Gemstone Augments
Creating an Augment
Gemstone Augments can be created from most gemstones by infusing it with raw Quintessence and trapping it within the gemstone via an Ayriglass shell. This allows the item to become attunable (if it was not already) and allows flexibility in weapon use. This is an expensive and delicate process often left to a city's quintical. However, a creature proficient with Alchemist's Tools, Tinker's Tools, and Jeweler's tools may attempt it or pieces of it.Creation Process
Each component must be completed individually before they can be combined. Some pieces must be created before others while some are independent. Additionally, different components require active time and inactive time. Active time requires the character to be present and actively involved, any other actions interrupt the process and cause it to fail. Inactive time doesn't require any action from the character but the tools used in the proccess must be left out undisturbed for the process to complete. Jostling or messing with the tools will cause the piece to fail. Some pieces have additional effect if they fail catastrophically (natural 1 on check).- Ayriglass Shell (Glassblower's Tools):
- Material: 100g of Ayrium
- Time: 6 hours (1 Active, 5 inactive): DC 15 + (2/6/8/10 per gem rarity) Intelligence (Glassblower's Tools) check. Piece breaks on failure.
- Failure: Half of materials are lost.
- Catastrophic Failure: If the character rolls a 1 on the check, all materials are lost.
- Gem Faceting (Jewlers's Tools):
- Material: Gem to Augment
- Time: 60 hours (All Active): Every 10 hours of progress roll a DC 10 + (2/6/8/10 per gem rarity) Dexterity (Jewler's Tools) check. On a natural 20, reduce remaining time by 10 hours. Piece failure occurs after two successive failures.
- Failure: Gem is unusable as an augment. Gem loses half its value.
- Augment Created (Tinker's Tools):
- Material: Facected Gem, Ayriglass Shell
- Time: 1 hours (1 Active): DC 12 Dexterity (Tinker's Tools) check. Piece may break on failure.
- Failure: Roll a d20, on a 1 the Ayriglass Shell shatters.
- Augment Infusion (Spellcasting):
- Material: 150g of raw quintessence per rarity level of gem, spell slots equal to rarity level.
- Time: Instant. DC 10 + (2/3/4/5 per gem rarity) Spellcasting check.
- Failure: Spell slots are consumed, but Quintessence is not.
- Catastrophic Failure: If the character rolls a 1 on the check, the quintessence explodes. All creatures in a 30ft. radius take 6d6 force damage for each level of gem rarity. All components are completely and utterly destroyed.
Using an Augment
An augment can be added to any item with a socket for it as an action. An augment can also be removed as an action. Some items may support multiple augments if they have sockets for them.Gemstone Effects
The below table lists known gemstones and their effect when augmented. Theoretically, it is possible to augment any gemstone, though many present little to no practical benefit. The rarity of each gemstone is primarily influenced by the augmentation ability it exhibits. As such, there are probably still useful gemstones with effects to be discovered, but it is an expensive and dangerous process and many quinticals are possesive of new ideas interferring with their business.Gemstone Augments
Gem prices vary by region and availablity of a seller, but gemstones large enough to augment generally represent the upper end of a gem's range.
Gemstone | Rarity | Resonance Mod | Weapon Effect | Armor Effect |
---|---|---|---|---|
Sunstone | Uncommon | +1 | +1d6 damage to enemies on fire | +PB Athletics |
Zircon | Uncommon | +1 | +1d6 damage to enemies slowed by frost | +PB Acrobatics |
Citrine | Uncommon | +1 | +1d6 damage to blinded enemies | +PB Slight of Hand |
Jade | Uncommon | +1 | +1d6 damage against enemies covered in acid | + PB Stealth |
Jasper | Uncommon | +1 | +1d4 damage to poisoned enemies | Adv. on Death Saves |
Agate | Uncommon | +1 | +50% Crit Damage | +1 to all saving throws |
Gethelite | Rare | -1 | - | - |
Malachite | Rare | +1 | +1d4 Poison damage | Adv. vs. magic that poisons |
Garnet | Rare | +1 | +5% Crit Chance | +1d4 to initiative |
Tourmaline | Rare | +1 | +1d4 Thunder damage | Resistance to thunder damage |
Pearl | Rare | +1 | +1d6 damage to flying enemies | +1 AC |
Onyx | Rare | +1 | +1d4 Fire damage | Adv. vs. fire damage spells |
Black Onyx | Rare | +1 | +1d4 Cold damage | Adv. vs. magic that lowers speed |
Tanzanite | Rare | +1 | +1d4 Lightning damage | Adv. vs. magic as a reaction |
Lapis | Rare | +1 | +1d4 Acid damage | Adv. vs. spells that blinded |
Topaz | Very Rare | +2 | +1d6 damage to prone enemies | Adv. vs. magic that knocks prone |
Amethyst | Very Rare | -2 | - | - |
Ruby | Very Rare | +2 | +1d6 radiant damage | Resistance to radiant damage |
Emerald | Very Rare | +2 | +1d6 necrotic damage | Resistance to necrotic damage |
Sapphire | Very Rare | +2 | +1d6 psychic damage | Resistance to psychic damage |
Diamond | Legendary | +2 | +1d6 force damage | Resistance to force damage |
Heartstone | Legendary | ??? | ??? | |
Scion's Kiss | Legendary | ??? | ??? |