no maximum on HD)
of wood or dirt blocks it.
Arcane Focus: A pure and clear gem worth at least 1,000 gp. R
2
3
Sleep (as the spell, no maximum on HD)
Random Action (as the spell) Gemflash A
F
4 Stunned (1 round/level, Will save to resist) Evocation [Force]
Level: Sor/Wiz 9
Material Component: Dust of four different colors. Components: V, S, M

Gem Probe
Casting time: 1 standard action
Range: Long (400 ft + 40 ft. /level)
T
Area: 60 ft radius spread
Divination [Mind-Affecting] Duration: Instantaneous
Level: Sor/Wiz 5 Saving Throw: Reflex half
Components: V, S, F Spell Resistance: Yes
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) A very powerful and dangerous spell, Gemflash is a bane to all incorporeal creatures.
Duration: Concentration, up to 1 minute/level (D) The gem used as the material component of the spell flies from the caster's hand to strike
Saving Throw: Will negates (see text) the already determined spot (location and height). When the gem strikes the target, a
Spell Resistance: Yes bright flash of light and force erupts outward filling the area of effect. Any creature with-

Powers of the Gems


21
Crystalmancy
in the spread takes 1d4 points of damage per caster level (maximum 20d4). A Reflex save
is possible for half damage. As a force effect, gemflash damages incorporeal creatures
normally.
If the caster is trying to send the gem through a tight area, such as an arrow slit, the
caster must make a ranged touch attack to hit the target. If the attack fails the gem strikes
the barrier and detonates on impact. If the damage is enough to destroy the barrier, and it
is possible, the Gemflash can continue beyond the barrier.
Material Component: Gem of at least 25 gold piece value.

Gemguard
S Abjuration
Level: Sor/Wiz 7
P Components: V, S, M
Casting Time: 1 standard action

E Range: Touch or personal


Area: person touched or you

L
Duration: 10 minute/level or until all gems are gone.
Saving Throw: Will (harmless)
Spell Resistance: Yes
L As minor gemguard, but 14 floating gems are formed instead of 10. Also, spells of up

C to 6th level can be absorbed with gemguard.


Material Component: Gem of at least 20 gp value

R
Glistening Gem
A Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4, Brd 4
F Components: V, S, M
Casting Time: 1 standard action

T Range: Close (25 ft +5ft/2 levels)


Target: One target creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Any creature that the caster wishes that sees the gem believes they are transported to
a place that holds what they wish for most. The creature also forgets where they were, or
what they were doing, and only thinks of the fact that what they want most is near them.
Gemguard in action They have not been transported to the place and time they would most want to be in and
have what they truly want, all of this is in their mind.

Powers of the Gems


22
Crystalmancy
A creature that does not make the Will saving throw is stunned for the duration of the The target area must have at least an inch of ice or snow in order for this spell to
spell. Stunned creatures cannot make any actions and just stand in one place. Making the work.
saving throw means they have been able to regain power over their perceptions, and
come back to reality.
Material Component: Gem worth at least 50 gp.
Jade Grenade
Evocation [Acid]
Level: Sor/Wiz 2
Greater Crystal Bridge
Conjuration (creation) As amber grenade, but dealing acid damage instead.
Level: Sor/Wiz: 7 Material Component: Tiny piece of jade of any value.
Duration: Permanent
Jade Shield S
As the crystal bridge spell, but the duration is permanent.
Abjuration [Force]
Level: Sor/Wiz 2 P
Greater Gemguard
Abjuration
Level: Sor/Wiz 8
As amber shield, but provides Acid Resistance instead of Sonic.
Arcane Focus: Tiny piece of jade of any value
E
L
As the gemguard and minor gemguard spells, but the total number of gems are 18.
Memory Gem
Also, the highest level of spell absorbed by the crystals is 7th.
Divination
Level: Sor/Wiz 2
L
Ice Spikes
Transmutation [Cold]
Components: V, M
Casting Time: 1 minute C
R
Level: Sor/Wiz 3, Drd 4 Range: Touch
Components: V, S Area: 1 gem touched
Casting Time: 1 standard action Duration: Permanent (D)
Range: Medium (100 ft. + 10 ft./level
Area: 50 ft. radius spread
Saving Throw: None
Spell Resistance: None
A
Duration: Instantaneous
Saving Throw: Reflex half The crystalmancer with this spell can store personal memories into a small gem or F
T
Spell Resistance: Yes crystal. The memory must be one that the caster experienced or saw first hand, which
means they could not hear of what a person had done and store that memory, but the cast-
The casting of this spell causes the snow and ice within 50 foot radius of the target er could store the memory of hearing the tale. The gem can hold a maximum of ten min-
location within range to transform into long spear-like spikes of ice that do 1d8 per cast- utes of memory, and must be one memory. The gem will not hold several different mem-
er level (Maximum 10d8). Any creature that is within the area is stuck and impaled on ories totaling up to ten minutes.
the ice spears. The caster of memory gem can recall the memory without a roll at anytime they
The caster must decide the distance at which the spikes will form when the spell is wish. This takes the form of a mental picture of the memory through the caster's eyes.
cast. The ice spikes do half piercing damage that is not stopped by any sort of damage The disadvantage to this spell, though, is that other can also possibly see the memory
reduction and half cold damage. A Reflex save reduces the damage done by the spikes also. In order to recall a memory from a gem that was not created by the person attempt-
by half. Right after the spikes grow they disperse back into the snow and ice they were ing the recall, the character must make a Spellcraft check (DC = 10 + Caster's arcane
before the casting of the spell. spellcasting level).
At any time the caster of the memory gem can dispel the memory from the gem,

Powers of the Gems


23
Crystalmancy
making it a normal gem again, and can even put a new memory into the gem at that time The outline of the target of this spell becomes blurred as though seen through an
by casting this spell again. Others must use a dispel magic spell targeted on the memo- thick and semi-translucent glass. This distortion grants the subject nine-tenths conceal-
ry gem in order to destroy the memories stored within. ment (40% miss chance).
Material Component: Gem or crystal worth 50 gp A true seeing spell counters the effects of opaque blur, although see invisibility does
not. This spell has no effect on creatures that cannot see the recipient of this spell.
Minor Gemguard
Abjuration Quartz Grenade
Level: Sor/Wiz 4 Evocation [Sonic]
Components: V, S, M Level: Sor/Wiz 2

S Casting Time: 1 standard action


Range: Touch or personal
Saving Throw: Reflex half, Fortitude partial (see below)

Area: person touched or you As amber grenade, but does sonic damage instead. This spell does not melt metals
P Duration: 10 minute/level or until all gems are gone.
Saving Throw: Will (harmless)
or set fire to combustible materials. Instead, any creatures within the area of affect must
also make a Fortitude save or be stunned for 1 round and then deafened for 2 addition-

E Spell Resistance: Yes al rounds.


Material Component: A tiny piece of quartz of any value.

L
When this spell is cast 10 dimly glowing gems of any color the caster wishes floats
around the target's body protecting them from spells, spell-like abilities, and spell-like
effects from devices. Any spell of 4th level or lower can be absorbed by minor gem-
Quartz Prison
L guard, if the target of minor gemguard wishes, and the same number of crystals equal to
the spell level glows over brightly and disappears. Only the effects the spells that are
Abjuration
Level: Sor/Wiz 6
Components: V, S, M
C cast that would affect the target of minor gemguard can be absorbed. For example, if a
fireball spell detonated in the area the recipient of minor gemguard and two other crea- Casting Time: 1 hour
Range: Touch
tures was in, only the effects of the spell that affect the creature of minor gemguard can
R be absorbed. The other two creatures would be affected normally.
The recipient of minor gemguard must have enough gems remaining around his body
Target: Creature touched
Duration: 10 days/level

A to absorb a spell. So, if a 4th level spell was targeting the character with minor gemguard Saving Throw: None
they would have to have at least 4 remaining gems in order to absorb it. Only a targeted Spell Resistance: yes

F
dispel magic can negate minor gemguard.
Material Component: Gem of at least 50 gp. The creature touched is imprisoned inside of a large slab of quartz crystal. Inside of
the crystal, the creature is in a state of suspended animation, like the temporal stasis

T Opaque Blur
spell. The creature imprisoned is forced to stay inside of the crystal until a freedom, wish
or miracle spell is cast or the duration ends. Searches with a crystal ball, locate object,
Illusion (Glamour) or other similar divination does reveal the fact the creature is imprisoned. Quartz Prison
Level: Sor/Wiz 5 only affects a target if the name and some facts about its life are known to the caster.
Component: V Material Component: Piece of quartz of at least 100 gp value.
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Powers of the Gems


24
Crystalmancy
Quartz Shield Sapphire Bomb
Abjuration [Force] Evocation [Cold]
Level: Sor/Wiz 2 Level: Sor/Wiz 4

As amber shield, but granting Sonic Resistance of 5 instead of electricity resistance. As diamond bomb, but dealing cold damage instead. Also, instead of the stunning
Arcane Focus: tiny piece of quartz of any value. and deafening effects of the diamond bomb, sapphire bomb freezes all liquid substances
in the blast area.
Material Component: A tiny piece of Sapphire of any value.
Ruby Bomb
Evocation [Fire]
Level: Sor/Wiz 4
Sapphire Shield
Abjuration [Force]
S
As diamond bomb, but dealing fire damage instead. Also, instead of the stunning and
Level: Sor/Wiz 4
P
E
deafening effects of the diamond bomb, ruby bomb melts metals with a low melting As diamond shield, but granting Cold Resistance 10 instead of sonic.
point and sets fire to any combustible materials unless a Fort save is made. Arcane Focus: A tiny sapphire of any value
Material Component: A tiny piece of ruby of any value.
Sapphire Spray L
Ruby Shield
L
Evocation [Cold]
Abjuration [Force] Level: Sor/Wiz 6
Level: Sor/Wiz 4 Components: V, S, F

As diamond shield, but grants Fire Resistance 10 instead of sonic.


Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels) C
R
Arcane Focus: A tiny ruby of any value. Area: Cone
Duration: Instantaneous
Ruby Spray Saving Throw: Reflex half
Evocation
Spell Resistance: Yes A
F
Level: Sor/Wiz 6 A cone of deep blue colored light shines forth from the sapphire that is the arcane
Components: V, S, F focus of the spell. Any creature caught within the area of effect takes 60 points of cold
Casting Time: 1 standard action
T
damage. A successful Reflex save reduces this damage by half.
Range: Close (25 ft. + 5 ft./2 levels) Arcane Focus: A tiny sapphire of at least 100 gold piece value.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of bright red colored light shines forth from the ruby that is the arcane focus
of the spell. Any creature caught within the area of effect takes 60 points of fire damage.
A successful Reflex save reduces this damage by half.
Arcane Focus: A tiny ruby of at least 100 gold piece value.

Powers of the Gems


25
Crystalmancy
Shape Crystals and Gems Topaz Bomb
Transmutation Evocation [Lightning]
Level: Sor/Wiz 5, Drd 5 Level: Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action As diamond bomb, but does electric damage instead. Also, instead of the stunning
Range: touch and deafening effects of the diamond bomb, topaz bomb melts metals with a low melt-
Target: Crystal or gems or crystal or gem objects touched, up to 10 cu ft. + 1 cu ing point and sets fire to any combustible materials.
ft./level Material Component: A tiny piece of Topaz of any value.
Duration: Instantaneous

S Saving Throw: none


Spell Resistance: No
Topaz Shield
Abjuration [Force]
P Using this spell, an existing piece of gem or crystal can be formed into any shape that
suits the caster's purpose. With this spell a caster could, for example, make a crystal
Level: Sor/Wiz 4

E sword or a gem statue. Also, the caster can change the form of a piece of crystal or gem As diamond shield, but granting Electricity Resistance 10 instead of sonic.
to allow for holes for exits or entrances. Although fine detail is possible with this spell, Arcane Focus: A tiny topaz of any value.

L
moving parts are very difficult to craft. Any item with moving parts crafted with this
spell has a 50% change of not working at all. Topaz Spray
Material Component: Soft clay, which must be worked into roughly the desired
L
Evocation
shape of the crystal or gem object and touched to the object while speaking the verbal Level: Sor/Wiz 6
components. Components: V, S, F
C Splendor of Gems
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)

R Transmutation Area: Cone


Level: Brd 1, Sor/Wiz 1 Duration: Instantaneous
Saving Throw: See text
A
Components: V, S
Casting Time: 1 standard action Spell Resistance: Yes
Range: Touch or personal
F Target: Creature touched or you
Duration: 1 minute/level
A cone of bright yellow light shines forth from the topaz that is the arcane focus of
the spell. Any creature caught in the area of effect takes 60 points of electrical damage.

T Saving Throw: Will negates (harmless) A successful Reflex save reduces the damage by half.
Spell Resistance: Yes (harmless) Arcane Focus: A topaz of at least 100 gold piece value.

The recipient of this spell becomes friendlier, outgoing, suave, and better looking.
The spell grants an enhancement bonus to Charisma of 1d6 points, but only for the
charisma bonus added to the following skills: Bluff, Diplomacy, Gather Information, and
Perform. This spell does not affect the spellcasting abilities of any class that uses charis-
ma for determining DC, bonus spells, etc.

Powers of the Gems


26
Crystalmancy

CHAPTER 3 - Crystal Items


rystalmancers stick out like a sore thumb, even among other spellcasters,

C C
because of the multitude of gemmed and crystalline items they can create Crystal Weapons: Crystal weapons act just as masterwork versions of the weapon,
and wear. From the trinkets to artifacts of great power, crystalmancers love but also add a +1 enhancement bonus to the crystal weapons damage. The weapon
to show off their flashy items. This chapter lists many magic items that
crystalmancers have constructed.
weighs 1.5 times the normal weight, for a normal item.
R
agical items made from gems and crystals are easily the most important

M
Crystal Weapons and Armor part of a crystalmancer's repertoire. Presented in this section are many
items of varying types that was originally invented by crystalmancers.
Y
There are some normal armors and weapons that are constructed out of gems and
crystals that are not made to be enchanted. The beginnings of these crystalline instru-
Some of the items shown here have become known to other spellcasters.
S
ments of war are unknown. Most scholars on the subject point to the elves or, even more
so, the dwarves as the inventors of crystalline weapons and armors. These items take Armor Special Abilities T
long, arduous hours of construction to make, but the rewards more than make up for the
time spent. It takes a master of both weapon or armor smithing and gem crafting to fash- A
ion these beautiful, yet deadly items. Special Ability Market Price Modifier

Creating Crystal Weapons and Armor


Splendorous (+2)
Splendorous (+4)
+1
+2
L
A crafter of crystalline weapons or armor must have the craft (armor smithing) or Gem Strength (+2) +2
craft (weapon smithing), as well the craft (gem cutting) skill. To make a crystal or gem Crystal Shell +4

I
armor or weapon, the craftsman uses a similar method as crafting a masterwork item. Gem Strength (+4) +4
Make the normal roll for crafting the item, as well as a DC 20 check for the masterwork Crystal Form +5
component. In addition to those rolls, the craftsman must make a DC 20 craft (gem cut-
ting) check in order to make the item out of crystal or gems.
The cost involved is the base cost for the item, plus an extra amount because of being
Crystal Form: Armor with this ability allows its wearer to become a crystalline
being, as the crystal form spell. This lasts for up to ten minutes each day, and can be split
T
made from crystal (1,000gp for a weapon or 1,500gp for a suit of armor, this takes into
account that all crystal items are masterwork quality). Once the cost and the checks have
up as the wearer sees fit, but the smallest amount of time this can be used is one minute.
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, crystal form; E
been made, the item is finished and gains the benefits found below. In order for an armor Market Price: +5
or weapon to gain these benefits, the striking or protective surface must be made out of
crystal. Arrows, for example, only have to have a crystalline head. Also, with any pro- Crystal Shell: When this ability is used, the wearer becomes encased in a crystalline
M
jectile type weapon, such as bows or crossbows, the ammunition, not the projection
device, can gain any benefits from being a crystalline or gem weapon.
shell, as the crystal shell spell. This can only be used once a day and lasts for one minute.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, crystal shell; S
Market Price: +4
Crystal Armor: Crystal armor acts just as a masterwork version of the armor, but you
also add a +1 to the armor bonus. The drawbacks to armor made out of crystal is that it Gem Strength: The gauntlets of armor with this ability transform into gem-like
weighs 1.5 times the normal weight, and also provides a -5 penalty to hide checks due hands that meld over the wearer's own. The wearer gains a +2 or +4 enhancement bonus
to the crystal's glistening nature. Only armor that is metallic can gain this property. to strength for determining damage with weapons and lifting. Forming and dispersing
Leather armor, for example, cannot be made as crystal armor, but studded leather can. the hands is a free action.

Powers of the Gems


27
Crystalmancy
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, crystal hands, bull
strength; Market Price: +2(+2), +4(+4)
Ranged Weapon Special Abilities

Splendorous: This ability grants the wearer a +2 or +4 enhancement bonus to the Special Ability Market Price Modifier
wearer's charisma score for determining the total plus to skill checks from the following Amber +2 bonus*
skills: Bluff, Diplomacy, Gather Information, and Perform. Azurite +2 bonus*
Bloodstone +2 bonus*
C Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, splendor of gems;
Market Price: +1(+2), +2 (+4). Jade
Emerald
+2 bonus*
+3 bonus*

R Melee Weapon Special Abilities


Quartz
Ruby
+3 bonus*
+3 bonus*

Y
Special Ability Market Price Modifier Sapphire +3 bonus*
Brilliance +1 bonus Topaz +3 bonus*
Amber +2 bonus Diamond +4 bonus*
S Azurite
Bloodstone
+2 bonus
+2 bonus
Thought Reader
Crystallize
+4 bonus
+5 bonus

T Jade
Emerald
+2 bonus
+3 bonus
*Only ammunition can be granted these special abilities

Quartz +3 bonus
A Ruby
Sapphire
+3 bonus
+3 bonus

L Topaz
Diamond
+3 bonus
+4 bonus
Bloodstone: A weapon with this ability is composed primarily out of bloodstone.
Sparks and flames can be see inside of the weapon, and occasional seen outside. Any
Thought Reader +4 bonus opponent hit with this weapon suffers an additional 5 points of electrical damage. No
Crystallize +5 bonus command word needs to be spoken with this ability. Also, the weapon cannot bear any
other abilities, except Crystallize and Thought Reader, on the ability list above. The
I Amber: A weapon with this ability is composed primarily out of amber. Electricity
can be seen sparking inside of the yellow gem, and occasional sparking outside. Any
weapon will always be constructed out of bloodstone.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, bloodstone grenade;

T opponent hit with this weapon suffers an additional 5 points of electrical damage. No
command word needs to be spoken with this ability. Also, the weapon cannot bear any
Market Price: +2

other abilities, except Crystallize and Thought Reader, on the ability list above. The Brilliance: Whenever a weapon with this ability scores a critical hit, the opponent
E weapon will always be constructed out of amber.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, amber grenade;
must make a DC 19 fortitude save or be blinded for 1 minute. Even if the save is suc-
cessful, the opponent is still blinded for 2 rounds.

M Market Price: +2. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness;
Market Price: +1

S
Azurite: The weapon is composed primarily out of azurite. Frost and ice can be seen
inside of the gem parts of the weapon and sometimes outside. Any opponent hit with this Crystallize: This potent weapon ability allows the weapon to encase the opponent's
weapon suffers an additional 5 points of cold damage. No command word needs to be body of those it strikes. Any time a weapon with this ability scores a critical hit the oppo-
spoken with this ability. Also, the weapon cannot bear any other abilities, except nent is encased in diamond, as the diamond prison spell. Any opponent, even those that
Crystallize and Thought Reader, on the ability list above. The weapon will always be are immune to critical hits, can be affected by this special ability. Ranged weapons
constructed out of azurite. imbue this ability on their ammunition when fired.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, azurite grenade; Caster Level: 19th; Prerequisites: Craft Magic Arms and Armor, diamond prison;
Market Price: +2 Market Price: +5

Powers of the Gems


28
Crystalmancy
Diamond: A weapon with this ability is composed prima- Ruby: The weapon is composed primarily out of ruby. The insides of the gem por-
rily out of diamond. The weapon constantly emits a whispered, tions are constantly burning with flames. Any opponent hit with this weapon suffers an
yet high pitched shriek. Any opponent hit with this weapon additional 10 points of fire damage. No command word needs to be spoken with this
suffers an additional 12 points of sonic damage. No command ability. Also, the weapon cannot bear any other abilities, except Crystallize and Thought
word needs to be spoken with this ability. Also, the weapon Reader, on the ability list above. The weapon will always be constructed out of ruby.
cannot bear any other abilities, except Crystallize and Thought Caster Level: 12th; Prerequisites: Crafter Magic Arms and Armor, ruby bomb;
Reader, on the ability list above. The weapon will always be
constructed out of diamond
Market Price: +3
C
Caster Level: 12th; Prerequisites: Craft Magic Arms and Sapphire: The weapon is primarily composed of sapphire. The inside of the gem
Armor, diamond bomb; Market Price: +4 portion is constantly crackling with frost and ice. Any opponent hit with this weapon suf-
fers an additional 10 points of cold damage. No command word needs to be spoken with
R
Emerald: A weapon with this ability is composed primari-
ly out of emerald. The weapon constantly drips with acid on
this ability. Also, the weapon cannot bear any other abilities, except Crystallize and
Thought Reader, on the ability list above. The weapon will always be constructed out of Y
S
the gem portions of the weapon. Any opponent hit with this sapphire.
weapon suffers an additional 10 points of acid damage. No Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, sapphire bomb;
command word needs to be spoken with this ability. Also, the Market Price: +3
weapon cannot bear any other abilities, except Crystallize and
Thought Reader, on the ability list above. The weapon will Thought Reader: This powerful ability allows, on a critical hit, to read the thoughts
T
always be constructed out of emerald.
Caster Level: 12th; Prerequisites: Craft Magic Arms and
of an opponent. The wielder of a weapon with this ability doesn't necessarily see the
thoughts, they are instantly placed into his subconscious. The wielder now has a special A
Armor, emerald bomb; Market Price: +3 insight into the combat techniques of the creature they are fighting. This grants a +5

Jade: The weapon is composed primarily out of jade. Acid


insight bonus to attack rolls and armor class. The bonus only applies to the creature that
this ability was used on, not other members of the same species. Once this ability has
L
drips constantly inside the blade and occasionally a drip will been used on an opponent, the wielder of this item always gains the bonus against them,
run on the outside. Any opponent hit with this weapon suffers no matter how much time has passed. A ranged weapon with this ability imbues the

I
an additional 5 points of acid damage. No command word ammunition used with this ability when fired.
needs to be spoken with this ability. Also, the weapon cannot Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, gem probe; Market
bear any other abilities, except Crystallize and Thought Price: +4
Reader, on the ability list above. The weapon will always be
constructed out of jade. Topaz: The weapon is primarily composed of topaz. Electricity is constantly seen
T
Caster Level: 8th; Prerequisites: Craft Magic Arms and
Armor, jade grenade; Market Price: +2
inside of the gem portion of the weapon. Any opponent hit with this weapon suffers an
additional 10 points of electrical damage. No command word needs to be spoken with E
this ability. Also, the weapon cannot bear any other abilities, except Crystallize and
Quartz: A weapon with this ability is composed primarily
out of quartz. The weapon constantly emits a low hum. Any
Thought Reader, on the ability list above. The weapon will always be constructed out of
Topaz
M
opponent hit with this weapon suffers an additional 7 points of
sonic damage. No command word needs to be spoken with this
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, topaz bomb; Market
Price: +3 S
ability. Also, the weapon cannot bear any other abilities,
except Crystallize and Thought Reader, on the ability list
above. The weapon will always be constructed out of Quartz
Caster Level: 8th; Prerequisites: Craft Magic Arms and
Armor, quartz grenade; Market Price: +3

Powers of the Gems


29
Crystalmancy
Specific Weapons smooth diamond. It constantly hums a soft murmur when drawn. It is a longsword +1
with the diamond and brilliance abilities. Twice per day the wielder of this weapon can
inspire allies that are within a 30 foot radius of the sword. The longsword's hum increas-
The following weapons are usually constructed with the exact qualities listed below. es to a chorus of music that grants a +2 competence bonus on attacks and a +1 compe-
tence bonus on all saving throws. The music from the weapon lasts for five rounds and
Azure Blade the bonus last for one additional round after the music ends or the ally moves out of the

C This blade is an oddity among the creations of a crystalmancer. Most attacking sur-
faces of a weapon a crystalmancer makes is made of gems or crystals, but this weapon
radius of the affect.
Caster Level: 12th: Prerequisites: Craft Magic Arms and Armor, bardic music abili-
ty, 12 ranks of Perform. Market Price: 88,000 gp.
R
is not. This +2 rapier is made from silver that is tinged a blue color. The pommel has a
single coin-sized sapphire and the handle is decorated with numerous small sapphires.
Azure Blade has the sapphire and keen ability, as well as being able to project a cone of
Y cold (14d4, DC 16) once per day.
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, sapphire bomb,

S cone of cold; Market Price: 140,000 gp

Emberwrath
T The Emberwrath is a immense axe made with a head of jagged ruby. The

A
Emberwrath is a +3 great axe with the ruby ability. Also, the great axe can let the wield-
er enter a state of furious rage once per day. The wielder gains a +8 bonus to Strength
and Constitution and a +4 morale bonus to Will saves, but suffers a -5 penalty to AC.
L The furious rage lasts for 5 rounds. Afterwards the wielder is not winded and can con-
tinue to fight without any penalty. A barbarian cannot use this ability in conjunction with
his own rage ability.
Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, ruby bomb, emotion

I
or have the rage ability. Market Price: 125,000 gp.
Rings
Faerie Bow
T This type of bow was invented centuries back by a faerie crystalmancer. A Faerie
Gem Ring of Detection: This ring is constructed from a wide band of any type of
gem. The wearer can constantly detect crystals and gems as the spell.
Bow is usually crafted out of emerald with carved vines and flower work. The bow is a
E +2 short bow, that can, three times a day, shoot an arrow that makes the opponent, if
struck, make a Fortitude save (DC 15) or be affected as though under a sleep spell
Caster Level: 3rd; Prerequisites: Forge Ring, detect crystals and gems; Market
Price: 1,500gp

M (regardless of the target’s hit dice). The wielder of the bow must say they are using the
sleep ability before firing the arrow. If the arrow misses, one use of the bow's sleep abil-
Ring of Amber Lightning: The silver or copper ring is inset with several small
stones of amber. Three times per day the ring can shoot a 10d6 lightning bolt. The bolt
S
ity is spent.
appears to be of a bright yellow color. Half of the damage of the lightning bolt is actu-
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, sleep. Market Price:
ally sonic damage caused by a loud burst of thunder that accompanies the bolt.
16,000 gp.
Caster Level: 15th; Prerequisites: Forge Ring, lightning bolt, amber grenade; Market
Price: 47,000 gp
Symphony
The process of creating this type of weapon started with the elves, but has since Ring of Clear Flame: This silver ring is adorned with several pieces of quartz or dia-
passed to the other humanoid races. Symphony is golden hilted and has a blade of mond. Three times per day the ring can shoot a 10d6 fireball. The fireball is nearly invis-

Powers of the Gems


30
Crystalmancy
ible except for the heat that emanates from the ball of flame. A +2 circumstance bonus Crystalline Staff of Protection: This very thick staff is constructed out of
is added to the Reflex save DC against the fireball due to the clear flames. several varieties of crystals. Around the head, foot, and middle area of the staff
Caster Level: 17th; Prerequisites: Forge Ring, fireball; Market Price: 55,000 gp are sturdy rings of iron. The staff has the following powers

Ring of Crystal Hands: This thin band of a clear crystal allows its wearer to be per- -Minor Gemguard (1 charge)
manently under the effect of a crystal hands spell as long as the ring is worn. -Quartz Shield (1 charge)
Caster Level: 3rd; Prerequisites: Forge Ring, crystal hands; Market Price: 20,000 gp -Crystal Shell (2 charges)
-Gemguard (2 charges) C
Ring of Splendor: A ring of splendor is a golden band donned by several varieties
of gems of extremely artistic make. While wearing the ring, the wearer is permanently
under the effect of a splendor of gems spell.
A crystalline staff of protection also adds a +2 natural armor bonus to the
wielder's armor class.
R
Caster Level: 1st; Prerequisites: Forge Ring, splendor of gems; Market Price:
5,500 gp
Caster Level: 16th: Prerequisites: Craft Staff, minor gemguard, quartz
shield, crystal shell, gemguard; Market Price: 104,000 gp Y
Gem Staff of Creation: This staff can be made to look like nearly any S
Rods long staff of gems. Adorning the top of the staff is usually a small statue of a
gem servant. The wielder of a gem staff of creation can use the following abil-
ities:
T
Gemrod: This ornate silver rod has a sphere on the head made also of silver. Inset in
the sphere are nearly twenty gems of many types. The rod acts as a +2 light mace with
the following abilities:
-Form Gem Servant II (Maximized) (1 charge) A
-Form Gem Servant III (1 charge)
-It can detect gems and crystals with a range of 200 ft. The rod shakes to alert the
wielder of the presence of gems or crystals and becomes warmer to indicate the
-Form Gem Servant IV (2 charges)
-Form Gem Servant V (3 charges)
L
amount
-Once per day the rod can shape crystals and gems, as the spell. The head of the rod Caster Level: 14; Prerequisites: Craft Staff, Maximize Spell feat, form
has to touch the target in order for this to take affect. The wielder thinks of the
I
gem servant II, III, IV, and V; Market Price: 72,187 gp
desired shape while holding the rod.
-Twice per day the wielder can project crystal spray, diamond spray, ruby spray, Gemdragon Staff: This powerful staff is constructed out of several vari-
sapphire spray, or topaz spray. The type of spray spell used can be the same for
either uses or two different spray spells.
eties of gems and crystals, depending on the type of spells chosen. A dragon's
head is fashioned on one end, mouth open. The Gemdragon Staff has the fol-
T
Caster Level: 17th; Prerequisites: Craft Rod, detect gems and crystals, shape crys-
tals and gems, crystal spray, diamond spray, ruby spray, sapphire spray, topaz spray;
Market Price: 65,000 gp
lowing abilities:
E
-Detect Gems and Crystals (at will)
-Amber, Azurite, Bloodstone, Jade, or Quartz Grenade (1 charge)
-Amber, Azurite, Bloodstone, Jade, or Quartz Shield (1 charge)
M
Staffs -Crystal Darts (5 missiles) (1 charge)
-Gem Disk (1 charge) S
Most staffs constructed by crystalmancers are made out of a single piece of gem or -Minor Gemguard (1 charge)
crystal. This is done by either luckily finding a piece large enough or through the shape -Diamond, Emerald, Ruby, Sapphire, or Topaz Bomb (2 charges)
crystals and gems spell. Staffs are usually among the most powerful items a crystal- -Diamond, Emerald, Ruby, Sapphire, or Topaz Shield (2 charges)
mancer has, so they spend great care in safeguarding them. -Crystal Form (2 charges)
-Shape Crystals and Gems (2 charges)
-Crystal Shell (3 charges)

Powers of the Gems


31
Crystalmancy
The Gemdragon Staff acts as a +3 quarterstaff, and grants the Ruby Staff: This staff, made out of cleanly-cut ruby, is usually left fairly plain look-
wielder a +2 natural armor bonus and a +2 enhancement bonus to ing. A ruby staff has the following powers:
the wielder's Knowledge (gemology) skill. In addition, the staff can
hold 7 levels worth of arcane spells, of any level 1st-7th, to be cast -Bloodstone Grenade (1 charge)
later. This acts just as Genafae's rose, minor. (see below) -Bloodstone Shield (1 charge)
Caster Level: 17th; Prerequisites: Craft Staff, 1 grenade spell -Ruby Bomb (2 charges)

C (amber, azurite, jade, or quartz), 1 minor shield spell (amber, azu-


rite, bloodstone, jade or quartz), crystal darts, gem disk, minor
-Ruby Shield (2 charges)

gemguard, 1 bomb spell (diamond, emerald, ruby, sapphire, or Caster Level: 12th: Prerequisites: Craft Staff, bloodstone grenade, bloodstone shield,
R topaz), 1 shield spell (diamond, emerald, ruby, sapphire, or topaz),
crystal form, shape crystals and gems, crystal shell; Market Price:
ruby bomb, ruby shield; Market Price: 49,500 gp

Y 204,553 gp Sapphire Staff: A sapphire staff can sometimes be found with cold, snow, and ice
motifs. A sapphire staff allows the wielder to cast the following spells:

S
Diamond Staff: A diamond staff is an extremely slender staff
made of a single piece of diamond. A diamond staff has the follow- -Azurite Grenade (1 charge)
ing abilities: -Azurite Shield (1 charge)
T -Quartz Grenade (1 charge)
-Ice Spikes (1 charge)
-Sapphire Bomb (2 charges)

A -Quartz Shield (1 charge)


-Diamond Bomb (2 charges)
-Sapphire Shield (2 charges)

-Diamond Shield (2 charges) Caster Level: 14th; Prerequisites: Craft Staff, azurite grenade, azurite shield, ice
L -Diamond Spray (2 charges)
-Diamond Plate (2 charges)
spikes, sapphire bomb, sapphire shield; Market Price: 89, 250 gp

Topaz Staff: This staff, made from a single piece of topaz, has several bells attached
Caster Level: 16th; Prerequisites: Craft Staff, quartz grenade, quartz shield, dia- to the head of the staff. The wielder of a topaz staff can cast the following spells from it:

I
mond bomb, diamond plate, diamond shield, diamond spray; Market Price: 100,500 gp
-Amber Grenade (1 charge)
-Amber Shield (1 charge)
T Emerald Staff: As the name implies, an emerald staff is constructed out of a long
piece of emerald. Many staffs of this variety have many acid scores for decoration. An
-Topaz Bomb (2 charges)
-Topaz Shield (2 charges)

E emerald staff has the following powers: -Topaz Spray (2 charges)

-Jade Grenade (1 charge) Caster Level: 16th; Prerequisites: Craft Staff, amber grenade, amber shield, topaz
M -Jade Shield (1 charge)
-Emerald Bomb (2 charges)
bomb, topaz shield, topaz spray; Market Price: 84,000 gp

S -Emerald Shield (2 charges)


Wands
Caster Level: 12th; Prerequisites: Craft Staff, jade grenade, jade shield, emerald
bomb, emerald shield; Market Price: 49,500 gp
The wands made for Crystalmancy spells are usually easy to spot. They, as most
other items made by a crystalmancer, are constructed from a single piece of crystal or
gem.

Powers of the Gems


32
Crystalmancy
Wand Market Price Butterfly Broach: This very colorful broach is fashioned to look like a butterfly.
Detect Gems and Crystals 375 gp When the wearer wishes, wings made of gems form from on the wearer’s back and
Crystal Dart (1st level caster) 750 gp grants a flight speed of 50 ft and average maneuverability.
Crystal Dart (3rd level caster) 2,250 gp Caster Level: 9th; Prerequisites: Craft Wondrous Item, fly; Market Price: 24,000 gp
Crystal Dart (5th level caster) 3,750 gp
Crystal Dart (7th level caster) 5,250 gp Crystal Boots: These dark leather boots fashioned with countless small crystals
Crystal Dart (9th level caster)
Amber Grenade
6,750 gp
4,500 gp
grants the wearer a +10 ft. bonus to their base speed and a +2 enhancement bonus to their
Reflex saves. C
Amber Shield 4,500 gp Caster Level: 8th; Prerequisites: Craft Wondrous Item, expeditious retreat, Lightning
Azurite Grenade
Azurite Shield
4,500 gp
4,500 gp
Reflex feat; Market Price: 2,000 gp R
Bloodstone Grenade
Bloodstone Shield
4,500 gp
4,500 gp
Crystal of Creature Storage: Any creature summoned by the user of this item can
have the creature stored inside of this small clear crystal to be released later. The dura- Y
S
Gem Disk 4,500 gp tion of the summon spell is halted while the creature is stored away, and begins again
Gem Dust 4,500 gp when the creature is released. The creature does not realize that time is passing, they are
Jade Grenade 4,500 gp under suspended animation. To release the summoned creature, a person has to hit the
Jade Shield
Quartz Grenade
4,500 gp
4,500 gp
item against a hard surface. Creatures not giving consent to this will very likely be upset
when released and they figure out what has happened, although those summoned by
T
Quartz Shield
Crystal Bridge
4,500 gp
11,250 gp
summon monster spells will obviously remain under the control of the caster when the
spell resumes. A
Crystallize Blood 11,250 gp Caster Level: 10th: Prerequisites: Craft Wondrous Item, Any summon monster spell,
Ice Spikes
Diamond Bomb
11,250 gp
21,000 gp
Caster Level 10+; Market Price: 20,000 gp L
Diamond Shield 21,000 gp Crystal Gloves: These white silken gloves are adorned with many small crystals of
Emerald Bomb 21,000 gp varying colors and designs. Although quite fragile, when worn they form into claws of

I
Emerald Shield 21,000 gp crystal on the end of both of the wearer’s hands. While worn, the gloves act as if a crys-
Ruby Bomb 21,000 gp tal claws was cast on the wearer. They can only be taken off by the wearer mentally
Ruby Shield 21,000 gp wanting them to be removed.
Sapphire Bomb
Sapphire Shield
21,000 gp
21,000 gp
Caster Level: 6th; Prerequisites: Craft Wondrous Item, crystal claws: Market Price:
12,000 gp
T
Topaz Bomb
Topaz Shield
21,000 gp
21,000 gp Dust Bag: What appears to be a normal small pouch is actually a potent magic item. E
A dust bag can hold up to 2 hand fulls of normal sand. After the sand has been inside of
Wondrous Items the pouch for a week the magic takes effect. When the wearer of the pouch reaches in,
pulls a handful of sand out, and throws it, the sand acts just as a gem dust spell to every-
M
Amber Prison: Any creature touched by this small piece of amber is imprisoned as
if under the effects of a diamond prison spell. The amber grows to fit the creature. The
one in the area. The bag must be empty before more sand is put into the pouch or any
sand that had already been enchanted is no longer enchanted, and another week will pass S
before the sand can be used again.
target is entitled to a saving throw to keep from being imprisoned by this item. If the tar- Caster Level: 5th; Prerequisites: Craft Wondrous Item, gem dust; Market Price:
get of amber prison is released, the item shrinks back down to its normal size and can be 3,400 gp
used again.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, diamond prison; Market Eyes of Randamon: The two spherical shaped gems are very helpful, but have a
Price: 360,000 gp strange side effect. That being, before the wearer can use any of the abilities granted by

Powers of the Gems


33
Crystalmancy
this item, they must exchange the Eyes of Randamon for their own eyes. Usually this Gem Gloves: These light brown colored gloves usually have one gem, emerald
means pulling them out. The original creator, Randamon, a powerful crystalmancer, no being the gem of choice, on the backside of the glove. The wearer can detect crystals
longer had any eyes due to a fight involving a black dragon, so this mattered little. Since and gems three times per day, as well as project a crystal spray one time per day.
that time, a very small number of similar items, bearing the inventor’s name have Caster Level: 15th; Prerequisites: Craft Wondrous Item, detect crystals and gems,
appeared. Once in, the eyes can only be taken out by killing the wearer and then remov- crystal spray; Market Price: 39,375 gp
ing them. Those willing to pluck their own eyes out to use this item gain the following

C abilities:
-Darkvision 60 feet.
Genafae’s Rose, Minor: Genafae Rose, a half-elven crystalmancer, is renowned for
the creation of these powerful items. Genafae’s Roses are foot long clear crystals made
-The wearer is always under the effect of a true seeing spell. to look like a normal rose. This item has the ability to store spells cast into them to be
R -The wearer cannot be blinded in any way.
-Twice per day the wearer of the eyes of Randamon can project a spray spell,
cast later. Only a certain number of spell levels can be held by Genafae’s Rose at any
one time, determined by the chart below. Spells cast from this item are not able to be cast

Y one from each eye. The type of spray spell depends on the gems used to craft this item.
Each gem can be of a different sort.
again, until the same spell is cast back into the rose.

S
Type Spell Levels (Maximum level of spell) Market Price
Type of Gem Spray 1 5 (2) 11,000
Clear Crystal Crystal Spray 2 8 (3) 18,000
T Diamond
Ruby
Diamond Spray
Ruby Spray
3
4
11
14
(5)
(6)
25,000
32,000

A Sapphire
Topaz
Sapphire Spray
Topaz Spray Caster Level: Type 1 (8th), Type 2 (10th), Type 3 (14th), Type 4 (18th);
Prerequisites: Craft Wondrous Item, Must of at least level indicated in Caster Level in
L Caster Level: 12th; Prerequisites: Craft Wondrous Item, darkvision, true seeing, one
or two of the spray spells listed above; Market Price: 90,000 gp
order to make the type of this item.

Guardian Vest: A guardian vest usually appears as a fancy vest of white, light blue,
Figurines of Wondrous Power: Two types of figurines have been invented by crys- or yellow. Decorating the vest are 14 small gems of a color that complements the color

I
talmancers in the past. Now they are crafted by both crystalmancers and normal arcane of the cloth. The vest always grants a +2 armor bonus to armor class without any penal-
spellcasters. ties. Once per week the vest’s most powerful effect can be used. The gems fly off of the
vest and act as if the wearer is under a Gemguard spell. The gems, after absorbing spell
T Emerald Griffon: The small statue of emerald depicts a griffon, wings stretched,
about to take flight from a cliff. The griffon has stats as a normal griffon, but they gain
levels, do not vanish, but will appear back on the vest.
Caster Level: 16th; Prerequisites: Craft Wondrous Item, gemguard, mage armor;

E an additional +4 natural armor class due to being made of a gem. The emerald griffon
can be used up to 3 times per week for up to 12 hours per use. When 12 hours have
Market Price: 10,400 gp; Weight: 2 lb.

passed or when the command word is spoken, the emerald griffon turns back into the Ice Crystals: These six-inch crystals are actually icicles that have been enchanted
M small statue.
Caster Level: 13th; Prerequisites: Craft Wondrous Item, animate objects; Market
not to melt. When thrown, and the required snow and ice for the spell to work are in the
area, the ice crystal acts as if an ice spikes spell had been centered where the crystal was

S Price: 20,000 gp thrown. The ice crystal is not destroyed when it releases the spell, but it cannot be used
again until it has been recharged. Recharging an ice crystal means allowing it to stay in
Obsidian Dire Bat: When animated, this small statue of a bat transforms into a dire an environment for 24 hours that is at the freezing point. Cold water, snow, ice, or just
bat. It has the same stats as a normal dire bat. The item can be used up to 4 times per if the air temperature is cold enough are all possible ways of recharging it.
week for up to 10 hours per use. When 10 hours have passed or a command word is spo- Caster Level: 8th; Prerequisites: Craft Wondrous Item, ice spikes; Market Price:
ken, the obsidian dire bat turns back into the statue. 8,000 gp
Caster Level: 9th; Prerequisites: Craft Wondrous Item, animate objects; Market
Price: 6,300 gp

Powers of the Gems


34
Crystalmancy
Jade Cloak: This cloak of light green cloth is decorated with many small jade stones under the effects of the spell penetration feat (this does not stack with related feats of the
that are woven with the fabric. This cloak, while worn, functions as a cloak of resistance. wearer). Any compulsion or mind-affecting spells receive an additional +2 to their save
It also grants the wearer acid resistance of 5. DC to resist and to checks to penetrate spell resistance (These also do not stack with
Caster Level: 5th; Prerequisites: Craft Wondrous Item, resistance, jade shield, cast- related feats of the wearer, but do stack with bonuses granted by this robe).
er level must be three times that of the cloak’s bonus; Market Price: 6,000 gp (+1), 9,000 Caster Level: 16th; Prerequisites: Craft Wondrous Item, shield, daylight, empower
gp (+2), 14,000 gp (+3), 21,000 gp (+4), 30,000 gp (+5) spell, spell penetration, spell focus (enchantment); Market Price: 152,000 gp; Weight: 10

Necklace of Gems: This is a variation of a necklace of fireballs. A necklace of gems


lb.
C
is fashioned from a silver chain with many small gems attached. The gems can be taken Ruby Disk: A small flat disk made of a perfectly cut ruby, this item can transform
off of the necklace and hurled up to 70 feet. When a sphere arrives at the end of its tra-
jectory it bursts in a 20 foot radius blast and deals the listed damage. The type of dam-
into a gem disk, per the spell, once per day. When the duration of the spell ends, or the
disk is out of range, the disk returns to its normal small size.
R
age depends on the gems that are attached. Caster Level: 7th; Prerequisites: Craft Wondrous Item, gem disk; Market Price:
11,000 gp; Weight: - Y
S
Diamond-sonic
Emerald-acid Sapphire Chalice: This ornate chalice made from a large piece of sapphire makes
Ruby-fire any liquid poured inside as cold as water from a mountain spring. Once per day, after the
Sapphire-cold
Topaz-lightning
holder of the chalice speaks a command word the liquid inside of the cup freezes over
and then can be sent forth from the chalice as if the sapphire involved in a sapphire bomb
T
Necklace
Type I
10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6
- - - - - 1 - 2 -
Market Price
1,650 gp
spell. The frozen water is directed normally and deals damage just as the spell.
Caster Level: 9th; Prerequisites; Craft Wondrous Item, sapphire bomb; Market A
Price: 14,000 gp; Weight 3 lb.
Type II
Type III
-
-
-
-
-
-
-
1
1
-
-
2
2
-
-
4
2
-
2,700 gp
4,350 gp
Sphere Bracelet: A thin golden chain with ten small dangling glass orbs, a sphere
L
Type IV - - 1 - 2 - 2 - 4 5,400 gp
Type V - 1 - 2 - 2 - 2 - 6,150 gp bracelet appears to be any normal good luck charm. Any opponent that faced a person
Type VI 1 - 2 - 2 - 4 - - 8,100 gp wearing a sphere bracelet can tell you how true that statement is. When the wearer of the

I
Type VII 1 2 - 2 - 2 - 2 - 9,150 gp bracelet pulls one of the orbs off and concentrates, the wearer is enclosed inside of a
crystal shell. The orb dissipates after being used, and once all ten spheres are used, the
Caster Level: 11th; Prerequisites; Craft Wondrous Item, diamond, emerald, ruby, bracelet becomes just a normal golden chain.
sapphire, or topaz bomb; Weight: 2 lb. Caster Level: 13th; Prerequisites: Craft Wondrous Item, crystal shell; Market Price:
32,500 gp; Weight: -
T
Onyx Crown: This dark iron crown is set with numerous small pieces of smooth
onyx in the points of the crown. An onyx crown allows a character to be able to control Tiger’s Eye Amulet: This amulet made from a large piece of tiger’s eye allows the E
1 and a half times the normal amount of undead created with the animate gem bones wearer to crystal scry and gem probe once per day.
spell.
Caster Level: 14th; Prerequisites: Craft Wondrous Item, animate gem bones. Market
Caster Level: 14th; Prerequisites: Craft Wondrous Item, crystal scry, gem probe;
Market Price: 28,000 gp; Weight: -
M
Price: 32,000 Gp; Weight: 1 lb.
Verala’s Diadem: Verala, a female crystalmancer, was the first to construct this item S
Robe of Splendid Wizardry: This beautiful silken robe is covered in an array of that bears her name. While worn the character is constantly under the effect of a crystal
precious gems which glitter like sparkling rainbow sequence. The wearer of the robe form spell.
gains a +2 deflection bonus to Armor Class. Also, the gems adorning the robe can be Caster Level: 16th; Prerequisites: Craft Wondrous Item, crystal form; Market Price:
made to glow with a thought. Each gem radiates like of the color of gem it is. This affects 55,000 gp; Weight: -
a 20 ft radius as if within a daylight spell.
Any spell cast by the robe’s wearer acts as though under the empower spell feat and

Powers of the Gems


35
Crystalmancy
Artifacts a base 2% chance the creature inside can free itself.
-The user of the chaos crystal can cast any spell able to be cast through the use
of a limited wish. No experience point lose is involved in using this ability. Each time
Ancient items whose creation has long since been forgotten or items with a strange this ability is used there is a base 5% chance the creature will free itself. An additional
and mysterious past, artifacts are unique items of utmost power. +1% is added each additional time a spell is cast with limited wish. Also, add a +2% to
the chance if the spell cast is from the chaos or evil domains. The percentage chances of
Chaos Crystal: A long forgotten crystalmancer tried to imprison an entity of pure
C chaos inside of a sphere of clear crystal. The attempt succeeded, but the powerful chaot-
ic creature remains aware and still quite powerful. Now the clear crystal is filled with
releasing the entity inside resets after a month of not being used.
Caster Level: 25th

R swirling dark clouds that constantly spark with electricity.


Since the crystalmancer that imprisoned it died, the creature has tried to arrange
Blackstar Diamond: Illameth, who was among the first known crystalmancers, cre-
ated this powerful artifact. The history surrounding the Blackstar Diamond is unclear on

Y
events that would see it freed. One such way is through a wielder’s use of the crystal, all the purpose it originally served, but any who have seen the full power of this item
of the powers of which are granted by the prisoner. The exact reason there is a possibil- unleashed will say whatever the purpose was, it must have been something most foul.
ity of releasing the powerful creature is unknown, most believe that through using the
S
Three thousand years ago was the last time this vile item was used in an attempt by an
powers granted, the creature has a chance to establish a hole through the prison. Through unknown crystalmancer to envelop the world in complete darkness. That time was
this hole it can focus enough power to break the crystal and release the creature. known as the Month of Shadow. The Blackstar Diamond is a diamond in the shape of a
T Many times in the past, this item, through events it manipulated, nearly was
destroyed and the powerful entity inside released. The possible repercussions of such an
starburst that is worn by a thick silver linked chain. When worn, the wearer, even in
complete daylight, seems to be constantly in shadow.
event are believed to be enormous. The crystal keepers, and other power groups, are con-
A stantly on the lookout for this item. Some, like the keepers, wish to hide the chaos crys-
tal so that it can never be used again, for good or ill. Others think that through breaking
The Blackstar Diamond grants its wearer the following powers:
-The wearer is constantly under the effects a blur spell. This creates a shadowy
trail following the wearer.
L the crystal and seeing the chaotic entity released, their own power will grow. In any
event, the unearthing of this item will be a major event in any world.
-After eight hours of wearing the artifact the wearer’s alignment becomes the
evil counterpart of its own. For example, a chaotic good character would become chaot-
All of the powers granted by the chaos crystal are explained to the possessor mental- ic evil.
ly and can be used without holding the item, merely having full possession of it on his -Gains darkvision of 200 feet.
person allows the use of the granted abilities. The following powers granted by the chaos
I
-Gains a +10 bonus to hide checks.
crystal do not provoke a chance to free the creature inside -If the wearer can find a shadow that his entire body can be covered by, the
-The possessor gains a +4 deflection bonus to AC. wearer can teleport without error at will. The wearer will come from the nearest shad-
T -Cast protection from law 4/day
-Once per day the character can Smite Law. The possessor gains a bonus to an
ow that would, also, cover his body.
-Any spell with the [Shadow] descriptor acts as if under an Empower Spell feat,
attack roll equal to the character’s charisma modifier, if any. Also, the character gains a
E plus to damage equal to the character’s total hit dice. This only affects creatures that are
lawful in alignment
Spell Penetration feat, and Spell Focus feat. All of these stack with the feats of the same
name.
Only after one month of constantly wearing the Blackstar diamond and during
M -The possessor can cast word of chaos once per day. a new moon can the last, and most powerful, power be unleashed.
-During the night of a new moon and spending ten minutes in unbroken con-

S
The following powers can be used by the possessor, but each time they are used centration, the wearer can transform into the Blackstar dragon. The Blackstar diamond
allows a chance for the entity inside to be released. The chaos creature inside will send attaches itself to the dragon’s forehead. There is no known way of removing the diamond
telepathic whispers to the possessor of the chaos crystal that tries to sway the possessor from the dragon, only through killing the transformed wearer can stop its wrath. When
to use these powers. transformed, only the wearer’s personality remains. The transformed character uses all
-The possessor can ask the creature inside if an action will be good or bad. This of the dragon’s statistics found on the next page.
is just as the augury spell, but does not have a chance to fail. If the action will help free Caster Level: 25th
the imprisoned creature, it may lie about the events to help bring about what it wishes to
happen. This can be done as many times as the possessor wishes, but each time there is

Powers of the Gems


36
Crystalmancy
Blackstar Dragon
Colossal Dragon [Shadow]
Hit Dice: 42d12+462 (735 hp)
Speed: 50 ft.(10 squares) fly 250 ft. (50 squares) (clumsy)
AC: 45 (-8size, +43 natural), touch 2, flat-footed 45
Base Attack / Grapple: +42 / +77
Attack: Bite +53 melee (4d8+19)
Full Attack: Bite +53 melee (4d8+19), 2 claws +48 melee (4d6+9), 2 wings +48
C
melee (2d8+19), and tail slap +48 melee (4d6+28)
Space/Reach: 40 ft. / 30 ft. R
Y
Special Attacks: Crush 4d8 damage, tail sweep 2d8 damage, Fear (Will save DC
40), Breath Weapon
Special Qualities: Blackstar qualities, Damage Reduction 20/+3, SR 35, spells
Saves: Fort +52, Ref +33, Will +34
Abilities: Str 49, Dex 10, Con 33, Int 32, Wis 39, Cha 30
S
Skills: The wearer’s using the above ability modifiers.
Feats: The wearer’s plus cleave, empower spell, flyby attack, hover, mighty cleave, T
maximize spell, power attack, snatch, and wingover
Challenge Rating: 29 A
The Blackstar dragon is an immensely powerful creation of the Blackstar Diamond.
The dragon is similar in appearance to a normal black dragon, but its scales, teeth, horns, L
and claws are all out of black diamond. Shadows constantly dance across the behemoth.

Blackstar qualities
-Cold, Fire, Electricity, Acid resistance of 20
-The Blackstar dragon is constantly surrounded by shadows. This gives the dragon
I
nine-tenths concealment. No amount of light can prevent this ability from working.
-darkvision of 200 feet. T
-+10 bonus to hide checks.
-The Blackstar dragon can teleport without error at will, but must be completely cov-
ered by shadows other those that are constantly surrounding it.
E
-Any spell with the shadow descriptor acts as if under an Empower Spell feat, Spell
Penetration feat, and Spell Focus feat. All of these stack with the feats of the same name. M
Breath Weapon (Su): The Blackstar dragon can breathe a cone of shadow fire. The
cone’s length is 100 ft and deals 24d12 and has a reflex for half DC of 44.
S
Spells (Sp): The Blackstar dragon casts as a 25th level sorcerer.

Powers of the Gems


37
Crystalmancy
Gem Circle of Eldrith: Nine gems were created at the founding of the ancient crys- Zarathin’s Body: Zarathin, a human crystalmancer of great power
talmancer-led kingdom of Eldrith. Three were diamonds, three rubies, and three sap- and renown in the ancient world, always respected the great size and
phires, and each was given to one ruler. In the palace found in Gemgate, Eldrith’s power of the mighty creatures known as giants. History speaks of him
capital, there was a tablet of obsidian with nine slots for each gem to be placed in. always using his spells to increase his size to match that of the
Eldrith has long since pasted into the annals of time, but the gems and tablet are gargantuan beings. When old age crept up on Zarathin, he
thought to have survived. The location of these items is unknown, and rumors turned his attention to becoming immortal. As many of the

C have lead many treasure hunters into perilous places that turned out to be noth-
ing more than hearsay.
more powerful crystalmancers do, he constructed a body
made of gems and became a gemlorn. As the years passed and
From what is known to the Crystal Keepers about these gems, all of the gems his respect of the titanic creatures increased, he began con-
R powers function only when worn. It is also known that each gem has distinctly different
powers. Most of the gems powers are a mystery, but some are common to each.
structing a body that would make him as tall and powerful as the
greatest of giants. To this end, Zarathin’s body was formed. His body,

Y +4 deflection bonus to DC.


+4 resistance bonus to saving throws.
made of solid diamond, is 25 feet tall and shaped similar to a storm giant.
After hundreds of years living among the storm giants, his end came

S
Each gem has the ability to have one spell the wearer is casting be under the affects by means of powerful magics that ripped the soul from its container.
of the Maximize Spell feat. This ability is usable once per day. The body’s whereabouts are unknown. One theory is that it remains
The most powerful ability known to be possessed by the gems is when each is placed with this ancient storm giant clan, and others say the clan was destroyed
T within the slots on the obsidian tablet. This causes an anti-magic field to form in a 100
foot radius of the tablet. Spells of 6th level or less are not able to be cast, while those of
as well and the body could be anywhere.
Zarathin’s body, if found and used as a body to contain a gemlorn’s

A 7th-9th have a 50 percent chance of success. This ability, though does not affect spells
cast by those that placed the gems in the tablet. Their magic works normally within the
soul, has the following physical characteristics.
-The body has the same attributes as all other gemlorn bod-
ies, unless contradicted below.
L area.
Caster level: 25th
-Str +16, Dex -4, Con-, Int +0, Wis +0, Chr +0. As a constructed body,
it does not have a constitution score.
-Natural armor increases by +15, instead of +10
Genafae’s Rose, Major: This is Genafae Rose’s crowning achievement in crystal-
-The gemlorn gains a slam attack that deals 2d8 points of
mancy. Although not the first spell-storing rose created by the half-elf, nevertheless it is
I
damage.
by far the most powerful. The exact method of crafting this type of rose has been lost,
-Base speed: 30 foot, but the maximum speed a gemlorn with
many say the crystalmancer hid it believing the item to powerful to be created again.
this body can move is double its base speed.
T
Since her death, although some say she is not dead, but became a gemlorn, the item has
-Hit Dice: Character’s hit dice increase to d10 and they gain
yet to resurface. The stories about her life and this wand indicate it does not look much
4d10 extra hit points.
different than any other rose crafted by her. Some bards say the crystal for this rose was
E tinted to appear like a red rose with a green stem.
Genafae spent many years of research in order to invent this powerful item. If the
-Size: Zarathin’s body has all the benefits and drawbacks that
are associated with being huge size.
Caster Level: 25th
M item was to be found again, a spellcaster would have a near limitless spells at their dis-
posal. At all times the possessor of Genafae’s rose gains a +2 luck bonus to armor class

S
and a +2 enhancement bonus to their intelligence score. The wielder of this item can cast
shield twice per day and teleport without error once per day.
The most important, and most powerful, aspect of this artifact is the amount of spells
it can store. The total amount of spell levels the rose can store is 20, and it can hold any
level of spell. Just as a normal spell storing rose, once a spell has been cast, a new spell
must be cast and stored. Spells of levels 3 and below cast by this powerful item act as if
under the Empower Spell Feat.
Caster Level: 25th

Powers of the Gems


38
Crystalmancy

CHAPTER 4 - Locations & Personalities P


Plane of Crystal L
extremely difficult, is actually similar to that of normal worlds. The crystal that makes
up the ground is rough enough to be walked on normally. Cloud and rain make up the A
mongst the multiverse of different dimensions and planes of existence lies

A
N
only weather to speak of in this plane, which has a temperate climate with no winter.
the plane of crystal. Also known as the crystalline plane, it appears oddly
similar to our world. Trees, mountains, and all other type of natural struc-
Inhabitants of the Plane of Crystal
tures can be found on this surreal plane, but all is formed from of crystals
and gems. Instead of crystalline grass on the ground, it is made of thin, flat The main inhabitants of the crystalline plane are the crystal creatures (see below), E
crystal that bends under a traveler’s heel. The crystal is usually lightly colored in such a which are versions of other creatures that are native to this plane. Nearly all animals,
fashion as to resemble the normal version of the plants. Leaves on trees, for example, beasts, magical beasts, and other creatures and monsters can be found here. There are no
seem to be clear glass colored pale green. Lakes, rivers, and the Kethik ocean that sur- crystal humans, elves, dwarves, or any other normal intelligent races, although some say
rounds the land mass in the middle of the plane are all of normal water, albeit extreme-
ly clear water. The sky above is a pale white, similar to the light of the moon.
the berylis were original one of them. The berylis are the only major species of intelli-
gent life here, and are likely to be the first contact for any traveler when coming to the
O
The plane is encapsulated inside a crystalline shell. Roughly half the area inside the
shell is filled with crystal of varying colors, with many caverns and tunnels that wind
plane of crystal. Others are thought to exist, but are extremely rare.
F
through the dense crystal. The other half is open with water covering half with a large
continent rising out of the clear water. The highly inhabited uncovered portion is never
Places of Interest
shrouded in darkness, unless done by some magical means. Soft light constantly The plane of crystal is the size of a large continent with an ocean surrounding it on

C
emanates from the crystal high above. all sides, but is mostly flat. There are several berylis kingdoms, Veth’maril being the
Although one of the most breathtaking and beautiful places one can visit, few are most important and powerful.

R
able to gaze at the sites found here. The intelligent races of this plane make sure to mon-
itor all activity. They know a plane, such as this, where spires of diamond, emerald, and Athris: This kingdom of tyrannical berylis is found east of Veth’maril and is mostly
other rare gems can be found would be a paradise for the greedy. The berylis, especial- inside of the Gorithstir Swamp, a swamp of trees made of obsidian. The crystalmancers
ly, have kept the number of gates from other worlds to a bare minimum. They use scry-
ing and detection spells to monitor any extra-planar travelers coming here. When a trav-
that are in power, ruled by a powerful crystalmancer that formed a gemlorn body out of
obsidian named Mizroth (NE berylis gemlorn male Cry 18) here specialize in creating Y
gem bones, and other undead creatures. A large number of slaves from other worlds are
eler does come, they keep a close eye on them, removing them if necessary.
That does not mean a person cannot come here, they just have to be careful not to in Athris, which in death become slaves of an undead sort. They and Veth’maril have had
numerous wars throughout their history, and tensions between the two are again high.
S
take much of the gems or crystals. The berylis, although possibly hostile, are usually
more than happy to welcome guests and talk of other worlds. If they feel the person is
not trying to attempt a major excavation on the plane, they are more likely to give a gem
Some in Veth’maril are worried by reports that say the Athris berylis possibly have allies
from other planes. T
of great worth as a parting gift, than to attack the visitor.
Celenor: Found in the far western portion of the continent on the crystal plane is the
small kingdom of Celenor. The most adventurous of all Berylis, the Celenor use their
A
Traits of the Plane of Crystal
Nearly any type of magic will function on the plane. The berylis are quite powerful
crystalmancy in ways that helps them explore the crystalline plane and other worlds. The
crystalline ships that can be found sailing the Kethik Ocean were originally creations of
K
crystalmancers and are always looking to trade spells and magical theories. Time and all Celenori crystalmancers. For the most part, they are left out of the struggle between
other physics of our world also functions normally. Movement, which would seem to be Athris and Veth’maril.

Powers of the Gems


39
Crystalmancy
Daerlorn: Found in a cavern several hundred miles long underground, Daerlorn is a
kingdom of some unknown civilization dating back even beyond that of the berylis.
Dangerous crystalline creatures and magical effects that are still potent today
P have kept exploration of Daerlorn to a minimum. Athris and Veth’maril,
both, would be very generous in awards given to those that could

L determine the origins of this ruined crystal kingdom.

A
Grethmir Mountains: These high mountains of red
and blue crystal are the border between Veth’maril
and Celenor. The Rainbow Spire, the base of the
N Crystal Keepers on the plane, is found nestled in
a valley in the south.

E Kathorvek: Kathorvek is a small king-


dom located in the far southern portion of
the continent. Kathorvek has mostly
wanted to stay out of the wars between

O Athris and Veth’maril, and in doing so


has become very isolated. Although not

F
evil, they dislike visitors even more
than Athris, which usually means after
a single warning a trespasser had best
be wary of the repercussions.

C Kethik Ocean: The clear waters


that surround the continent. They are
the home to not only crystalline, yet edi-
R ble, fish similar to those from other
worlds, but also to crystalline versions of

Y dangerous threats such as sahuagin, tojani-


da, and others.

S Gorithstir Swamp: Easily the most danger-


ous area of the continent. The ground is littered
T with the fallen obsidian trees and nearly flooded with
dark murky water. The berylis living here have built

A their cities in the highest areas of the swamp using slaves


and their undead minions. Those venturing into the swamp of
obsidian trees not only have to be fearful of the evil crystalmancers
K and their undead servitors, but also other dangerous creatures.

Plain of Gliris: The Plane of Gliris “Plain of Glass” is a wide flat stretch of land
with the crystalline grass being perfectly clear. It would be a complete eyesore if not for

Powers of the Gems


40
Crystalmancy
the fact only soft light comes from the crystalline sphere high above the land. The Athris Thormir River: Thormir River begins its long winding journey from the Velim
have released armies of undead and servitor beasts to keep this area clear of any possi- mounts and finally enters into Thormir Lake. As state above, the river is named after an
ble threats. ancient serpent creature that lived in the waters.

Rainbow Spire: Within the Grethmir Mountains, in the western portion of the con- Tresmril’s tower: Tresmril, the lord of the plane of
P
tinent, is the Rainbow Spire. This huge tower of a near infi-
nite assortment of colors is the main base of the Crystal
crystal, lives in this diamond tower roughly a mile
tall. Although extremely tall, the tower appears L
A
Keepers on the crystalline plane. They are an ally of rather squat truly showing the massive nature of
Veth’maril, which the Grethmir Mountains border. From the building. Tresmril, a crystal being of god-like
the Rainbow Spire, the keepers help guard the plane and in power, rarely leaves the tower. Only situations
use the spire as a library and laboratory for powerful crys-
talmancers that make up the order.
that have the plane’s existence at stake force the
Crystal Lord to leave. Writings of ancient berylis
N
Lyrorum Sea: Found in the far north of the plane, the
scholars say that he scrys the entire plane, and pos-
sibly others, from a huge mirror found in his throne E
Lyrorum Sea is home to many crystalline fish, sharks, and room.
amphibious creatures. An extremely ancient kraken,
which holds power that of ancient dragons, can occasion- Velim Mounts: These emerald mountains sur-
ally be seen rising out of the water to survey the area
above the sea. Some say the kraken guards an ancient arti-
round the valley that Tresmril calls home. They are
the tallest mountains found on the continent, with O
F
fact that has power over the plane itself. most stretching high above Tresmril’s tower. None
have yet to see a dangerous creature besides crys-
Silavir Forest: This emerald leafed wood is located in talline wolves or mountain lions to live in these
the southern stretches of Veth’maril. Silavir is very a high peaks.
peaceful glade filled with unknown tree spirits that make
the wood their home. The borders of the wood are well
patrolled and maintained by berylis rangers that see to it
Veth’maril: This large kingdom, nearly in the
middle of the continent, is home to roughly 1 mil- C
that few enter very far into the sylvan wood. lion berylis. Nearly all of the million are crystal-

Thelganhol: The capital of Athris, Thelganhol is a


mancers, and a number of them are rather power-
ful. The typical crystal buildings of the berylis are
R
terrifying site to behold. Many obsidian towers stretch
high above the murky swamps below, with patrolling
found here, but are much larger than those found in
the smaller kingdoms. The majority of gates and Y
S
undead on skeletal bats. Few enter this fortress town portals that lead to and away from the plane of
without a chill coming to their soul. Mizroth and his crystal are found here, closely guarded by the
council of the most powerful crystalmancer in Athris plot berylis. Guarding the uninhabited spaces in
the downfall of Veth’maril and other lands in the west. Veth’maril and in the caverns found underground
are crystal golems constructed by the berylis.
T
Thormir Lake: This clear lake and the river that empties
into it form the border between the hated enemy kingdoms
Queen Serina (LG berylis female Cry 22) rules this
peaceful kingdom with a gentle, yet resolved, hand. She has ruled for nearly three hun- A
Athris and Veth’maril. The river and lake are bestowed the name Thormir due to a large dred years, and all have been relatively peaceful with few attacks from the kingdom of
serpent of hardened sapphire that inhabited the waters many millennia ago. Thormir was
destroyed, but not before having spawned several other serpents, albeit of smaller size.
Athris. The kind queen is an oddity among the race, for she has long crystalline hair of
a light blue color. This is due to her mother being a human from another world, making
K
Although mostly safe, the serpents are a threat to any that enters the azure waters, so few her one of the few half-berylis ever known.
boats and swimmers enter the lake or river.

Powers of the Gems


41
Crystalmancy
Tresmril, Lord of the Crystal Realm COMBAT
Tresmril is thought to prefer using his mighty physical attacks over his spellcasting,
Huge Outsider (crystal) but that is mostly theory rather than exact information.
P Hit Dice: 45d8 + 540 (742 hp)
Initiative: +6 Crystal Lord traits: As the ruler of the plane of crystal, Tresmril has many super-

L
Speed: 50 ft (10 squares), burrow 30 ft (6 squares) natural abilities
AC: 50 (-2 size, +40 natural, +2 dex), touch 10, flat-footed 48 -Darkvision of 300 foot.
Base Attack / Grapple: +45 / +70
A
-Plane sense (Ex): Tresmril can sense any creature that comes within 100 miles of
Attack: Slam +60 melee (4d6+17) where he is located while on the plane. The crystal lord can tell the approximate power
Full Attack: Slams +62/+57/+52/+47/+42 melee (4d6+17) and alignment of the creature.
N Space/Reach: 15 ft. / 15 ft.
Special Attacks: Spells
-All around vision (Ex): Tresmril can sense the exact location of any creature with-
in 300 foot from where he is located in any direction.
Special Qualities: Crystal Lord traits, SR 40
E Saves: Fort+36, Ref+26, Will +37
Abilities: Str 45, Dex 15, Con 35, Int 30, Wis 37, Cha 32
-Crystal sense (Ex): The lord of the crystal plane knows of all types of crystals and
gems, as if he automatically made his Knowledge (gemology) check. Also, Tresmril
detects crystals and gems, as the spell, within 100 miles.
Skills: Appraise +55, Climb +62, Concentration +57, Craft +55, Diplomacy +56,
Intimidate +56, Jump +62, Knowledge (arcana) +55, Knowledge(gemology) +55, Spells (Sp): Tresmril has the abilities of a 25th level crystalmancer (or wizard if not

O
Knowledge (local) +55, Knowledge (religion) +55, Knowledge (the planes) +55, Listen using the crystalmancer core class).
+58, Search +55, Sense Motive +58, Spellcraft +55, Spot +58
Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Craft Spellcrystal,
F
Items: The crystal lord is known to possess the following items.
Great Cleave, Empower Spell, Improved Bull Rush, Improved Critical (Slam),
Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Spell Penetration, Tresmril’s ring: This large emerald band is thought to have been made by Genafae
Sunder. Rose. It can hold 18 levels worth of spells of levels 8 and under. This acts just as the
Climate/Terrain: Any land and underground spell storing properties of a Genafae’s Rose.
Organization: Solitary, entourage (1 + 3-10 crystal golems)
C Challenge Rating: 28
Treasure: 12x coins, 12x goods, 12x items
Caster Level: 20th

R Alignment: Neutral Good Crystal Mirror: Tresmril has this 20 ft tall mirror positioned on the wall in his throne
Advancement: By character class room. The mirror can be used to scry, as the scrying spell, at will. The scrying attempt
is always successful, with no need of making a Scry skill check.
Y Tresmril is a large, roughly humanoid creature of pure white crystal. It can change
its shape slightly, but usually appears as a 25 foot tall broad, muscular human, bald head-
Caster Level: 22nd

S ed, with eyes of diamond.


The lord of the crystalline plane spends most of his time in his tower of diamond,
Adventure Possibilities
Plenty of adventure and excitement can be had in the crystalline plane. Monster
T surveying and scrying the plane and beyond for possible threats. Very few creatures can
say they have ever met Tresmril. One old tale says Genafae Rose had an audience with
encounters, albeit crystalline monsters, are possible in all corners of the plane. An entire
campaign could even be based in the plane of crystal, or just a visit to the berylis and
him, giving him the powerful ring of emerald he is known to constantly wear. He is
A
seeing this beautiful place. Below is just a list of possibilities, both low and high leveled,
assumed to know practically all known languages. for adventures.
The motivations of this powerful entity are largely unknown beyond the preservation

K of the plane of crystal. There is even a possibility he was the true creator of the plane
millions of years ago, or a guardian by the true creator.
Artifact taken: The artifact at the bottom of the Sapphire Sea has been taken and the
kraken destroyed. The stealer of the artifact now has near-total power over the plane. It
is up to the player characters, which are not crystalline based, to tackle the new ruler of
the plane.

Powers of the Gems


42
Crystalmancy
Daerlorn: The characters must go into this ruined land and find some information Keeper Badge: This pin, roughly the size of a human hand, bears the symbol of the
having to do with a pending event, perhaps details about the artifact from the Sapphire crystal keepers. At will the badge can produce light equal to a daylight spell within 30
Sea. ft of the wearer. Also, the badge can store one spell of up to third level at any time. Once

Pure Gems: A crystalmancer needs an exceptionally pure gem for a new spell he is
cast, a new spell can be cast into the badge, and held for later. Each keeper badge is made
especially for a single crystal keeper, under no circumstances will it work for anyone
P
crafting. Spending most of his time researching, he sends the characters to the crystalline
plane to find a gem pure enough for his needs. Although seemingly easy, the berylis do
else. If not worn by the crystal keeper for a week, it will crumble to dust. The badges are
enchanted with a special magical aura that can be detected by using a spell, both of L
A
not take kindly to much excavating being done and investigate. which are only known by the highest members of the crystal keepers. The first keeper
badge is a free gift for the new crystal keeper. Each additional badge costs 8,000 gp.
Visit: A berylis friend of the characters has reason to go to another plane and has Caster Level: 12th; Prerequisites: Craft Wondrous Item, Spellcaster Level 12+,
asked the characters to help as guides. Member of the Crystal Keepers; Market Price: 14,000 gp
N
War!: Another war has broken out between Veth’maril and Athris. The characters,
who have already become allies of the berylis of Veth’maril, are helping their allies in
Organization Information:
Members: Between 600-1,000. E
the struggle. Symbol: A diamond with colorful rays coming from the diamond. Each ray is of a
Crystal Keepers different color of the rainbow.
Leadership: Council of five crystal lords.
This organization of crystalmancers was founded by Genafae Rose and Randamon,
two of the most powerful of contemporary crystalmancers. Throughout history, the crys-
Key locations: Emerald Hall, Rainbow Tower
O
tal keepers have helped prevent many evil plots, especially by other crystalmancers. The
keepers main goal, though, is to research new items, spells, and increase the knowledge The Crystal Lords F
on crystalmancy.
The keepers are highly individualistic, only returning to the organization’s crystal Jaranis Vir (LG human male Cry 18)
towers for meetings, research, and aid. The majority of the time, the keepers are out in Although Kryllia is the most powerful crystalmancer among the crystal lords,
the world furthering their own goals. All crystal keepers are expected at the emerald hall
twice per year, during summer and winter solstice, and are expected to donate items,
Jaranis has the drive to bring as much order as he can to this disorganized lot of spell-
casters. Jaranis has been a member practically all his life, his father was a crystal lord
C
gold, and knowledge for the benefit of all the keepers. Although crystal keepers rarely
meet, except at the emerald hall, they always aid each other however they can.
before his death, as was his grandfather. He sees to it that all the laws are followed and
has extremely detailed records on every member and their donations. Jaranis rarely R
Y
Many of the inexperienced members of the organization are sent out by the crystal appoints low leveled keepers on missions, except those of a very menial nature. As
lords on missions, especially to find any information on items of power created by evil orderly as the records he has kept, Jaranis is, nevertheless, a kind and generous man. A
crystalmancer, such as the Blackstar diamond. A vast collection of items, both good and nickname the keepers have for Jaranis is “Sapphire Eyes”, due to the magical sapphire
foul, are found in the emerald hall, but the most powerful, and dangerous, items are
housed deep beneath the rainbow tower on the plane of crystal, guarded by enhanced
lens he wears. Jaranis Vir is a thin framed man of sixty years usually covered in robes
of crimson red, with thinning white hair and trim mustache.
S
crystal golems.
To become a member of the Crystal Keepers, a character must be at least a 1st level Kryllia Talani (CG human female gemlorn Cry 20) T
crystalmancer and cannot be of evil alignment. Many apprentices are at the emerald hall This powerful crystalmancer is the true head of the crystal keepers. Nearly half of
learning to become crystalmancers. When not learning, these apprentices are about the
halls cleaning, cooking, and doing other menial chores. Becoming a member of the crys-
her two centuries of life has been spent as a gemlorn, constructed out of diamond.
Kryllia spends most of her time at the rainbow tower researching new items and spells,
A
tal keepers means full access to the wealth of knowledge pooled by thousands of crys-
talmancer, from the past and present, as well as possible aid by any crystalmancer. A
few of which she shares with others, unless absolutely called for. She also spends much
of her time trying to find the chaos crystal, and will be most generous to anyone with K
crystal keeper, when joining the organization, gains a minor magic item called a keeper information. Kryllia is rarely seen and has missed several “required” meetings, to the
badge. dismay of Jaranis. Her near absolute authority on crystalmancy makes her an ally Jaranis

Powers of the Gems


43
Crystalmancy
would rather not give up, so he looks over many disruptions that have been caused by
Kryllia. Kryllia is known for her practical jokes and child-like nature, which many think
Key Locations
is unbefitting of such a power spellcasting. Some even think she is mad. Many crystal-
P mancers, including most of the crystal lords, believe she is related to the ancient Genafae
Rose, because of an uncanny similarity in appearance they share, at least when Kryllia
Emerald Hall: This huge complex is the main base for the crystalmancers. The hall
was shaped by powerful spells out of pure emerald and stretches nearly three hundred

L was human. yards above ground, with nearly as much below. From apprentices cleaning, to the occa-
sional explosion from a spell or item gone awry, the emerald hall is constantly abuzz
with activity. A dozen crystal giant eagles have been brought here from the crystalline
A
Maerla Everill (CG elven female Cry16/Brd2)
This russet haired, emerald eyed elven maiden is the liveliest of the crystal lords. Her plane to help transport crystalmancers to and from this hall located deep in a craggy
humerous jokes and stories are often essential to peace among this eclectic group of mountain ranged. A large library, many magic items, and portals to several different

N spellcasters, but her temper can be just as fiery as her red trusses, when aroused.
Crystalmancer apprentices are always looking to become her new student, because of
worlds, besides the plane of crystal can be found here.

Rainbow Spire: Information on this breathtaking building is found in the entry for
E her near infinite patience with her students and, for the males, her beauty. She can often
be found weaving tales of great fantasy among the young crystal keepers, and is seen as the plane of crystal under places of interest.
a sort of emissary between the keepers and lords. Maerla is the oldest lord, being at four
hundred fifty years. The Crystil Language
O Zanathom Ganandra (CN human male Cry 15)
Zanathom is the newest, and youngest, member of the crystal lords. At 37 years,
Crystil is the language of the Berylis as well as the main language of the
crystalmancers. Unless speaking to people unfamiliar with crystil, all crystal-

F
Zanathom is still seen as an upstart by the other lords, which irks him to no end. Above mancers will speak with this ancient tongue. Including here is the alphabet of
all, he wishes to become as powerful a crystalmancer as Kryllia or Jaranis, but few the crystil language and a few of the most common words crystalmancers and
believe he would stoop to any foul means to do so. He spends most of his time studying adventurers will find and use during the travels. Also included is a very basic
ancient lore and information for new means of power. When not doing that he can be syntax of the language, while it is beyond this books scope, and mine, to detail
found testing his mettle against a host of opponents, from fellow keepers to creatures how the language would be written or spoken, a DM or crystalmancer could
C most dangerous. After three years as a member of the crystal lords, several are wishing
they could reverse their vote to allow Zanathom in.
write words and sentences with these few basics.

R Anderis Calvanis (NG human male Cry 17)


This rotund crystalmancer of fifty six years is never seen without a smile on his face
Basic Syntax

Y and a twinkle in his eye. Some say it is due to the large amounts of ale and wine, espe-
cially elven wine given to him by his friend Maerla, but whatever the cause, he is as jolly
Sentence structure is very close to the common tongue in relation to where
the subject and object go in each sentence. When writing in crystil, a writer

S
as a man can be. Anderis prefers to spend most of his time traveling to new and exciting must remember to always run two consonants or vowels together. Unlike
places and locales, more than being at the emerald hall. A number of his adventures have common, written crystil does not have a lower and upper case alphabet.
been with Maerla, who some say he has had the occasional tryst with in the past.
T
A The Crystil Alphabet
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
K
A B CD EF GH I J K L M NOP QRST U V WX Y Z
Powers of the Gems
44
Crystalmancy

CHAPTER 5 - Gem Beasts


M
T
his chapter describes any new races, creatures, and templates that would be gems, usually emerald or sapphire. Berylis are extremely intelligent and practically all
of interest to crystalmancers. Most of these can be used without any chang- of them are crystalmancers, using the over-abundance of crystals and gems for compo-
ing in a non-crystalmancy world and others with slight changes. Every crea-
ture in this chapter has a new descriptor: crystal. This means that they are
nents.
Most are kind, but wary of others that come from other planes. They are very O
N
vulnerable to sonic damage and also can be affected by certain spells that human-like in their social behavior. Berylis enjoy visiting friends, and many have a love
target crystal objects. of music and art. Clothing is made from small gem sequences that are stitched together,
making their clothing colorful, if not an eye sore.
Young berylis spend more of their time at social events. Although berylis do not age
S
Berylis
physically, as one gets older, they spend more time researching and in deep contempla-

Medium outsider (crystal, native)


tion. Males and females are mostly seen as equals, even in Athris where only power mat-
ters. T
The origin of this race is shrouded in mystery. One story of their origin says they
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
were humans that went through some type of portal early in the history of intelligent life
on the original planet. Through living on the crystalline plane for such a long period, the
R
Speed: 30 ft (6 squares)
Armor Class: 16 (+2 natural, +4 crystal chain), touch 10, flat-footed 16
berylis slowly mutated into their current forms. Other stories say Tresmril created the
berylis as protectors of the crystalline plane long ago. O
Base Attack / Grapple: +1 / +1
U
Berylis become adults around the age of 50, and reach old age at 500.
Attack: Long sword +1 melee (1d8) or short bow +1 ranged (1d6)
Space/Reach: 5 ft. / 5 ft. COMBAT
Special Qualities: Darkvision 60 ft
Saves: Fort +3, Ref +0, Will +0
Berylis found outside of their homes are typically warriors (the statistics above are
for a 1st level warrior). They are usually found in very orderly units where everyone S
Abilities: Str 11, Dex 11, Con 12, Int 13, Wis 11, Cha 10 knows their place and orders. Berylis have no true preference between ranged and melee
Skills: Climb+4, Jump +4, Knowledge (gemology) +5, Spot +2 combat, doing both equally well. If a crystalmancer or wizard is in the group, the non-
Feats: Dodge spellcasters will shield the spellcaster, to give as much protection as possible so they can
Climate/Terrain: Plane of Crystal, any land and underground
Organization: Company(2-4), Squad(11-20 plus 2 3rd level sergeants and 1 crystal-
cast their spells to boost the group’s combat effectiveness. G
mancer leader of 3rd-6th level), or band(30-100 plus 1 3rd-level sergeant for every 10,
5 5th-level lieutenants that are fighters, crystalmancers, or both, and 3 7th-level crystal-
Racial Traits
-Int +2, Con +2. Berylis are more intelligent and, due to the crystalline body, much E
mancer/fighter captains)
M
tougher than many races.
Challenge Rating: 1/2 -Berylis gain a +2 natural armor bonus to their armor class. Although softer than nor-
Treasure: Standard mal crystal, the skin of a berylis is very strong and hard to penetrate.
Alignment: Usually lawful neutral
Advancement: By character Class
-Berylis have Darkvision of 60 ft.
-+2 racial bonus to Spot and Knowledge(gemology) checks. S
-Base speed is 30 feet.
The Berylis are a race of crystalline humanoids found only on the plane of crystal. -Berylis are medium-sized.
They are humanoid shaped out of an odd soft crystal, blurred enough not to allow any- -Berylis are outsider (crystal, native) creatures, which mean many effects that target
one to see into the berylis. They are bald headed and have eyes of perfectly spherical humanoids have no effect on them.

Powers of the Gems


45
Crystalmancy
-+2 saves against poison and disease. The berylis are naturally resistant to diseases piercing weapon.
and poison. Abilities: Str +6, Dex -2, Con +6, Int +0, Wis +0, Chr +0
-Berylis gain Knowledge (gemology) as a class skill. Challenge Rating: Same as the base creature +2
-Favored Class: Crystalmancer (Wizard if not using the crystalmancer core class)
- ECL +1 Sample Crystal Creature

M This example uses a worg as an example.

O Crystal Creature
Creatures native to the crystalline plane are composed entirely out of crystal and
Crystal Worg
Medium Magical Beast (Crystal)

N creatures have the ability to survive anywhere on the plane.


gems. Many of these creatures are similar to versions found on other planes. Crystal Hit Dice: 4d10 + 20(42 hp)
Initiative: +1
Speed: 50 ft (10 squares)
S Creating a Crystal Creature Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack / Grapple: +4 / +10

T outsider.
Crystal creature is a template can be added to any corporeal creature that is not an
The creature with this template is now referred to as the “base creature”. The
Attack: Slam +10 melee (1d10+6) or Bite +10 melee (1d6+6)
Full Attack: Bite +10 melee (1d6+6), Slam +5 melee (1d10+6)

R tistics and special abilities, except where noted below.


creature’s type changes to “magical beast (crystal).” It uses all of the base creature’s sta- Face/Reach: 5 ft. / 5 ft.
Special Attacks: Trip
Special Qualities: Scent, low-light vision, crystal traits, DR 5/blunt
O Speed: Same as the base creature.
Armor Class: Due to the crystal make-up of the creature, natural armor improves by
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 23, Dex 13, Con 21, Int 6, Wis 14, Cha 10

U +6 Attacks: The creature gains a slam attack. If the creature already possesses a slam Skills: Hide +6, Listen +9, Move Silently +6, Spot +9, Survival +2*
Feats: Alertness, Track
Climate/Terrain: Any land or underground
S
attack, use the better of the two values.
Organization: Solitary, pair, or pack(6-11)
Size Slam Damage Challenge Rating: 4
F 1 Treasure: 1/1 coins, 50% goods, 50% items
D d2 Alignment: Always neutral evil

G T d4 Advancement: 5-6 HD (Medium-size), 7-12 HD (Large)


S d6
M d10 The crystal worg has the same cunning and evil tendency as its non-crystalline coun-
E L
H
2d6
2d8
terpart. While mainly found on the plane of crystal, the crystal worg has managed to find
itself on a variety of different worlds and planes.

M G
C
4d6
4d8
The crystal worg are usually found in packs, with those of there own kind as well as
normal worgs. Being more power, these creature become the leaders of those packs and
will rarely join an alliance with goblinoid creatures. They will hunt any creature, usual-
S Special Qualities: A crystal creature retains all of the special qualities of the base
creature, also gaining darkvision and tremor sense of 60 ft. The crystal creature also
ly using pack tactics, that they believe is weaker than them, including humans and other
humanoids.
gains cold, fire, and electrical resistance of 20. Due to the crystal descriptor they are vul- A crystal worg is similar in appearance to a normal worg. It looks like a large wolf,
nerable to sonic attacks so they take 50% more damage from attacks of that type. but of darker multicolored crystal. They can stand up to 3 to 4 feet at the shoulders and
Damage Reduction (Ex): Because of the crystal skin of these creatures, they gain weigh 300 pounds or even more. A crystal worg speaks their own language, along with
DR 5/blunt. They ignore the first 5 damage from each attack that is from a slashing or the normal worg, as well as possibly speaking common, goblin, or crystil.

Powers of the Gems


46
Crystalmancy
COMBAT
If in a pack, the crystal worg will use cunning strategy to lure their prey into an area
more advantageous for the pack. The pack of crystal worgs will then use hit-and-run tac-
tics to exhaust and injure the prey. A solitary crystal worg uses its stealth and the same
hit-and-run tactics to capture its prey, as well as wait for a moment of weakness, such as
a creature sleeping to get an easy meal.
M
O
Trip (Ex): When the worg hits with a bite attack, it can attempt to trip the opponent
as a free action. This is done without making a touch attack, and it does not provoke an
attack of opportunity. A failed trip attempt by the worg does not allow the opponent to
react and attempt a trip.
Crystal Traits (Ex): A crystal creature retains all of the special qualities of the base
N
creature, plus darkvision and tremor sense of 60 ft. The crystal creature also gains cold,
fire, and electrical resistance of 20. They are vulnerable to sonic attacks, suffering 50% S
more damage from attacks of that type.
Skills: A crystal worg receives a +1 racial bonus to Listen, Move Silently, and Spot
checks, and a +2 racial bonus to Hide checks. When tracking by scent, a crystal worg
T
gains a +4 racial bonus to Survival checks.
R
O
Crystal Golem
Large Construct (crystal) U
S
Hit Dice: 12d10+30 (96)
Initiative: -1
Speed: 30 ft. (6 squares) (can’t run)
Armor Class: 24 (-1 size, -1 Dex, +16 natural), touch 8, flat-footed 24
Base Attack / Grapple: +9 / +22
Attack: Slam +17 melee (2d10+9)
Full Attack: 2 slams +17 melee (2d10+9) G
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Crystal Spray
Special Qualities: Construct, magic immunity, DR 10 / blunt and adamantine
E
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 28, Dex 9, Con -, Int -, Wis 11, Cha 1 M
S
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-19(Large), 20-34(Huge) Crystal Worgs guard the kill

Powers of the Gems


47
Crystalmancy
Gem Bones
This golem is constructed out of a single large piece of crystal that is shaped into a
humanoid form. Some are roughly shaped, while others can be extremely ornate and
have intricate carvings. Crystal Golems are practically an unstoppable juggernaught,
making them a perfect guard for spellcasters. The magical immunities makes many Gem Bones are skeletal remains of creatures animated by an animate gem bones
spellcasting thieves think twice before going into a place guarded by a crystal golem, spell. These undead creatures serve their creators until they are destroyed. Similar in

M and its strength and toughness make it a match for the most skilled of warriors.
A crystal golem is roughly 10 feet tall and weighs around 2,000 pounds
appearance to normal skeletons, a gem bone is covered in small roughly hewn gems.
Gem Bones are excellent servants and guards for spellcasters. Although the spell was
originally created by crystalmancers, it has since spread to other arcane spellcasters and
O COMBAT
Crystal Golems are not expert tacticians. They go to the nearest opponent and attack
some clerics take this spell.

N them until they are neutralized before moving on. A golem’s creator can use a crystal
golem as a perfect partner to keep opponents at bay while attacking from behind the
Creating a Gem Bone
“Gem bone” is a template that can be added to any dead corporeal creature that has

S golem with spells. a skeleton. The creature’s type changed to “undead” and gains the crystal descriptor.
Gem bones use all of the base creature’s statistics and special abilities, except spell-like
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. and supernatural abilities.
T Not subject to critical hits, subdual damage, ability damage, energy drain, or death from
massive damage. Hit Dice: Increase to d12. Any hit dice gained through classes is negated; only a

R Crystal Spray (Ex): A crystal golem can cast crystal spray that emits from their
mouth once per day as a caster equal to that of its creator when the golem was made.
creature’s base number of hit dice is used.
Speed: Due to the clunky nature of gem bones, their base speed is reduced by 10 feet.
Creatures with natural flight, such as with wings, can still fly, but their flight speed is
O
Magic Immunity (Ex): Crystal golems completely resist most magical and super-
natural effects, except the following: reduced by 10 feet as well and their maneuverability is reduced by one rank.
-Shape crystals and gems spell cast on a crystal golem acts as if a slow spell Armor Class: The creature loses all natural armor bonuses and then gains an amount

U was cast on them.


-Sonic effects and spells are effective against a crystal golem, and due to the
of natural armor as indicated below.

S crystal descriptor do 50% additional damage. Size Natural Armor bonus


T +1
Construction S +2
A crystal golem’s body must be made from a single piece of crystal, usually quartz M +4
that weights at least 2,500 pounds. L +6

G The golem costs 85,000 gp to create, which includes 3,000 for the body. Assembling
the body requires a successful Craft (sculpting) check (DC 19). The creator must be an
H
G
+8
+12
C +18
E
arcane spellcaster of at least 17th level and the ritual requires crystal spray, limited wish,
and shape crystals and gems.
The completion of the ritual drains 1,700 XP from the creator. Attacks: The creature gains slam and claw attacks. If the base creature already has

M slam or claw attacks, use the better value. These attacks use the base attack bonus grant-
ed for being undead, ignoring the base attack bonus of the base creature.

S Size
T
Slam Attacks
1d4
Claw Attacks
1d3
S 1d6 1d4
M 1d10 1d6
L 2d6 1d8
H 2d8 2d6

Powers of the Gems


48
Crystalmancy
Size Slam Attacks Claw Attacks Feats: Weapon Finesse
G 4d6 2d8 Climate/Terrain: Any land and underground
C 4d8 4d6 Organization: Any
Challenge Rating: 1/6
Special Attacks: The creature loses all special attacks they possessed before becom- Treasure: None
ing a gem bone.
Special Qualities: The creature loses all special qualities they possessed before
Alignment: Always neutral
Advancement: none M
O
becoming a gem bone and gains the following special qualities:
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and
disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or
death from massive damage.
Immunities: Gem bones have cold immunity. Because of their lack of flesh or inter-
N
nal organs, they gain DR 5/blunt.
Saves: Good will saves. S
Abilities: Gem bones do not have a constitution or intelligence score. All others are
normal.
Skills: Gem bones do not have any skills.
T
Feats: Gem bones have one feat for every four hit dice.
Climate/Terrain: Any land and underground R
O
Organization: Any
Challenge Rating: Same as base creature
Treasure: None
Alignment: Always neutral
Advancement: none
U
Sample Gem Bones S
Below are several sample gem bones.

House Cat Gem Bones


Tiny Undead (crystal)
Hit Dice: ½d12 (3 hp)
G
Initiative: +2 (Dex)
Speed: 20 ft (4 squares)
E
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack / Grapple: +0 / -12 M
Attack: Claw +4 melee (1d3-4)
Full Attack: 2 claws +4 melee (1d3-4) and bite -1 melee (1d3-4); or slam -4 melee
(1d4-4)
S
Space/Reach: 2 ½ ft. / 0 ft
Special Qualities: Undead, immunities
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 3, Dex 15, Con -, Int -, Wis 12, Cha 7

Powers of the Gems


49
Crystalmancy
Human Gem Bones (1st level Commoner) Challenge Rating: 3
Treasure: None
Medium Undead (crystal) Alignment: Always neutral
Hit Dice: 1d12 (6 hp) Advancement: none
Initiative: +0 The above statistics are for an ogre that has been raised still wearing the hide armor

M
Speed: 20 ft (4 squares) it did in life.
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack / Grapple: +0 / +0
O Attack: Slam +1 melee (1d10)
Full Attack: 2 claws +0 melee (1d6) or slam +1 melee (1d10)
Roc Gem Bones
Gargantuan Undead (crystal)

N Space/Reach: 5 ft. / 5 ft.


Special Qualities: Undead, immunities
Hit Dice: 18d12 (117 hp)
Initiative: +6
Saves: Fort +0, Ref +0, Will +2 Speed: 10 ft (2 squares), fly 70 ft (poor) (14 squares)
S Abilities: Str 10, Dex 11, Con -, Int -, Wis 10, Chr 10
Feats: Weapon Focus (slam)
Armor Class: 20 (-4 size, +2 Dex, +12 natural), touch 8, flat-footed 18
Base Attack / Grapple: +9 / +33

T Climate/Terrain: Any land and underground


Organization: Any
Attack: Slam +18 melee (4d6+12)
Full Attack: Slam +18 melee (4d6+12); or 2 claws +17 melee (2d8+12) and bite +14

R
Challenge Rating: 1/2 melee (2d8+6)
Treasure: None Space/Reach: 20 ft. / 15 ft.
Alignment: Always neutral Special Qualities: Undead, immunities
O Advancement: none
The statistics above are for average citizens of a campaign world. Humans that pos-
Saves: Fort +6, Ref +8, Will +12
Abilities: Str 34, Dex 15, Con -, Int -, Wis 13, Cha 11

U sess more levels with classes would be roughly the same as this sample since all hit dice
based on class are lost when raised as a gem bone.
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch,
Weapon Focus (slam)
Climate/Terrain: Any land and underground
S Ogre Gem Bones Organization: Any
Challenge Rating: 9
Large Undead (crystal) Treasure: None
Hit Dice: 4d12+3 (29 hp) Alignment: Always neutral
Initiative: -1
G
Advancement: none
Speed: 20 ft (4 squares) The statistics above are for an average roc.
Armor Class: 17(-1 size, -1 Dex, +6 natural, +3 hide), touch 8, flat-footed 17

E Base Attack / Grapple: +2 / +11


Attack: Greatclub +7 melee (2d8+7)
COMBAT
Each of the gem bones presented above will attack as deemed by the one that has
Full Attack: Greatclub +7 melee (2d8+7), or 2 claws +6 melee (1d8+5) or slam +6
M melee (2d6+5)
Space/Reach: 10 ft. / 10 ft.
raised them from their grave. They attack without mercy and without fear. Creatures that
fly, such as the roc, can be told to take to the air and attack by diving down upon their
opponent, but that is the most complex order the gem bone could follow.
S Special Qualities: Undead, immunities
Saves: Fort +1, Ref +0, Will +4 Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and
Abilities: Str 21, Dex 8, Con -, Int -, Wis 10, Cha 7 disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or
Feats: Toughness, Weapon Focus (greatclub) death from massive damage.
Climate/Terrain: Any land and underground Immunities: Gem bones have cold immunity. Because of their lack of flesh or inter-
Organization: Any nal organs, they gain DR 5/blunt.

Powers of the Gems


50
Crystalmancy
Gem Dragon
depending on the dragon’s mood. The only noticeable difference in appearance between
a wyrmling and a great wyrm, besides size, is that a younger gem dragon’s body is oddly
soft, but hardens quite quickly.
Dragon (Crystal) The diet of a gem dragon consists mostly of crystals and gems, showing why few of
Climate/Terrain: Any land and underground these creatures are found on other worlds where food is much scarcer. For whatever rea-
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or
clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary,
son these dragons are on other worlds, they have been known to make peaceful relations
with a dwarven community out of mutual benefit. A gem dragon is a great ally when a M
pair, or family (1-2 and 2-5 offspring)
O
battle arises, and dwarves can help with getting food for the dragon, making its life eas-
Challenge Rating: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; ier. If necessary, a gem dragon can, and will, eat other foods, such as cattle and sheep.
adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26. Gem dragons care nothing for hoarding gems, seeing it more as a food source more
Treasure: Triple standard
Alignment: Neutral, neutral good, or neutral evil (even chance)
than treasure. Any gems a gem dragon does not wish to eat they will trade for gold or
magical items, which is what they truly love and spend hours upon hours polishing and
N
S
Advancement: Wyrmling 7-8 HD (Small); very young 10-11 HD (Medium-size); admiring. The few that know of gem dragons know to be cautious around them, because,
young 13-14 HD (Medium-size); juvenile 16-17 HD (Large); young adult 19-20 HD unlike most other dragons, a gem dragon’s alignment runs the gamut from a kind and
(Large); adult 22-23 HD (Huge); mature adult 25-26 HD (Huge); old 28-29 HD (Huge); gentle giant to being extremely greedy, and taking whatever they want.
very old 31-32 HD (Huge); ancient 34-35 HD (Gargantuan); wyrm 37-38 HD
(Gargantuan; great wyrm 40+ HD (Gargantuan)
Young gem dragons burrow out a small home for themselves and their small treas-
ure horde. Later on, and after getting the shape crystal and gems ability, they love to
T
Also known as “rainbow dragons”, Gem dragons are powerful winged reptilian
make grand homes in caves, with ornate spires and carving.
R
beasts born of crystal and gems. Although most are known to live on the crystalline
O
COMBAT
plane, several have been spotted on other worlds as well. Gem dragons prefer to attack from above or by coming from underneath. Older gem
A gem dragon seems almost like a statue cut from several different pieces of gems dragons put to great use their gem probe, crystal scry, and Gemguard abilities and rarely
at rough slanted angles. Jagged gem horns protrude from its forehead and run down the
length of its back, as well as from its front and back legs at the knee. Its eyes seem to be
enter combat without knowing more of the opponent than they do of the dragon. A gem
dragon using its versatile breath weapon is a gem dragon that is extremely injured.
U
S
nothing more than light orbs that shift through the colors of the rainbow, which change Breath Weapon (Su): A gem dragon has 5 types of breath weapons. Each produces
a bright cone of light of a certain color
found below.
Gem Dragons By Age -Green-deals acid damage
-Blue-deals cold damage

Age Size Hit Dice (hp) Armor Class


Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Breath
Weapon(DC)
Fear
DC SR
-Yellow-deals electricity damage
-Red-deals fire damage G
E
Wyrmling S 6d12+12 (51) 18(+1 size, +7 natural) +8 +7 +5 +5 3d8 (14) - - -White-deals sonic damage
Very young M 9d12+27 (85) 20(+10 natural) +11 +9 +6 +6 5d8 (16) - - Detect Gems and Crystals (Sp):
Young M 12d12+36 (114) 23(+13 natural) +15 +11 +8 +9 7d8 (18) - - Gem dragons can use this ability at
Juvenile
Young adult
Adult
L
L
H
15d12+60 (157)
18d12+90 (207)
21d12+126 (262)
26(-1 size, +17 natural)
28(-1 size, +19 natural)
31(-2 size, +23 natural)
+18
+23
+27
+13
+16
+18
+9
+11
+12
+11
+13
+15
9d8 (20)
11d8 (23)
13d8 (25)
-
21
23
-
19
21
will. When away from the crystalline
plane they use this ability to find large
M
Mature Adult
Old
Very old
H
H
H
24d12+144 (300)
27d12+189 (364)
30d12+210 (405)
34(-2 size, +26 natural)
35(-2 size, +27 natural)
38(-2 size, +30 natural)
+31
+35
+39
+20
+22
+24
+14
+15
+17
+17
+19
+21
15d8 (27)
17d8 (29)
19d8 (31)
25
27
29
23
25
27
amounts of gems or crystals for a food
source. S
Spell-Like Abilities (Sp): 3/day-
Ancient G 33d12+264 (478) 41(-4 size, +35 natural) +41 +26 +18 +23 21d8 (33) 31 29
Wyrm G 36d12+324 (558) 44(-4 size, +38 natural) +45 +29 +20 +25 23d8 (36) 33 31 diamond in the rough, shape crystals
Great Wyrm G 39d12+351 (604) 45(-4 size, +39 natural) +49 +30 +21 +27 25d8 (37) 35 33 and gems, gem probe; 1/day crystal
scry and gemguard

Powers of the Gems


51
Crystalmancy
Gem Giants Obsidian Giant
Sages speak of rare beings, akin to giants, that are born out of solid gem. These are Large Giant (Crystal)
the gem giants. They are among the most powerful creatures known. Gem giants have Hit Dice: 14d8+70 (133 hp)

M the strength of normal giants, but are much tougher because of their gem bodies.
Commonly found on the crystalline plane, a rare few have been found on other
Initiative: +2
Speed: 40 ft. (8 squares)
worlds for reasons unknown. Some legends say a god of gems or crystals have brought Armor Class: 23 (-1 size, +2 dex, +12 natural), touch 11, flat-footed 21
O them for worshippers, while other legends say they were born from the large veins of
gems found far beneath the world and ventured topside.
Base Attack / Grapple: +10 / +21
Attack: Slam +16 melee (2d6+7) or rock +11 thrown (2d6+7)

N Many thieves and greedy minded individuals have sought out gem giants hoping to
gain a kingdoms fortune from their bodies. This plan is not only dangerous; the giants
Full Attack: Slam +16 / +11 melee (2d6+7) or rock +11 / +6 thrown (2d6+7)
Space/Reach: 10 ft. / 10 ft.

S
are tough customers to deal with, but impossible. If a piece of their body is cut off the Special Attacks: Rock throwing, animate dead
gem loses whatever value it seemed to possess before, and becomes nothing more than Special Qualities: Rock catching,
a dim stone that is completely worthless. That knowledge does not keep many from try- Saves: Fort +14, Ref +6, Will +6
T ing, though. Some wealthy individuals have actually sent adventurers out to find these
rare creatures. Not for any monetary gain, but for the notoriety of having a statue that is
Abilities: Str 25, Dex 14, Con 21, Int 15, Wis 15, Cha 16
Skills: Climb +10, Intimidate +8, Jump +11, Knowledge (gemology) +7, Spot +5

R made out of a solid gem.


Gem giants are not constructs, they live basically as any other creature. They do not
Feats: Combat Reflexes, Far Shot, Point Blank Shot, Power Attack, Sunder
Climate/Terrain: Plane of crystal; Any hill, mountains, and underground
have to breathe, but blood of the same color as the giant flows through their bodies. Most Organization: Solitary, gang (2-5)
O gem giants prefer the crystalline creatures on the plane of crystal, but can eat any nor-
mal animal as well. The exact nature of gem giants is largely unknown, except to the
Challenge Rating: 11
Treasure: Standard

U most knowledgeable on crystals and crystalmancy. Also, since they are living beings
they can be cured by all means that humans can.
Alignment: Usually neutral evil
Advancement: By character class

S These greedy and malicious giants are very reclusive, usually keeping only their
skeletal minions as company. Adult
obsidian giants reach 17 feet in
Gem Dragon Abilities By Age weight and weigh around 4,000

G Age
Wyrmling
Speed
40 ft., fly 100ft(average), burrow 20 ft.
Str Dex Con Int Wis Cha
13 10 15 10 11 10
Special Ability
Detect gems and crystals
Caster Level
-
pounds. They appear as large, almost
skeletal humanoids made out of the
blackest obsidian, with eye sockets
E Very young
Young
Juvenile
40 ft., fly 150ft(poor), burrow 25 ft.
40 ft., fly 150ft(poor), burrow 25 ft.
40 ft., fly 150ft(poor), burrow 25 ft.
15 10 17 10 11 10
17 10 17 12 13 12
19 10 19 14 15 14
Diamond in the rough
-
1st
3rd
that glow a dim violet light. Their
head, legs and arms, and hands and

M Young adult
Adult
Mature Adult
40 ft., fly 150ft(poor), burrow 25 ft.
40 ft., fly 150ft(poor), burrow 30 ft.
40 ft., fly 150ft(poor), burrow 30 ft.
23 10 21 14 15 14
27 10 23 16 17 16
29 10 23 16 17 16
Damage reduction 5/magic
Shape crystals and gems
Damage reduction 10/magic
5th
7th
9th
feet look just like jagged obsidian
shaped into skeletal features. The

S Old 40 ft., fly 150ft(poor), burrow 30 ft. 32 10 25 18 19 18 Gem probe 11th giant’s body is thin and highly resem-
Very Old 40 ft., fly 150ft(poor), burrow 30 ft. 33 10 25 18 19 18 Damage reduction 15/magic 13th bles a corpse with its skin drawn tight
Ancient 40 ft., fly 200ft(clumsy), burrow 35 ft. 35 10 27 20 21 20 Crystal scry 15th over the muscle and bone, stomach
Wyrm 40 ft., fly 200ft(clumsy), burrow 35 ft. 37 10 29 20 21 20 Damage reduction 20/magic 17th sunken into its chest cavity.
Great Wyrm 40 ft., fly 200ft(clumsy), burrow 40 ft. 39 10 29 22 23 22 Gemguard 19th
Ancient dwarven grave sites and
*Plus one spell per each spell level found in this book, or that is crystalline or gem-focused elsewhere.
battle sites beneath the earth are the
areas most likely inhabited by the

Powers of the Gems


52
Crystalmancy
obsidian giants. They are rarely seen above ground, and when found, it usually means Weapon Focus (great club, thrown rock)
they have something vile in mind. Neither giants nor most intelligent life will work with Climate/Terrain: Plane of Crystal; Warm hills, mountains, and underground
these depraved giants, and only the occasional necromancer has been found to be allies Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), or tribe
with an obsidian giant. Obsidian giants speak common, crystal, and giant. (21-30 plus 35% noncombatants plus 1-3 2-5th level barbarians or fighters)
Challenge Rating: 14
COMBAT
Obsidian giants prefer to use their undead allies, hoping to kill or, at the least, weak-
Treasure: Standard
Alignment: Usually Chaotic Neutral M
O
en their opponents before entering combat themselves. In a fight, obsidian giants try to Advancement: By character class
attack using their rocks first before entering melee.
Ruby giants are among the toughest giants known, added with their penchant for
Animate Dead (Sp): An obsidian giant can cast animate dead once per day, using
their hit dice for caster level. When an obsidian giant reaches adult-hood (14 HD), they
becoming enraged during battle, makes them an extremely deadly opponent. A ruby
giant is shaped like a powerfully built human, but seems as if chiseled from one large
N
can also cast animate gem bones once per day, also using their hit dice for caster level.
Both are cast as sorcerer and they must follow all rules on the number of undead they
piece of ruby. Its eye socks house orbs of yellow light that flare like flames when
angered. These giants stand roughly 24 feet tall and weight nearly 20,000 pounds. S
can control. Obsidian giants can only animate skeletons or gem bones. They are not usually found amongst other creatures, preferring to be to themselves
Rock Throwing (Ex): An obsidian giant can throw small objects (objects weighing
40 to 50 pounds) up to 5 increments away.
or others of their kind. Ruby giants know how to speak common, crystal, and giant. A
few have learned to speak ignan, the language of fire creatures.
T
Rock Catching (Ex): The obsidian giant can catch small, medium-sized, or large
rocks (or projectiles of a similar shape). Once per round, when the giant would normal- COMBAT R
O
ly be hit by a rock, the giant can make a Reflex save to catch it. This counts as a free Although easily angered, ruby giants are not mindless and would rather ambush with
action and has a DC of 15 (for small rocks), 20 (for medium-sized rocks), or 25 (for large stones than by entering melee first. After entering melee and being in combat for sever-
rocks). The giant must be aware and ready for the attack in order to catch it. al rounds, most giants become so enraged they fly into a murderous fren-
zy.
U
Ruby Giant Rage (Ex): Ruby giants can, once per day, enter an enraged state
just as a barbarian of 20th level. This means they gain a +6 to S
Huge Giant (Crystal) Strength and Constitution and a +3 morale bonus to Will Saves,
Hit Dice: 20d8+160 (250 hp) but they gain a -2 penalty to their AC. They cannot enter a rage
Initiative: +0 with this ability and also enter a barbarian rage at the same
Speed: 40 ft (8 squares)
Armor Class: 28 (-2 size, +16 natural), touch 8, flat-footed 28
time if they have gained levels in barbarian or other classes
that grant similar abilities. G
Base Attack / Grapple: +15 / +36
E
Rock Throwing (Ex): A ruby giant can throw medium-
Attack: Great club +27 melee (4d6+19); or rock +14 thrown sized objects (objects weighing 60 to 80 pounds) up to 5
(2d8+13) increments away.
Full Attack: Great club +27/+22/+17 melee (4d6+19); or rock
+14/+9/+4 thrown (2d8+13)
Rock Catching (Ex): The ruby giant can catch small,
medium-sized, or large rocks (or projectiles of a similar
M
S
Space/Reach: 15 ft. / 15 ft. shape). Once per round, when the giant would normally be
Special Attacks: Rage, Rock throwing hit by a rock, the giant can make a Reflex save to catch it.
Special Qualities: Fire Resistance 20, Rock catching This counts as a free action and has a DC of 15 (for small
Saves: Fort +20, Ref +6, Will +7 rocks), 20 (for medium-sized rocks), or 25 (for large
Abilities: Str 37, Dex 10, Con 27, Int 11, Wis 12, Cha 14 rocks). The giant must be aware and ready for the attack
Skills: Climb +19, Intimidate +11, Jump +18, Spot +4 in order to catch it.
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack, Sunder,

Powers of the Gems


53
Crystalmancy
Gem Servants
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Construct
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 18, Dex 9, Con -, Int -, Wis 11, Cha 1
Gem Servant I
M Small Construct (crystal)
Hit Dice: 1d10+10 (15 hp)
Gem Servant IV
Large Construct (crystal)
O Initiative: -1
Speed: 20 ft (4 squares)
Hit dice: 7d10+30 (68 hp)
Initiative: -1

N
Armor Class: 15 (+1 size, +5 natural, -1 dex), touch 10, flat-footed 14 Speed: 20 ft (4 squares)
Base Attack / Grapple: +0 / -2 Armor Class: 19 (+11 natural, -1 size, -1 dex), touch 8, flat-footed 19
Attack: Slam +3 melee (1d6+3) Base Attack / Grapple: +5 / +14
S Full Attack: Slam +3 melee (1d6+3)
Space/Reach: 5ft. / 5 ft.
Attack: Slam +9 melee (2d6+7)
Full Attack: Slam +9 melee (2d6+7)

T Special Qualities: Construct


Saves: Fort +0, Ref -1, Will +0
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Construct
Abilities: Str 15, Dex 9, Con -, Int -, Wis 11, Cha 1
R
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1
Gem Servant II
O Medium Construct (crystal)
Hit Dice: 2d10+20 (31 hp)
Gem Servant V
Large Construct (crystal)
U Initiative: -1
Speed: 20 ft (4 squares)
Hit Dice: 9d10+30 (79 hp)
Initiative: -1
S Armor Class: 15 (+6 natural, -1 dex), touch 9, flat-footed 15
Base Attack / Grapple: +1 / +4
Speed: 20 ft (4 squares)
Armor Class: 20 (+12 natural, -1 size, -1 dex), touch 8, flat-footed 20
Attack: Slam +4 melee (1d10+4) Base Attack / Grapple: +6 / +16
Full Attack: Slam +4 melee (1d10+4) Attack: Slam +11 melee (2d6+9)
Space/Reach: 5 ft. / 5 ft. Full Attack: Slam +11 / +6 melee (2d6+9)
G Special Qualities: Construct
Saves: Fort +0, Ref -1, Will +0
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Construct

E
Abilities: Str 17, Dex 9, Con -, Int -, Wis 11, Cha 1 Saves: Fort +3, Ref +2, Will +3
Abilities: Str 23, Dex 9, Con -, Int -, Wis 11, Cha 1
Gem Servant III
M Medium Construct (crystal) Gem Servant VI
S
Hit Dice: 3d10+20 (36 hp) Huge Construct (crystal)
Initiative: -1 Hit Dice: 12d10+40 (106 hp)
Speed: 20 ft (4 squares) Initiative: -1
Armor Class: 16 (+7 natural, -1 dex), touch 9, flat-footed 16 Speed: 30 ft (6 squares)
Base Attack / Grapple: +2 / +6 Armor Class: 23 (+16 natural, -2 size, -1 dex), touch 7, flat-footed 23
Attack: Slam +6 melee (1d10+6) Base Attack / Grapple: +9 / +25
Full Attack: Slam +6 melee (1d10+6) Attack: Slam +15 melee (2d8+12)

Powers of the Gems


54
Crystalmancy
Full Attack: Slam +15/+10 melee (2d8+12) Attack: Slam +36 melee (4d6+21)
Space/Reach: 15 ft. / 15 ft. Full Attack: Slam +36/+31/+26/+21 melee (4d6+21)
Special Qualities: Construct Face/Reach: 20 ft. / 20 ft.
Saves: Fort +4, Ref +3, Will +4 Special Qualities: Construct
Abilities: Str 27, Dex 9, Con -, Int -, Wis 11, Cha 1 Saves: Fort +11, Ref +10, Will +11

Gem Servant VII


Abilities: Str 39, Dex 9, Con -, Int -, Wis 11, Cha 1
M
Huge Construct (crystal)
Hit Dice: 19d10+40 (144 hp)
All Gem Servants
Climate/Terrain: Any land and underground
O
Initiative: -1
Speed: 30 ft (6 squares)
Organization: none
Challenge Rating: Gem Servant 1: 1/2, Gem Servant 2: 1, Gem Servant 3: 2, Gem N
AC: 25 (+18 natural, -2 size, -1 dex), touch 7, flat-footed 25 Servant 4: 3, Gem Servant 5: 4, Gem Servant 6: 5, Gem Servant 7: 7, Gem Servant 8: 9
Base Attack / Grapple: +14 / +32
Attack: Slam +22 melee (2d8+15)
,Gem Servant 9: 11
Treasure: None
S
Full Attack: Slam +22/+17/+12 melee (2d8+15)
Space/Reach: 15 ft. / 15 ft.
Alignment: Always neutral
Advancement: Nil T
R
Special Qualities: Construct
Saves: Fort +6, Ref +5, Will +6 Gem Servants are creations made by crystalmancers and other arcane spellcasters
Abilities: Str 31, Dex 9, Con -, Int -, Wis 11, Cha 1 through the use of a form gem servant spell. They are mindless beings that follow the

Gem Servant VIII


spoken commands of their creator. When the duration of the spell is up, a gem servant
falls to the ground as worthless dust.
O
Huge Construct (crystal)
Hit Dice: 30d10+40 (205 hp)
Gem Servants are basically humanoid in shape, although the exact appearance is up
the creator. Crystalmancers use the gem servants for a variety of purposes. From lifting U
heavy loads to combat, gem servants are very useful creations.
Initiative: -1
Speed: 40 ft (8 squares) COMBAT
S
AC: 28 (+21 natural, -2 size, -1 dex), touch 7, flat-footed 28 Gem Servants attack whatever target(s) designated by their creator. If their opponent
Base Attack / Grapple: +22 / +42 is defeated, they will stand in one place until told to do otherwise. When in combat, they
Attack: Slam +32 melee (2d8+18)
G
make simple, yet extremely effective, attacks with their fists.
Full Attack: Slam +32/+27/+22/+17 melee (2d8+18)
Space/Reach: 15 ft. / 15 ft. Construct: Immune to mind-influencing effects, poison, disease, and similar effects.
Special Qualities: Construct
Saves: Fort +10, Ref +9, Will +10
Not subject to critical hits, subdual damage, ability damage, energy drain, or death from
massive damage.
E
Abilities: Str 35, Dex 9, Con -, Int -, Wis 11, Cha 1
M
Gem Servant IX
Gargantuan Construct (crystal)
Hit Dice: 35d10+60 (252 hp)
S
Initiative: -1
Speed: 40 ft (8 squares)
AC: 33 (+28 natural, -4 size, -1 dex), touch 5, flat-footed 33
Base Attack: +26 / +52

Powers of the Gems


55
Crystalmancy
Gemlorn Gemlorn Characters
Practically all gemlorn are crystalmancers. Sorcerer or normal wizard gemlorn are
Gemlorn are arcane spellcasters, nearly all of which are crystalmancers, who have extremely rare.
used their abilities to put their souls into constructed bodies made of gems. These new

M gem bodies are stronger and tougher than the fragile bodies of flesh the spellcaster had
before.
Gemlorn Body & Soul Container
The two important parts of becoming a gemlorn are the gem body and the container
The type of gem used in this process does not matter, all gemlorn bodies are rough-
O
that holds the soul inside the crystalline body. If the gemlorn’s hit points are reduced to
ly alike. Some spellcasters like to construct bodies that resemble their own, while oth- 0 or below, the body is destroyed beyond repair, but if the soul container is not
ers, usually less imposing anyway, opt for some grand appearance. destroyed, the gemlorn stays alive and can be put into a new specially prepared body. If
N Creating a Gemlorn
the gemlorn has made additional gem bodies before his death, the nearest gem body will
animate and seek out the soul container. This animated gem body has have the same

S
“Gemlorn” is a template that can be added to any humanoid spellcaster that can cre- physical statistics as the creature that became the gemlorn would, but its Intelligence,
ate the gem body and soul container. The creature’s type changes to construct(crystal). Wisdom, and Charisma would be 6. In order to completely destroy a gemlorn, the soul
It uses all the character’s statistics and special abilities except as noted below. container must be destroyed. The soul container has a Hardness of 15, Hit Points of 100,
T All gemlorn have the following abilities: and a Break DC of 45.
Each gemlorn must make its own container, but the body, although specially pre-

R Hit Dice: Hit dice changes to d10, and the gemlorn loses any Constitution bonus to
hit points. The gemlorn also gains bonus hit points based on size, as a normal construct
pared for this purpose, does not have to be made by the gemlorn. The creation of the soul
container requires the Craft Wondrous Item feat. The character must be a sorcerer, wiz-
(small = +10, medium +20, large +30, huge +40, gargantuan +60 and colossal +80)
O
ard, or crystalmancer of at least 11th level. The soul container costs 120,000 gp and
Speed: Same as character. 4,800 XP to create and has a caster level equal to that of the creator at the time the soul
Armor Class: All three types of gemlorn gain natural armor of +10, replacing any container was made. Usually the soul container is a gem orb or gem box, but it has to be
U natural armor bonus of the base creature.
Special Qualities: A gemlorn loses any special qualities that have to deal with an
placed inside of the gem body or the process of becoming a gemlorn cannot be complet-
ed.

S
aspect of the character’s body. When becoming a gemlorn they gain darkvision of 60 ft Slightly more complicated, the gem body also requires the Craft Wondrous Item feat.
and cold, ice, fire, and electrical resistance of 20. Also, they gain the following special The character has to construct the body from 50,000 gp and 200 XP. The spellcaster usu-
qualities: ally uses two sculpt crystals and gems spells. One is to construct the body with a place
Ageless (Ex): A gemlorn no longer ages, any negative affects of aging are negated. for the soul container, and then the second is to enclose the container inside of the body.
Damage Resistance 5/- (Ex): The constructed body of gems a gemlorn now has Gemlorn usually place the soul container in the chest part, seeing that as the largest part

G gives the spellcaster damage reduction of 5/-


Damage Resistance 10/bludgeoning (Ex): Due to the hard gem body of the gemlorn,
of the gem body.
The soul container takes twenty days of preparation and the gem body five days. At
reduce all damage from non-bludgeoning attacks by 10 points.
E
the end of the ritual, when the spellcaster puts the container inside of the newly crafted
Sonics vulnerability (ex): Gemlorn take 50% extra damage from sonic attacks. body the person’s soul enters the soul container. The old body is now nothing more than
Spells: Gemlorn can cast all the spells they could while a normal humanoid. a corpse. The soul now transferred, the gemlorn arises.
M Gem Body (Ex): Due to being in a gem body, the character no longer has to eat,
sleep, or breathe. Any attacks or spells that are affected or affect a creatures sleeping or

S
breathing do not have any affect on a gemlorn. Also, a gemlorn is no longer subject to
critical hits, subdual damage, ability damage that affect Str, Dex, and Con, or death from
massive damage.
Abilities: Str +8, Dex -2, Con -, Int +0, Chr +0
Challenge Rating: Same as the character +2
Treasure: Standard coins, triple gems, double goods, double items
Advancement: By character class

Powers of the Gems


56
Crystalmancy
Rainbow Ooze
Crystal Destruction (Ex): A rainbow ooze that makes a successful touch attack
against a gem or crystal object, the object will deteriorate into dust immediately. The
maximum size of the object the ooze can destroy is roughly man sized, but the rainbow
Medium ooze ooze can just continue to eat until there is nothing left. Magical gems or crystals get a
Hit Dice: 5d10+45 (72 hp) Fortitude save against DC 18 or be dissolved. Also, any crystal or gem object that is used
Initiative: -5
Speed: 20 ft. (4 squares)
to attack or hits the rainbow ooze, is also destroyed or must make a save.
Detect Gem or Crystal (Ex): A rainbow ooze is always detecting gems and crystals M
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
O
within a 200 foot area. This is just as the spell effect.
Base Attack / Grapple: +3 / +3 Ooze: As an ooze, the rainbow ooze is immune to mind-influencing effects, poison,
Attack: Slam +3 melee (1d8 and crystal destruction) sleep, paralysis, stunning, and polymorphing. A rainbow ooze is also not subject to crit-
Full Attack: Slam +3 melee (1d8 and crystal destruction)
Space/Reach: 5 ft. / 5 ft.
ical hits.
N
S
Special Attacks: Crystal, detect gem or crystal
Special Qualities: Blindsight, ooze, sonic immunity
Saves: Fort +10, Ref -4, Will -4
Velthalin
Abilities: Str 11, Dex 1, Con 28, Int - , Wis 1, Cha 1
Climate/Terrain: Any mountain and underground
Large Magical Beast (crystal)
Hit Dice: 10d10+40 (95 hp)
T
Organization: Solitary
Challenge Rating: 4
Initiative: +5
Speed: 40 ft. (8 squares) R
Treasure: None AC: 18 (-1 size, +1 dex, +8 natural), touch 10, flat-footed 17
Alignment: Always neutral
Advancement: 6-10 (Medium-size), 11-20 (Large)
Base Attack / Grapple: +10 / +22
Attack: Claw +13 melee (1d6+4) or stinger +13 melee (1d8+4 and poison)
O
The rainbow ooze is the bane to miners and crystalmancers alike. This odd creature’s
Full Attack: 2 claws +13 melee (1d6+4), stinger +8 melee (1d8+2 and poison)
Space / Reach: 10 ft. / 10 ft. U
S
existence is entirely centered on the consumption of precious gems and crystals, and the Special Attacks: Crystallize poison, improved grab, squeeze
purer the better. Dwarves have gone on great campaigns in the past to rid the world of Saves: Fort +11, Ref +7, Will +3
this nuisance, but that has yet to occur. Also, many that has crystalmancers as enemies Abilities: Str 19, Dex 11, Con 18, Int 4, Wis 10, Cha 10
have tried to procure a rainbow ooze for protection. When not eating, the rainbow ooze Skills: Hide +3, Listen + 8, Move Silently +3, Spot + 6
is on the hunt for its next meal, and since the creature can go months without eating this Feats: Alertness, Dodge, Improved Initiative, Power Attack
can take it great distances if need be.
The rainbow ooze is usually seen as a multi-colored puddle of water, with the colors
Climate/Terrain: Any forest, hill, mountain, or underground
Organization: Solitary G
constantly shifting and changing. The ooze usually travels at a very slow rate making it Challenge Rating: 7
very hard to spot if not looking in its direction. When it finds a meal, the ooze erupts in
violent activity and slithers directly towards gems or crystals attacking whatever is in its
Treasure: None
Alignment: Always neutral
E
way. It will not be tricked by throwing a small gem away from a larger amount. Advancement: 11-15 (large), 16-22 (Huge)
M
S
COMBAT Velthalin is the name of this terrible beast on the plane of crystal, but it is known by
A rainbow ooze attacks only if something is between it and its meal. The creature the aptly titled “Gem Terror” on other worlds. This beast is feared by many for not only
will then lash out with a tendril from its body attacking with a great ferocity. its poison that can crystallize a man with but a drop, but also for its predatory nature.
The Velthalin is very close in appearance to a scorpion of large size, but of dark pur-
Blindsight (Ex): The ooze can detect vibrations and scent within 60 feet in all direc- ple and black crystal. Its terrifying gaze is of four eyes glowing as hot embers. The gem
tions. terror will stalk its prey for hours until the moment is right to strike it down with its poi-
son filled stinger. While it can eat any meat it finds, the velthalin prefers to consume vic-

Powers of the Gems


57
Crystalmancy
tims that have been crystallized by its poison. Even other beings that are formed of crys-
tal are to be wary of this beast, for its poison will also affect them.
Monster Listing by CR
COMBAT
Gem terrors prefer to attack from ambush. If able, the beast will strike with its stinger

M before grabbing onto its victim with its powerful claws.


Crystallize Poison (Ex): The velthalin tries to first strike with its stinger and inject-
CR 1/6
Gem Bones, House Cat
CR 9
Gem Bones, Roc

O
ing a powerful poison that crystallizes the victim if they are not of great power. A vic- Gem Dragon, Juvenile
tim of the gem terror’s stinger attack must make a Fortitude save (DC 20) or crystallize CR 1/2 Gem Servant VIII
to the point of petrification. Berylis Warrior
N Gem Bones, Human
Gem Servant I
CR 11
Crystal Golem

S Velthalin Poison CR 1
Obsidian Giant
Gem Servant IX

T
Gem Servant II
Some that are willing to take the great risk of extracting the poison from CR 12
the velthalin have a very dangerous weapon on their hands. If smeared on CR 2 Gem Dragon, Young Adult
R ones blade and successfully hits an opponent, the victim of the attack has to
make a fortitude save (DC 12) or crystallize. Also, the poison can be induced
Gem Servant III CR 14
Ruby Giant

O through drinking it, in which case the victim must make a fortitude save (DC
20) to resist its crystallizing affects. The velthalin are so rare, and acquiring
CR 3
Gem Bones, Ogre CR 15
Gem Dragon, Wyrmling Gem Dragon, Adult
U
the poison so difficult this poison is extremely rare and could go for a few
thousand gold pieces just for a single dose. Gem Servant IV
CR 17

S CR 4
Crystal Worg
Gem Dragon, Mature Adult

Gem Servant V CR 19
Rainbow Ooze Gem Dragon, Old

G CR 5
Gem Dragon, Very Young
CR 20
Gem Dragon, Very Old

E Gem Servant VI
CR 22
CR 7 Gem Dragon, Ancient
M Gem Dragon, Young
Gem Servant VII CR 24

S Velthalin Gem Dragon, Wyrm

CR 26
Gem Dragon, Great Wyrm

Powers of the Gems


58
Crystalmancy
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APPLIED TO ANY OPEN GAME CONTENT DISTRIBUTED USING THIS LICENSE.

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OPEN GAME LICENSE V 1.0 COPYRIGHT 2000, WIZARDS OF THE COAST, INC.
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GRANT YOU A PERPETUAL, WORLDWIDE, ROYALTY-FREE, NON-EXCLUSIVE LICENSE WITH THE EXACT TERMS OF CRYSTALMANCY COPYRIGHT 2004, E.N.PUBLISHING; AUTHOR DALLAS PARSONS
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Powers of the Gems


59

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