Ohm Gems and other Gem Magics


  • DM

    Native big ohm gems
    Standard: recharge after long rest
    Regenerable: recharge after short rest

    Native power master potential side effects
    As a short in the magic ‘weave’ items would recharge around them similar to a better link to the mana plane


  • PC

    powermasters… prolly not, no

    ANCIENTS, yeah - since they are continually binding their energies into magic items, it’d make sense for them to slowly self-recharge in the Manaverse (see what i did there ? ;p

    powermasters, however (by and large) disdain magic items - seeing them as a crutch for weak spellcasters. as a short in the weave (which they ain’t HERE) their radiant effect would be more likely to maintain personal spell effects. (something Daren used his secondary background processors for prior to becoming a ONE)

    the HAIRY question gets to be : what will happen when the first powermaster from THIS 'verse gestates into creation… i suspect it’ll have a LOT to do with how this world’s gods of magic view Turdvani and whatever mischief he embroils them in 😆

    refresh my memory - does Sorvani have a motherboard ? honestly don’t remember…


  • DM

    @dwarf said:

    refresh my memory - does Sorvani have a motherboard ? honestly don’t remember…

    Honestly, I do not recall. The Anti-Zap made him a Powermaster by act of will. After that, I forget what all has really happened. Sorvani has followed in some of Daren’s footsteps, but not all.


  • PC

    okay - here’s the skinny on gem magic :

    the original idea came about after reading Volo’s Guide to All Things Magical, by Sir Ed of the Greenwood. on page 21, he listed a spell called Focal Stone - which transforms a standard gem into a sort of energy receptacle capable of holding a spell inside. thereafter, a caster using the Dweomerflow spell could PUSH the next spell he cast into the gem - which would release it on command or by being smashed.

    in the original campaign, my wizard began creating quantities of fireball gems, which he’d mount to the head of a ballista bolt and fire at enemy ships 🙂 needless to say, more fun with fire walls and whatnot soon followed (yeah, i’m evil). this slowly morphed into using gem magic galore when Arg got ahold of the idea and ran with it, making gems for every conceivable reason under the sun and pushing it to new levels - eventually gestating the idea of an intelligent crystalline entity to oversee basic duties around his city of ogres, a creature he fashioned into Obelisk Prime. the rest, as they say, is history 🙂

    Arg, being rather simplistic at times, dubbed healing gems as OHM gems - further clarifying them into Little Ohm (cure light gems), Ohm gems (extra-healing or cure crit gems) and Big Ohm gems (HEAL). it was a rather simple matter thereafter to permanently SET a spell inside the gem, so that by reapplying the requisite spell points one could flash (trigger) and later refill the gem, resetting its potential to be used again.

    some time after attaining powermasterhood (during a momentary bout of genius) he figured out how to compact and compress magics down, removing a lot of the flash and extraneous effects in a vastly complicated mathemagical process he called PKArg Compression for some reason. This required hours, days or even weeks to map out and work the formula for EACH spell, but thereafter one could cast the PKArg-ed version of said spell for roughly a third of the original spell point cost.

    this led to the creation of what became popularly known as REGENNABLE Big Ohm gems - where the heal spell was rebuilt, regenerated and compressed before storing it inside the much higher grade gemstone, allowing the holder to HEAL himself for the cost of 4 spell points.


  • PC

    unknown to most, after a particularly bad wild magic effect created something known as a BLOOD MAGE, Arg also created a second less popular type of gem known as AH gems. thus far, all attempts at PKArging AH gems have resulted in unbelievably painful failures - so right now, they merely exist in the Little AH, AH and BIG AHHH flavors.

    the main difference, of course, is that AH gems do not restore hit points, but instead restore spell/power points 🙂
    Little AH gems hold the Light Bloodcure spell, restoring 1d8+1 spellpoints
    AH gems hold the Critical Bloodcure spell, restoring 3d8+3 spellpoints and
    BIG AHHH gems hold the Full Bloodcure spell, restoring his mana pool to full (up to 500 spellpoints max)

    as one might imagine, the original spells are closely guarded secrets - even amongst the spellcasting elite, most of whom can’t even cast the spells themselves since they’re not bloodmages 🙂 the two lesser AH gems are fairly commonplace in and around Argopolis - often given as gifts to notable visitors. the larger one is so rare, its often thought a myth - and most assume that it’s just a simple Mana Battery if they ever spot one being used.


  • PC

    Gem Breakers.

    Do they exist in this version of the campaign/V’Ral? Can we post the mechanics for Gem breakers, and the create item process for making them.


  • PC

    well… let’s just say that the full details of Spellbreakers (what i assume you mean by Gembreakers) were documented and sent over to Cloud some 2 years back… and i’m sure he’ll eventually get around to digesting that data to figure out if and how they’ll work in his campaign 🙂

    (( likely by restricting their use to ONE gembreaker per spell to start with and trickling it upward from there, if i had to guess ))

    just listen by the door to the Godsroom in Castle V’Ral, and when you hear Mystra groan and start bitching, you’ll know someone’s discovered a cache of 'em… at the brewery… ahem


  • DM

    @dwarf said in Ohm Gems and other Gem Magics:

    well… let’s just say that the full details of Spellbreakers (what i assume you mean by Gembreakers) were documented and sent over to Cloud some 2 years back… and i’m sure he’ll eventually get around to digesting that data to figure out if and how they’ll work in his campaign 🙂

    (( likely by restricting their use to ONE gembreaker per spell to start with and trickling it upward from there, if i had to guess ))

    just listen by the door to the Godsroom in Castle V’Ral, and when you hear Mystra groan and start bitching, you’ll know someone’s discovered a cache of 'em… at the brewery… ahem

    Just went through all my emails and cannot find this. Was it given via email?


  • PC

    For prosperity -

    Rechargeable (Big Ohm - Heal) - 6 spell points per refill, Cost: 5000gp
    Regenable (Big Ohm - Heal) - 2 spell points per refill, Cost: 25,000gp

    It takes a action to recharge, and a quick action to refill.


  • PC

    @halfgiant Which one do we start with?


  • PC

    Rechargeable I believe we all started with.


  • DM

    @halfgiant said in Ohm Gems and other Gem Magics:

    Rechargeable I believe we all started with.

    Yes, everyone started with a rechargeable Big Ohm.