Unsolved Ohm Gems and other Gem Magics
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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.
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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.
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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.
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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
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@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?
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For prosperity -
Rechargeable (Big Ohm - Heal) - 6 spell points per refill, Cost: 5000gp
Regenable (Big Ohm - Heal) - 2 spell points per refill, Cost: 25,000gpIt takes a action to recharge, and a quick action to refill.
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@halfgiant Which one do we start with?
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Rechargeable I believe we all started with.
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@halfgiant said in Ohm Gems and other Gem Magics:
Rechargeable I believe we all started with.
Yes, everyone started with a rechargeable Big Ohm.
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Regenable Big Ohm = 25 Blood (Heals 500 refills takes 3 SP)
Twinned Regenable Big Ohm = 45 Blood (Heals 1000 refills takes 4 SP)
Magnafied Twinned Regenable Big Ohm = 75 Blood (Heals 3000 refills take 8 SP) -
Autonomic Ohm Gems
Mega Ohm Gems -
Let’s hash out the actions in the other thread for now. But I am assuming that tapping a Gem (cubed or not) is a Free Action (see other thread) if the gem effect is target Self.
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@daermadm said in Ohm Gems and other Gem Magics:
if the gem effect is target Self.
To expound on this, tapping a gem is a free action if there is no need to think about anything with the gem activation.
Not an exhaustive list.
This means gems with these effects- healing yourself with a Big Ohm.
- initiating something like PMR
Or with these Manipulations:
- Armor
- Shield (but you cannot decide which 90 degree arc it protects.
- Dome
- Sphere
Or these manipulations, assuming the gem is set to itself or bearer as the target/center
- Burst
- Blast
- Aura
- Resist
- Protection From
- Immunity To
Activating a gem that would be a Free action as defined above, but on another person instead of yourself, would be a swift action.
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@daermadm said in Ohm Gems and other Gem Magics:
tapping a gem is a free action if there is no need to think about anything with the gem activation.
So not to beat this horse, but in the other thread Free Action was defined as
“For each Core action ( 4 of them, 5 if you happen to have a bonus action ) you have the ability to handle a single free action.”
So assuming i have 5 (including bonus) actions, i have 5 free actions (one core per)…so my assumption is we are limited by the number of big ohms we can activate based upon the number of free actions we have?
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@halfgiant said in Ohm Gems and other Gem Magics:
so my assumption is we are limited by the number of big ohms we can activate based upon the number of free actions we have?
As I said in the other thread:
@daermadm said in Combat Actions format:Ohm gems will have to be an exception to the rules if we continue to allow them to be played as they have been.
This discussion about gems and activation action is only important because we are going to be having more gem types actively used it seems. Had @dwarf not brought out the cubed PMR gem on Saturday, this would not have come up like this.
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@halfgiant said in Ohm Gems and other Gem Magics:
So assuming i have 5 (including bonus) actions, i have 5 free actions (one core per)…
Correct.
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@halfgiant said in Ohm Gems and other Gem Magics:
so my assumption is we are limited by the number of big ohms we can activate based upon the number of free actions we have?
So yes, if we apply this gem activation rule across all gems, then, yes you would have a max of 4 (or 5) free actions to activate a gem.
But the biggest change is that it will be impossible to activate more than a single gem in the case where it is no longer your turn. As the only core action that happens outside of your turn is the immediate action with its associated free action.
That said, a twinned regenerable big ohm negates that worry, for most people, in most cases, if you always save that one for your immediate action.
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Based on the conjecture in the other thread…
@daermadm said in Combat Actions format:
Immediate Action + Free Action = 3 Free Action
This means you could still tap 3 gems as your immediate reaction to being hit.
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@daermadm said in Ohm Gems and other Gem Magics:
Based on the conjecture in the other thread…
@daermadm said in Combat Actions format:
Immediate Action + Free Action = 3 Free Action
This means you could still tap 3 gems as your immediate reaction to being hit.
Hmm…admittedly, i should have read both threads first before i posted in the other thread…since they seem to be intertwined with big ohms as a example.
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@halfgiant said in Ohm Gems and other Gem Magics:
Autonomic Ohm Gems
Mega Ohm Gemswell a MEGA-ohm gem would getcha around 50,000 HP per flash… so unless you’re a class 17 dragon or type 12 demon, i’m not thinkin’ ya need one yet
the new gems are :
Auto-flash regennable big ohms (still 500 hp max, but auto-triggers when owners HP dips under 0.)
twinned regennable big ohms (1000 hp max, 10th lvl efx, 4 pp to refill)
magnified 2x twinned regennable (2000 hp max, 16th lvl, 6 pp to refill)
magnified 3x twinned regennable (3000 hp max, 22nd lvl, 8 pp to refill)
magnified 4x twinned regennable (4000 hp max, 28th lvl, 10 pp to refill)
magnified 5x twinned regennable (5000 hp max, 34th lvl, 12 pp to refill)and then the cubed versions, so everyone doesn’t hafta walk around with 21 of the ruddy old ones like Dregs has been doing in his PIMP suit