Stoneskin – Dwarf
Priest Spell Compendium Volume 3 page 605
Sphere: Elemental Earth
Components: V, S, M
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake’s strike, etc. However, magical attacks from such spells as fireball, magic missile, lightning bolt, and so forth have their normal effects. The spell’s effects are not cumulative with multiple castings.
The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage.
The material components of the spell are granite and diamond dust sprinkled on the recipient’s skin.
Notes: Very rare spell granted by some dwarven deities, identical to the 4th-level wizard spell of the same name.
@dwarf said in Gem Magic Design:
as stated… somewhere, there are basically 3 different STRENGTHS of gem spells. the first is just a one-shot item, like a potion but it isn’t destroyed after use. the second is a RECHARGABLE gem, which contains a SET imprinted spell “circuit” or pattern that merely needs refilled with power points to reuse (in your game, equivalent to the spell level). and the 3rd is the REGENNABLE gem - called such for reasons lost in time, which contains a PKArged compressed spell effect that costs 1/3rd to 1/4th of the power points to refill and reuse.
I would actually say there are 4 versions.
Version I: is strictly 1 time use and destroys the gem.
Version II: is one time use with a trigger word so the gem is not destroyed.
This is your first example, and one I’ve never seen in a game.
This version would require a dweomerflow to open the gem to refill as noted above.
Version III: is the rechargeable
this method is what I think I have recreated above with the inclusion of spell turning. It was the end result I was trying for at least.
Version IV: is the regennable (that is a Arg word if I ever heard one).
this is the same as version III, except with a PKArg’d version of the Heal spell.
makes me wish i’d have held onto the wasteland2.com domain name… i GAVE it to inxile, i’d have licensed it to micro$uck
its never come up in game (oddly), but powermaster fate points are fairly localized - affecting things that’ve happened in the powermasters vicinity (generally within a mile radius of the powermaster himself) - and, for the record, mortal-level fate points (like all mortal level magics) are resistable by the semidivine and largely ignorable by the fully divine.
which is why things like the obelisk (semidivine) can withstand most anything a mortal caster (or even ancient) throws at him. he can choose NOT to resist it (for things that aid him, obviously) but even mighty 200th lvl TRUE spells are more likely to be eaten, then stored away for his own use later on… so Daren walking up and hitting the crystal with a 200th lvl True Power Word Kill would just earn him an amused smirk and/or saucy “Mmmm… tasty. Gimme another !” whilst a 200th lvl True Shatter would earn him an annoyed glare, shortly before getting smacked with a semidivine Implosion in return…
(much like what happened when The Forsaken came after Obelisk Prime with crystalline kyuss worms… and why Dregnoth won’t even WHISPER the name Kyuss inside of V’ral…ahem)