Base Class: Wizard
The arcane tradition of gem magic draws upon all the schools of magic, using and enhancing the natural powers of gemstones to create a variety of effects. Focusing on innate powers rather than the written word, practitioners of gem magic are considered flashy by some other mages, as they adorn their bodies with all manners of magical gemstones. Their rings serve as foci for their spellcasting, while magical stones orbiting their heads at a one-foot distance provide other abilities. These stones appear very much like an ioun stone, and the gem magic specialist starts with three such stones, eventually increasing to nine as they gain power – allowing others an easy way to gauge the strength of a particular wizard. Sages believe that this arcane tradition was invented by the mages of ancient Netheril – perhaps even by the legendary arcanist Congenio Ioun himself. Since then, it has been embraced by mnay gnome and dwarf wizards, as well as some moon elves.
Gem Magic Features
|
Wizard Level |
Feature |
|
2nd |
Ringed Foci, Orbiting Gems (Awareness, Protection & Sustenance) |
|
6th |
Orbiting Gems (Adaptation & Reserve) |
|
10th |
Orbiting Gems (Absorption & Enhancement) |
|
14th |
Orbiting Gems (Mastery & Regeneration) |
Ringed Foci
When you take on this tradition, you gain proficiency with jeweler’s tools.
You are granted two rings, one with a 10-gp gemstone and one with a 50-gp gemstone of your choice – these gems serve as spellcasting foci for your cantrips and 1st level spells, respectively.
As you gain in power, you must purchase additional rings to power your higher-level spells, as indicated in the Ringed Foci table, each ring serving as a focus for that level of spell, until you have ten rings at 17th level.
Ringed Foci
|
Spell Level |
Gemstone Value |
|
Cantrip |
10 gp (such as an agate or lapis lazuli) |
|
1, 2 |
50 gp (such as a small diamond or moonstone) |
|
3, 4 |
100 gp (such as a pearl or amethyst) |
|
5, 6 |
500 gp (such as a topaz or aquamarine) |
|
7, 8 |
1000 gp (such as a blue sapphire or emerald) |
|
9 |
5000 gp (such as a large diamond or ruby) |
Furthermore, these gems can store spell formulas, functioning as equivalents to spellbooks. Rather than inscribing new spells into a book like other wizards, you inlay the magic formula directly into the gems. For each level of spell, the process takes 2 hours and costs 50 gp.
When you cast a wizard spell stored in one of your gems as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
Orbiting Gems (Awareness, Protection & Sustenance)
At 2nd level, you gain three magical that will orbit your head at one foot distance and confer a benefit to you – a dark blue azurite rhomboid, a dusty rose phenalope prism, and a clear Laerel’s tears spindle.
- While the dark blue rhomboid orbits your head, it whispers warnings to you, granting you a bonus to initiative equal to your proficiency bonus. At 6th level, you cannot be surprised while it orbits your head.
- While the dusty rose phenalope orbits your head, you gain a +1 bonus to AC.
- While the clear spindle orbits your head, you don't need to eat or drink.
You can use an action to seize and store a stone, ending its effect. This is rarely done, except when the gem magic wizard desires to not announce their powers. The gems will orbit your head even while you are asleep or unconscious. The gems are considered an extension of you and have no power to another person. Another creature can use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check – however, it returns to orbiting around your head 1 minute later.
Orbiting Gems (Adaptation & Reserve)
At 6th level, you gain two additional orbiting gems – an iridescent rouge stone spindle and a vibrant purple fluorspar prism – bringing your total to five.
While the iridescent spindle, orbits your head you are sustained without air, granting you advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
The vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. You can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it using the original casting time. The spell cast from the stone then is no longer stored in it, freeing up space. At 10th level, the stone can store up to 5 levels of spells at a time. At 14th level, the stone can store up to 7 levels of spells at a time.
You can use an action to seize and store a stone, ending its effect. This is rarely done, except when the gem magic wizard desires to not announce their powers. The gems will orbit your head even while you are asleep or unconscious. The gems are considered an extension of you and have no power to another person. Another creature can use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check – however, it returns to orbiting around your head 1 minute later.
Orbiting Gems (Absorption & Enhancement)
At 10th level, you gain two additional orbiting gems bringing your total to seven.
The first appears as a lavender and green alexandrite ellipsoid. While this gem orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. You may use this ability twice, and you regain any expended uses when you finish a long rest. At 14th level, the gem’s ability to absorb becomes more powerful. You can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
The second appears as your choice – either a:
- Pale blue rhomboid (Strength)
- Deep red sphere (Dexterity)
- Pink rhomboid (Constitution)
- Marbled pink and blue sphere (Intelligence)
- Incandescent blue sphere (Wisdom)
- Marbled pink and green sphere (Charisma)
Based on your choice, one of your ability scores increases by 2, to a maximum of 20, while this gem orbits your head.
You can use an action to seize and store a stone, ending its effect. This is rarely done, except when the gem magic wizard desires to not announce their powers. The gems will orbit your head even while you are asleep or unconscious. The gems are considered an extension of you and have no power to another person. Another creature can use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check – however, it returns to orbiting around your head 1 minute later.
Charisma
Your charisma increases by 2, to a maximum of 20, while this gem orbits your head.
Constitution
Your constitution increases by 2, to a maximum of 20, while this gem orbits your head.
Dexterity
Your dexterity increases by 2, to a maximum of 20, while this gem orbits your head.
Intelligence
Your intelligence increases by 2, to a maximum of 20, while this gem orbits your head.
Strength
Your strength increases by 2, to a maximum of 20, while this gem orbits your head.
Wisdom
Your wisdom increases by 2, to a maximum of 20, while this gem orbits your head.
Orbiting Gems (Mastery & Regeneration)
At 14th level, you gain two additional orbiting gems – a pale green chrysoberyl prism and a pearly white spindle – bringing your total to nine.
While the pale green prism orbits your head, your proficiency bonus increases by 1.
While the pearly white spindle circles your head, you regain 1 hit points at the end of every four minutes (15 hit points per hour), provided that you have at least 1 hit point.
You can use an action to seize and store a stone, ending its effect. This is rarely done, except when the gem magic wizard desires to not announce their powers. The gems will orbit your head even while you are asleep or unconscious. The gems are considered an extension of you and have no power to another person. Another creature can use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check – however, it returns to orbiting around your head 1 minute later.
-
View User Profile
-
Send Message
Posted May 4, 2024I would say you get to choose TWO of your starting three gems to be orbiting 'round your head at 2nd level, then you add ONE of the two choices (or more) that you get at each additional bump in the subclass to stay balanced. I mean, you are otherwise getting the equivalent of nine attuned magic items. Yes, they are your subclass features, but they are all decent to fantastic.