Gems and Jewel Crafting Spell List

your make something
Gems hold special you tell nobody. Jewelry itself does not hold when use something, only the gems jewelry contain. There are limits to how many imbued gems each person can wear before the magic aura produced by the articles will interact and short circuit, resulting in none of the items functioning.

Gem Limits Chart
This chart outlines the limits of gems a player can carry. More than this makes all of them malfunction and not work until some have been removed. Gems installed into Staves, wands or other weapons to not apply to this gem count.

Imbue Gem – Follow these steps for making a magical gem and imbedding it into jewelry.  

1.      Cast ‘Fractal Gem’''' spell on a gem to prepare it for receiving the magic imbuement. Note the cast time and cost.'''

2.      Cast the selected ‘Imbuement spell’ or ‘target spell’ onto the gem. It will be absorbed by the gem. Another spell caster can do this each time it is required.

3.      Cast ‘Gem Binding’''' spell onto the item. Note the cast time and cost.'''

4.      Roll a ‘success roll’ described below. The gem will either (1) imbue successfully that day; (2) fail for that day and require an additional day to create; or (3) disintegrate and cast the spell randomly.

5.      Repeat steps 2, 3 and 4 each day for a total of days equal to 2X the imbuement spell’s level, plus 2 days for any days where the Alchemist failed his ‘success roll’ in step 4.

6.      Cast ‘Imbed Gem’ spell to set the gem into a piece of jewelry suitable for containing the magical gem. A magical gem does not have to be set in jewelry to use its imbuement, but it then must be in the user’s hand to use, making jewelry the simpler and easier option.

Notes: 

a.       An Alchemist cannot imbue a gem with a spell greater than his level. 

b.      There is a 25% base chance that each day when the ‘Gem Binding’ spell is cast that an article will disintegrate or be defective.  

·        25 + level of spell = adjusted failure 

·        1-100 roll + Alchemist’s Character level + Intellect Stat Bonus = success roll 

·        If the player’s ‘success roll’ is higher than the ‘adjusted failure’ then the ‘Imbue’ spell was successful for that day. 

If the ‘success roll’ is more than 20 points below the ‘adjusted failure’ then the article disintegrates and randomly casts the spell towards a target within 30’.