(Designed for the GemCrafter subclass)
Choose any number of the following:
A: Spend 1 Mana, and reduce your pool limit by 1 (until the gem is destroyed) to create a single Mana Gem in your hand weighing 1 lb, and no bigger than your palm can hold comfortably that lasts until it is either: destroyed, the caster is more than 100 ft. from the Gem, dispels it, or the gem enters an anti-magic field.
B: Spend 1 Mana to upgrade Damage, Speed, or Range (range boosts the DC on saves for gems in traps as the trap itself is the range) factors, by one. These values are called DF, SF, and RF respectively from here on out, and start at 1.
C: Salvage 1 gem you control in exchange for 1 Mana or the components spent (not possible if made with a focus). If you salvage a primed gem, you get nothing back, but don't trigger the effect.
Bonus Action: On your turn, you may choose to use a to Prime a gem within 5 ft. to go off in a set amount of rounds 1-4 at your choice. Primed gems can be thrown at a target, and explode on contact if they are primed to go off in 1 round or less. If somebody who does not know this spell attempts to take this action, roll 1d4 to see how many rounds it will detonate in, unless it is protected by the caster. See the Throw Gem Bomb action for what happens on detonation
Action: Throw a Gem Bomb. Target: Creature, Terrain. Range: 20/60 ft. +DexMod to hit. On detonation, the Gem Bomb makes an area attack that deals Force damage instead of Magic Damage on all enemies around it. Anything caught in the blast must make a Dex Save using the spell DC of the caster, taking half damage and avoiding the effects on a successful save. If the Gem Bomb Directly hits a Structure, that structure takes double damage. A gem can be broken with force inducing damage, at a minimum of 5 damage. Any less than this value turns it into a gem bomb with the remaining amount of this value becoming the round detonation count.
Action: Place a Mana Gem (not primed) into a construct with the "Socketable" trait, and after 1 turn, the gem can start to attack.
Attack: Range: 5*RF from Mana Gem (Unless in a trap). Make a ranged attack roll against the target(s) (ignore for gem bomb) at +SpellCastingModifier. On hit, deal (DF + [DF]d4) Magic damage, and the target must make a Base DC: 5 Con save, or become affected by one effect (depending on gem color). This attack is automatically made SF times on every target as soon as they touch the trap (only works once per round till the start of your next turn), OR up to SF times per round until the start of your next turn. Can only automatically (without an action that specifies) attack if socketed, and if the precise location is known by the Crafter. Note: Critical hits, do NOT deal extra damage.
Action: Spend 1 Spell slot of the appropriate level to set a single spell into a Mana Gem, that is cast upon detonation, and selects a target, based on what destroyed the Mana Gem. Mana Gems with spells in them do NOT trigger a Gem Bomb attack on detonation.
Potential Gem Colors: White/Clear: Does no Damage, Dispels Negative effects. Grey: Does no Damage, Dispels all effects Black: Does no Damage, Dispels Positive effects. Red: Heals instead of dealing damage. Orange: Roll 1d12 and if it is less than, or equal to 2 (* RF in trap), then gain 1 Mana. Yellow: applies Blind affect for the next (RF in traps) attack(s) made on the target. Green: Applies the Poisoned condition (disadvantage on Attack rolls and Ability Checks) for 1 (RF in traps) round(s). Blue: Reduces move speed by 5 ft. (* RF in traps, down to 5 ft.) until the round ends. Purple (Violet): Temporarily reduces a targets AC by 1 (RF in Traps down to 10 AC) for 1 turn.
* - (2 gp in gems (any form) of the desired color (Consumed without a focus))
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