Gem Magic Design
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@dwarf I was ignoring the entire PKArg advancement for now.
My goal was just to actually come up with a workable process based on the spells and rules from 2e.
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@dwarf said in Gem Magic Design:
gem storage capacity ORIGINALLY came from the Empower ability in the 2e Complete Psionic Handbook, page 102. wherein it states that a gem can hold 1 PSP per 100gp value, so a 1200 gp gem was considered the bare minimum to hold the juice to power a 12th lvl Heal spell.
Calculated on the old 2e 10:1 ratio for PSP to SP?
Volo’s guide doesn’t actually spell out a minimum gem cost, but this balances well for 2e mechanics IMO.Though PSP storage (and subsequently SP storage) are different than gem magic. Being only batteries.
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@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.
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So has this ‘officially’ gone into affect? Or are we waiting for the idea to simmer a bit more.
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@halfgiant said in Gem Magic Design:
So has this ‘officially’ gone into affect? Or are we waiting for the idea to simmer a bit more.
It is not in effect yet.
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As noted above:
“PKArg requires an INT score of 20 plus the level of the spell you’re trying to compress, just to understand the math involved - along with one week of time per level of the uncompressed spell.
In 2e it required 3 non-weapon proficiency slots, so its likely in the Epic Fcheat range now… Provided you pass the weekly ability checks, you finish up with an unscribable and hard to memorize magical formula that will allow you (or anyone who you successfully convey the formula to) to cast the compressed spell that decompresses on-the-fly as it reaches its target.*”Are we going with Epic Feats for this process? Or something else?
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@halfgiant said in Gem Magic Design:
As noted above:
“PKArg requires an INT score of 20 plus the level of the spell you’re trying to compress, just to understand the math involved - along with one week of time per level of the uncompressed spell.
In 2e it required 3 non-weapon proficiency slots, so its likely in the Epic Fcheat range now… Provided you pass the weekly ability checks, you finish up with an unscribable and hard to memorize magical formula that will allow you (or anyone who you successfully convey the formula to) to cast the compressed spell that decompresses on-the-fly as it reaches its target.*”Are we going with Epic Feats for this process? Or something else?
I have not worked this out yet. I would need to look back at the 2e progression tables.
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From above —
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.What would each of these versions cost? Sticking with the Big Ohm example a Single Use, Use-Activated Items Base Price is:
Spell Level (6th level Heal) x Caster Level (Assume Min Level - 11) x 50gp = 3.3k gp for Version 1. How do the others break down?
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@halfgiant honestly no. I was going to bring this up again and forgot.
At a simple level we need to know what the add is for the change in requirements from one step to the next.
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Yeah, if we know what the ~ actual bases costs are for each, we can probably reverse engineer the formula’s for the 4 versions. The versions can apply to Gems, Runes, Tattoos, etc…
Spell Level x Caster Level x Fixed Constant (i.e. 50gp, 75gp, 150gp, 750gp)