Wondrous Item, legendary

The Amplification Gem is a crystal the size of a sword pommel that absorbs and imbues any evocational magic applied to it to a weapon or shield when properly affixed, and at approximately half the strength. For example, if a 1st level chaos bolt of fire is targeted at the gem, it will from then on be warm to the touch, and if it were to be applied to the grip of a sword or other weapon, that weapon would then do 2d6 fire damage in addition to the weapon's base damage.

The new damage dice are determined by adding the maximum value of all the dice of the evocation applied to the gem, dividing it in half, and determining a round number of dice who's values add up to approximately that result. For the example of the chaos bolt, the spell's original damage is 2d8 + 1d6, which equals a total of 22. 22 divided by 2 equals 11. the closest number of dice to that would be 1d12 or 1d10. to make the range of damage more fair, the DM may then divide or not divide these dice into 2d6 or 3d4.

The gem can only absorb and imbue evocational magic of the following types: Acid, Fire, Force, Radiant, Thunder, Lightning, Cold, Psychic, and Necrotic. The gem does not evoke condition effects. The effects stored in the gem can only be evoked when it is affixed to a weapon. The gem only absorbs new effects when not affixed to a weapon or shield. If the gem is affixed to a shield, it will nullify evocational damage of the types of effects it has absorbed to the extent of the dice that accompany that effect. For example, if the gem is affixed to a shield and has absorbed 3d6 necrotic damage, it will block up to 3d6 evocational necrotic damage.

Some other spell examples include:

Light: A weapon or shield the gem is affixed to will glow with half the luminosity described in the Light spell.

Magic Missile: A weapon the gem is affixed to deals an additional 2d4 force damage. A shield the gem is affixed to blocks 2d4 evocational force damage

Staggering Smite: A weapon the gem is affixed to deals an additional 2d6 psychic damage. A shield the gem is affixed to blocks 2d6 evocational psychic damage.

When a magical damage type is applied to the gem that it already has, the new effect's dice replace the old effect's dice. For example, the gem has already absorbed 1d6 lightning damage. It is then targeted with a 3rd level lightning bolt. The result is the gem then has 4d6 absorbed.

The gem itself is immune to non-kinetic damage. If the gem is kinetically altered, such as being cut or broken, is loses all power.

Previous Versions

Name Date Modified Views Adds Version Actions
5/4/2020 12:08:35 AM
5
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Coming Soon
Quarven

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