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.


GemstoneRarityResonance ModWeapon EffectArmor Effect
SunstoneUncommon+1+1d6 damage to enemies on fire+PB Athletics
ZirconUncommon+1+1d6 damage to enemies slowed by frost+PB Acrobatics
CitrineUncommon+1+1d6 damage to blinded enemies+PB Slight of Hand
JadeUncommon+1+1d6 damage against enemies covered in acid+ PB Stealth
JasperUncommon+1+1d4 damage to poisoned enemiesAdv. on Death Saves
AgateUncommon+1+50% Crit Damage+1 to all saving throws
GetheliteRare-1--
MalachiteRare+1+1d4 Poison damageAdv. vs. magic that poisons
GarnetRare+1+5% Crit Chance+1d4 to initiative
TourmalineRare+1+1d4 Thunder damageResistance to thunder damage
PearlRare+1+1d6 damage to flying enemies+1 AC
OnyxRare+1+1d4 Fire damageAdv. vs. fire damage spells
Black OnyxRare+1+1d4 Cold damageAdv. vs. magic that lowers speed
TanzaniteRare+1+1d4 Lightning damageAdv. vs. magic as a reaction
LapisRare+1+1d4 Acid damageAdv. vs. spells that blinded
TopazVery Rare+2+1d6 damage to prone enemiesAdv. vs. magic that knocks prone
AmethystVery Rare-2--
RubyVery Rare+2+1d6 radiant damageResistance to radiant damage
EmeraldVery Rare+2+1d6 necrotic damageResistance to necrotic damage
SapphireVery Rare+2+1d6 psychic damageResistance to psychic damage
DiamondLegendary+2+1d6 force damageResistance to force damage
HeartstoneLegendary??????
Scion's KissLegendary??????