Crystalmancy - Color
Crystalmancy - Color
Crystalmancy - Color
Crystalmancy C
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E
Powers of the Gems D
This edition of Crystalmancy - Powers of the Gems is published under version 1.0a of the Open Game
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Written by
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License, version 5.0 of the d20 System Trademark License and version 4.0 of the d20 System Trademark
Guide, by permission from Wizards of the Coast.
Dallas Parsons
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Designation of Product Identity: the following items are hereby designated as product identity in accor-
diance with section 1 (e) of the open game license, version 1.0a: all proper names of persons and deities, all
Ambient Inc., Natural 20 Press and E.N.Publishing trademarks, logos and identifying marks and trade dress,
Editor & Game Mechanic including all product and product line names including but not limited to the E.N.Publishing Logo,
Crystalmancy: Powers of the Gems; any and all stories, storylines, plots, characters, thematic elements, fiction
and dialogue; all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses,
M Jason Parent
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logos, graphic designs except such elements that already appear in the d20 system reference document and are
already Open Game Content by virtue of appearing there. The above product identity is not Open Game
Content.
Artistic Direction Designation of Open Game Content: All rules-based material in this product is designated as Open Game
Content specifically including but not limited to all classes, prestige classes, magic items, spells, monsters and
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Denise Robinson
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feats are released as Open Game Content. Any use or reuse of this Open Game Content must bear the copy-
right notice as indicated in section 15 of the Open Game License.
Interior Art Some of the portions of this product which are delineated as OGC originate from other sources of Open
Game Content, as credited in Section 15 of the Open Game License in this product.
Dedication
The mention of or reference to any company or product in this product is not a challenge to the trademark
or copyright concerned.
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I dedicate my first book to the three people that have shaped my life
“d20 system” and the “d20 system logo” are trademarks owned by Wizards of the Coast and are used
according to the terms of the d20 System License version 5.0. A copy of this license can be found at www.wiz-
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the most, through their encouragement, support, friendship, and love: My
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ards.com/d20
wonderful parents Sandra and Johnny, and Jeremy, a friend with no equal. “Dungeons & Dragons” and “Wizards of the Coast” are registered trademarks of Wizards of the Coast,
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and are used with permission.
T Table of Contents
A
Section Page Section Page
B Introduction 3 Magic Rings 30
N G spells
I spells
20
23
Gem Bones (Template)
House Cat Gem Bones
48
49
J spells 23 Human Gem Bones 50
T M spells
O spells
23
24
Ogre Gem Bones
Roc Gem Bones
50
50
E Q spells
R spells
24
25
Gem Dragon
Obsidian Giant
51
52
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S spells 25 Ruby Giant 53
T spells 26 Gem Servant 54
CHAPTER 3 - CRYSTAL ITEMS 27 Germ Servant I - VI 54
T Crystal Weapons & Armor
Magic Armor
27
27
Gem Servant VII - IX
Gemlorn (Template)
55
56
S Magic Weapons
Specific Magic Weapons
28
30
Rainbow Ooze
Velthalin
57
58
Introduction
hen mortal races were new to the world, they looked to many places for the occasional spell duel light up a night sky started by a wizard or sorcerer who still
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power. Some looked to the gods that created them, some to great spirits of believed that crystalmancers were insulting their high art form, but this did not keep the
the world that hold power and authority of the natural realm, a few, though, arcane art of crystalmancy from flourishing.
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looked to the world itself for strength and power. Though many of these are Although not as common as other arcane spellcasters, crystalmancers hold their own
the druids of our time, among them were the earliest "crystalmancers", and in terms of power and prestige. Some see them as show-offs, others as dealing with pow-
they believed crystals and gems held many strange powers. They thought crystals could ers of evil, and others as users of odd and mysterious powers, but all give them the
heal the wounded, cure the sick, and provide many other abilities. These early inventors
of crystalmancy became known as shamans, or witch doctors. They brought many under
respect they deserve for the power they can wield with their crystals and gems.
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their sway, and from ancient trinkets and stories most have come to think these first crys-
talmancers led great tribes and clans of the earliest peoples. With the beginning of arcane
Crystalmancy - Powers of the Gems explains the mysterious powers behind these
arcane spellcasters who carry with them a king's fortune in gems, and how they use these T
study in the world came the end of these shamans and witch-doctors, for it was revealed crystals and gems to perform amazing feats of arcane might that rivals any wizard or sor-
that no true power came from these colorful rocks.
The early crystalmancers did not change their beliefs quickly, and through great
cerer. Chapter 1 shows two different ways to introduce crystalmancy into your cam-
paign. One is as the Crystalmancer core class, much akin to the wizard, and the other as
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study on their part came the complete truth. Crystals and gems did not easily grant power
to those that possessed them, but, in fact, could become conduits of power for those that
a prestige class for the wizards and sorcerers who wish to head down the road of crys-
talmancy. Also in chapter 1 are two new feats for all spellcasters, but most suited for O
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knew how to channel arcane energies into them. From this discovery came what the crystalmancers and all other information on making crystalmancer characters.
world knows of as the true crystalmancers, arcane spellcasters of power that rivals any Chapter 2 introduces a collection of new spells that have been crafted and discovered
wizard and sorcerer. Some are egotistical spellcasters that look to the crystalline art for by crystalmancers in the past, but are just as easily used by other arcane spellcasters.
a way to fame and fortune, while others are mysterious seers looking deep into crystals
of colors spanning the rainbow to scry upon others. Some can be vile tyrants using their
Chapter 3 shows the true power that is at a crystalmancer's disposal: magic items. A vari-
ety of minor, medium, major, and artifact level items are found in this chapter, all of
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powers to dominate the weak-willed, as well as great defenders of good and peace that
fight against evil. All crystalmancers, though, learn and cast their spells in the same fash-
which could easily be found in any campaign setting, doubly so in the presence of crys-
talmancers. C
ion; with word, gesture, and gems. In chapter 4 introduces the surreal Plane of Crystal. Also known as the crystalline
After years of quiet enlightenment and amassment of power these true crystal-
mancers finally came to the attention of other arcane spellcasters. The great guilds and
realm, it is a small world that is oddly similar to a normal world, yet everything is made
of solid, multi-colored crystal. This chapter outlines the physical traits of the plane and
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schools of wizards and sorcerers were split on what to do about these masters of crystal-
mancy, some seeing them as brethren in the arcane arts, while others felt they were imi-
provides information on several key locations and personalities, as well as tips on adven-
tures to run in conjunction with this plane. Also found in chapter 4 are the Crystal I
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tators and charlatans, requiring magical trinkets to focus and express powers that came Keepers. The Crystal Keepers are an organization of good-natured crystalmancers that
naturally or through study to the guilds. Those that thought the later quickly moved to try to extend the reach of the crystal path. Detailed are information on the organization,
bring about the end of the crystalmancers, as insulters to the arcane arts. An arcane war and information on the five powerful crystal lords who run the organization.
broke out between the crystalmancers and those that despised them. Either through cold
words, or fiery spells, this war lasted for many decades. Innocents were killed, several
Chapter 5 unveils several new creatures related to crystals and crystalmancy, such as
the crystal golem, gem bones, and the powerful gem dragon. The berylis, a crystalline
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cities nearly destroyed, and in the end both had lost many of its members. The crystal- race of people found in the crystal realm are also detailed here.
mancers, severely lacking in number compared to their wizard and sorcerer rivals began This volume aims to present a colorful new arcane class that can be used in nearly
to hide in the most secluded of regions and learned their spells in secret as the struggle any fantasy setting. However, practically all of the information provided here can be
continued. Seeing their eventual extinction the crystalmancers bounded together and used, sans the crystalmancers, if that is more fitting to your campaign setting. Perhaps
formed the Crystal Keepers. The Crystal Keepers, led by Genafae and Randamon, went the magic of crystalmancy is long-gone from the world, and only the remnants of their
to their many enemies trying to call a truce to the arcane war. A truce was finally called ancient spells and magical constructs remain to tell the tales.
between the crystalmancers and most of their enemies. For years after one could still see
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ral arcanists of the sorcerers. strange and otherworldly powers, which, some times, could just be the case. Some can
become tyrannical, others peace-loving and heroic, but all revere the great power crys-
Crystals and gems can be found nearly everywhere, and all are under this spellcast- tals allow them to wield.
A er's sway. Ice transformed into spikes, gems that burst into flames, and creating skele-
tons that are encased in gems are just a few of the powerful spells that crystalmancers Races: Although all races can become crystalmancers, some are more likely to than
L have created since their founding years ago. others. Humans, along with Elves, make up the majority of the crystalmancers that are
found. Humans become crystalmancers for a variety of reasons, usually power, wealth,
Crystalmancer Information
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fame, or for knowledge.
Elves see the crystal arts as an art form, in much the same fashion as they see wiz-
Adventures: Crystalmancers adventure for a multitude of reasons: some for fame, ardly studies. Elven crystalmancers are widely known for their mastery of magic items
A some for glory, and others for sheer power. All that feel the wanderlust in their souls go
out on the road looking for gems to fuel and channel their spells and knowledge and
fashioned into jewelry. Half-elven crystalmancers take up the class for the same reasons
as either their elven or human parents.
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items from days long past. Many crystalmancers look for the items created during the Dwarven crystalmancers are quite rare, but are very capable. The fact many dwarven
war between their ancient brethren and wizards that was used during the many spell-bat- halls have an abundance of gems and crystals at hand makes dwarven crystalmancers.
tles between the two factions. Most of these items are well hidden in old towers and Also being expert craftsmen, makes dwarven crystalmancers likely candidates for craft-
C tombs that take spellcasters of great courage or greed to find. ing magic items.
Gnomes, like dwarves, are natural craftsmen, which sways many to the crystalline
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warrior classes. Pouring over ancient books and studying crystals and gems leaves little
time for exercise and combat training a fighter, ranger, barbarian, or paladin has Class Skills
received. Most see rogues as either useful or greedy thieves ready to take their lifeblood, The crystalmancer's class skills, along with the key ability for each skill are Alchemy
their gems, however some see them as a very useful tool to acquire them instead.
Crystalmancers will see wizards, and wizards them, as either kindred spirits or, like their
(Int), Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken indi-
vidually) (Int), Profession (Wis), Scry(Int, exclusive skill), and Spellcraft (Int).
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ancestors did, as rivals and not being true spellcasters. Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: (2 + Int modifier) E
Statistical Information
Class Features
Abilities: Intelligence is as important to a crystalmancer as it is to a wizard. The only The following are class features of the crystalmancer
way to become a truly powerful and experience crystalmancer is to have a high intelli-
gence. A crystalmancer must have an intelligence score of 10 + the level of the spell they Weapon and Armor Proficiency: Crystalmancers are proficient in the use of clubs, C
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wish to cast in order to be able to gain access to those spells. A high dexterity can come daggers, heavy crossbows, light crossbows, and quarterstaffs. They are not proficient
in handy, since a crystalmancer has trouble casting their spells while wearing armor. with any type of armor, nor with any type of shield. The use of armors and shields inter-
Constitution is another important stat for the crystalmancer, due to their small hit die. feres with the spellcasting of a crystalmancer, and often causes their spells to fail. As
Alignment: any
arcane spellcasters, they suffer the typical arcane spell failure chance associated with the
various armors and shields.
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Table 1-1: Crystalmancer Class Level Advancement S
Class Attack
Level Bonus
Fort
Save
Ref
Save
Will
Save Special 0 1 2 3
Spells per Day
4 5 6 7 8 9
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1
2
3
+0
+1
+1
+0
+0
+1
+0
+0
+1
+2
+3
+3
Spellcrystal, Summon Familiar
Trinket
3
4
4
1
2
2
-
-
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
A
4
5
+2
+2
+1
+1
+1
+1
+4
+4
Trinket
Spellcrystal mastery
4
4
3
3
2
2
-
1
-
-
-
-
-
-
-
-
-
-
-
-
L
6
7
8
+3
+3
+4
+2
+2
+2
+2
+2
+2
+5
+5
+6
Trinket
Trinket
4
4
4
3
4
4
3
3
3
2
2
3
-
1
2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
M
9
10
+4
+5
+3
+3
+3
+3
+6
+7 Trinket, Crystal Mastery 1
4
4
4
4
4
4
3
3
2
3
1
2
-
-
-
-
-
-
-
-
A
11
12
13
+5
+6 / +1
+6 / +1
+3
+4
+4
+3
+4
+4
+7
+8
+8
Trinket
4
4
4
4
4
4
4
4
4
4
4
4
3
3
4
2
3
3
1
2
2
-
-
1
-
-
-
-
-
-
N
14
15
+7 / +2
+7 / +2
+4
+5
+4
+5
+9
+9
Trinket
Crystal Mastery 2
4
4
4
4
4
4
4
4
4
4
3
4
3
3
2
2
-
1
-
-
C
16
17
18
+8 / +3
+8 / +3
+9 / +4
+5
+5
+6
+5
+5
+6
+10
+10
+11
Trinket
Trinket
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
3
4
4
3
3
3
2
2
3
-
1
2
E
19
20
+9 / +4
+10 / +5
+6
+6
+6
+6
+11
+12 Trinket
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
3
4
3
4
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Powers of the Gems
5
Crystalmancy
Spells: A crystalmancer casts arcane spells, very similar in fashion as the wizard Trinkets: Starting at 2nd level, the crystalmancer can create and wear minor magic
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does. They are limited in the number of spells of each spell level per day that they can items called trinkets. These items cost a certain amount of gold to create (see list of trin-
cast, depending on their level in the class. To prepare their spells, a crystalmancer must ket abilities below), but the trinkets do not require the loss of any experience points as
get a good night's sleep and spend at least one hour studying their spellbook. While other magic items do, but some have a minimum required crystalmancer level to con-
H studying, the crystalmancer chooses which spells to prepare. To be able to learn, prepare,
or cast a spell the crystalmancer has to have at least an Intelligence score of 10 + the
struct. A trinket has to be composed of mostly gems or crystals, meaning they have to
equal three fourths of the gold piece value to construct. Trinkets take one day of con-
E spell's level. A crystalmancer's bonus spells are based on Intelligence, and the saving
throws against the crystalmancer's spells are 10 + the spell's level + the crystalmancer's
struction time to complete.
C each bonus modifier point of Intelligence, the crystalmancer's spellbook can hold an
additional spell. Half of the first level spells, rounded down, must come from the crys-
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talmancer spells in this book. For example, a 1st level crystalmancer with an Intelligence
of 16 would have six first level spells, and three of which must be crystalmancy spells.
Each time the crystalmancer gains a level, the crystalmancer gains two new spells that
Y can be cast. These new spells can be of any level, according to the new level gained. The
crystalmancer can also learn spells found in other spellbooks, which can be a wizards or
S crystalmancers (exactly how a wizard does, as per Core Rulebook 1). Likewise, wizards
can learn spells found from a crystalmancer's spellbook.
T Bonus Languages: A crystalmancer may choose crystil instead of one of their nor-
mal bonus languages. Crystil is the native tongue of the intelligent inhabitants of the
A crystalline realm, such as the Berylis. Crystalmancer may also take draconic as a bonus
language, since many ancient books and text were written in the language of the large
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reptilian creatures.
Familiar: A crystalmancer can obtain a familiar in exactly the same manner as the
M wizard and sorcerer does.
A Spellcrystal: The crystalmancer gains the ability to imbue a crystal or gem with a
spell instead of scribing a scroll as a wizard does.
N Spellbooks: Crystalmancers must study their spellbooks each day in order to prepare
their spells. They cannot prepare any spell that is not scribed in their spellbooks. The
C crystalmancer begins play with a spellbook that already contains eight 0th level spells,
one of which is Detect Gems and Crystals, plus a number of 1st level spells equal to the
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crystalmancer's Intelligence bonus plus 3. The 1st level spells chosen are up to the play-
er. Each time the crystalmancer gains a level in the class, they gain two new spells of
any level or levels that the player can cast. Also, the crystalmancer can add spells found
R in spellbooks of other wizards and crystalmancers.
Spell Mastery: The crystalmancer, like a wizard, can take the Spell Mastery feat.
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class level divided by two (rounded down). For example, a 10th level crystalmancer can type of trinket is taken the range is doubled. If the low-light vision is already doubled,
wear a total of five trinkets. The crystalmancer can construct as many trinkets as they each time add an extra +1 to the modifier(x2 become x3, etc.). Gold piece value: 1,500
want to, as long as they have the gold piece value in gems or crystals. Only the creator
of a trinket can gain the benefits of the trinket.
Crystalmancers can construct the trinkets to look like nearly anything they wish that
Darkvision The crystalmancer gains darkvision of 60ft. If the character already has
this ability, add 30 foot to the range. Each additional trinket of this type adds 30 foot to
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can be worn, but must be mostly out of crystals or gems. Rings, amulets, bracelets, and
diadems are some common examples. The trinkets can be worn in addition to any other
the range. Gold piece value: 2,000
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magical items, and do not count against the number of magic items that are in effect, Fly The character can cast fly once per day as a spell-lik ability. The caster level for
unless wearing another item is impossible, such as two diadems. So, the crystalmancer the spell is the caster level of the crystalmancer at the time of making the trinket.
could have a normal magical amulet and two trinkets that have been constructed as (Minimum Crystalmancer level: 5th). Gold piece value: 2,000
amulets and all three items would work normally.
Unless noted in the list below, only three of any one type of trinket can be worn and Crystalmancy The trinket can hold one crystalline or gem-focused spell found here C
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used by the crystalmancer in a day's time. This is not the total number of trinkets that or elsewhere of up to 3rd level to be cast later. Each time the spell stored is cast, a new
can be worn, just the maximum of one type of trinket. Some of the trinkets have prop- spell can be stored in the trinket. This works just as the spellstoring properties of a
erties that stack with each other and those will have the ways that they stack listed Genafae's rose (see page 38). Gold piece value: 6,000
with the trinket. It takes one day of constantly wearing a trinket, including eight
hours of sleeping or meditating with the trinket, before the benefits can be used Detect Magic The trinket can detect the presence of magic, from other than
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by the crystalmancer. The preparing of a trinket can be done along with the
normal preparation of the crystalmancer's spells for a day. A trinket already
the wearer at will. The range for this is 50 ft. Each additional trinket worn
extends the range is extended by 50 foot. This type of trinket only detects S
prepared in this way does not have to be re-prepared each day, however for the presence and strength of magic. The trinket shows that magic is in
Each trinket can only possess one benefit from this list:
range by glowing, and the strength of the glow indicates the intensi-
ty of the magic. Gold piece value: 800
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Spell Focus The crystalmancer can add a +1 to the DC for any Poison Resistance The crystalmancer gains a +2 bonus on all A
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spells cast. This stacks with the Spell Focus feat. Only one trinket of Fort saves against poison. Gold piece value: 800
this type can be worn. Gold piece value: 2,500(Minimum
Crystalmancer level 6th) Disease Resistance The crystalmancer gains a +2 bonus on all Fort saves against dis-
Spell Penetration The character can add a +2 to any attempt to bypass a creature's
ease. Gold piece value: 800
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spell resistance. This trinket stacks with the Spell Penetration feat. Only one trinket of
this type can be worn. Gold piece value: 2,500(Minimum Crystalmancer level: 6th)
Empower Spell The character can add a +15% to any variable, numeric effect of any
spell they cast. This ability stacks with the Empower Spell feat and Maximize Spell A
feats. Using this trinket is a free action and it can only be used once per day. Gold piece
Lore With this trinket, the character gains a +2 bonus to up to two Knowledge skills.
These must be skills the character already has ranks in. If the crystalmancer chooses two
value: 4,000 N
new skills, then the same bonus applies. If a knowledge skill has already been chosen,
then only add an additional +1 bonus. Gold piece value: 400
Heighten Spell With this trinket, the crystalmancer can add a +1 effective spell level
to any spell cast. This ability works like and stacks with the Heighten Spell feat. Using C
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this trinket is a free action and it can only be used once per day. Gold piece value: 1,500
Spellstoring The trinket can hold one spell of up to 2nd level to be cast later. Each
time the spell stored is cast, a new spell can be stored in the trinket. This works just as Extend Spell The character can add a +15% to the duration of any spell they cast.
the spellstoring properties of a Genafae's rose (see page 38). Gold piece value: 3,500 This ability works like and stacks with the Extend Spell feat. The use of this ability is a
free action. Using this trinket is a free action and it can only be used once per day. Gold
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Low-light Vision The trinket's wearer gains the low-light vision ability. If the char- piece value: 2,500
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ability works like and stacks with the Enlarge Spell feat. Using this trinket is a free ment bonus to the base speed of character. Each additional trinket adds only +5 to the
action and it can only be used once per day. Gold piece value: 2,000 total bonus from the trinkets. Gold piece value: 800
H Greater Extend Spell The crystalmancer can add the Extend Spell metamagic feat to
any one spell cast per day. The use of this trinket does not increase the spell level of the
Ability Boost (Str, Dex, Con, Int, Wis, Chr) A +2 enhancement bonus is added to any
one ability score of the wearer. The crystalmancer can have more than one of this type
E spell being cast as the feat normally does. The decision to use this ability must be made
when the character decides to cast a spell. A crystalmancer can only have one trinket of
of trinket, but the bonuses from the trinkets have to be to different ability scores. Gold
piece value: 2,000(Minimum crystalmancer level: 4th)
this type. Once used, the trinket crumbles to dust. Gold piece value: 4,000 (Minimum
crystalmancer level: 4th) Scry The crystalmancer can cast Scrying once per day. The range, however, is
reduced to 10 miles from the character, and cannot cross to other planes. The trinket is
C Silent Spell The crystalmancer can add the Silent Spell metamagic feat to any one
spell cast per day. The use of this trinket does not increase the spell level of the spell
used as the focus for this spell. In all other ways, this ability is just as the spell. Gold
piece value: 2,000(Minimum crystalmancer level: 6th)
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being cast as the feat normally does. The decision to use this ability must be made when
the character decides to cast a spell. A crystalmancer can only have one of this type of Detect Gems This trinket allows the crystalmancer to detect gems and crystals
trinket. Once used, the trinket crumbles to dust. Gold piece value: 2,500 (Minimum within a 50 foot range. This only detects for the presence and amount of gems and
Y crystalmancer level: 4th) crystals, not the type. The trinket shows the presence of gems and crystals by
glowing, and the strength of the glow indicates the amount. Each time this trin-
S Still Spell The crystalmancer can add the Still Spell metamagic feat to any
one spell cast per day. The use of this trinket does not increase the spell level
ket is chosen, the range is extended by 50 feet. Gold piece value: 400
of the spell being cast as the feat normally does. The decision to use this Protection This trinket grants the wearer a +2 deflection bonus to their
T ability must be made when the character decides to cast a spell. A crystal-
mancer can only have one of this type of trinket. Once used, the trinket
AC. Each additional trinket of this type that is worn adds a +1 to the
deflection bonuses provided by the trinkets. Gold piece value: 5,000
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experience point cost that is involved in creating the spellcrystal is
Greater Empower Spell The crystalmancer can add the now only 75% of the actual experience point cost. This stacks with
Empower Spell metamagic feat to any one spell cast per day. The the Crystal Mastery abilities, so with Crystal Mastery 1 the cost is
M use of this trinket does not increase the spell level of the spell being
cast as the feat normally does. The decision to use this ability must
only 50% of the normal cost, and with Crystal Mastery 2 the cost
would be 25%.
C Maximize Spell The crystalmancer can add the Maximize Spell metamag-
ic feat to any one spell cast per day. The use of this trinket does not increase the
its base amount. This does not apply to Epic item creation feats.
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spell level of the spell being cast as the feat normally does. The decision to use this abil- Crystal Mastery 2 (Ex) The Crystalmancer has become a true master of crystalman-
ity must be made when the character decides to cast a spell. A crystalmancer can only cy. Any item's experience point cost for magic item construction from the crystalline and
have one of this type of trinket. Once used, the trinket crumbles to dust. Gold piece gem-focused magic item chart below that is made by the character is now only 60% of
R value: 7,000 (Minimum crystalmancer level 8th) its base amount. This does not apply to Epic item creation feats.
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Wizards and bards are the classes most likely to walk the path of the crys- not receive any other benefits from the arcane spellcasting class (hit dice, skill points,
talmancer. While bards would become crystalmancers for the flashy trinkets bonus metamagic feat, etc.)
and flamboyant way many crystalmancers use their gems and crystals, wiz-
ards would see crystalmancy as a way to expand on their powerful magical abilities. Spellcrystal mastery (Ex): When making spellcrystals the experience point cost that
is involved in creating the spellcrystal is now only 75% of the actual experience point
Hit Die: d4 cost. This stacks with the Crystal Mastery ability, so with Crystal Mastery 1 the cost is
only 50% of the normal cost, and with Crystal Mastery 2 the cost would be 25%. C
Requirements
Craft (gem cutting): 5 ranks
Knowledge (gemology): 8 ranks
Trinkets (Su): Starting at 1st level and each level thereafter, a crystalmancer gains
the ability to construct minor magic items called trinkets. Follow all the rules and types
R
Knowledge (arcana): 5 ranks
Spells: Must be able to cast 3 arcane spells from the crystalmancer spell list, or any
of trinkets possible of the core class' trinket ability, except for the number of trinkets at
each level and the minimum level for creating a type of trinket. This type of crystal-
Y
S
gem-focused or crystalline spell found elsewhere that the DM approves. mancer can have up to 2 trinkets for each level in the class. Also, any level crystalmancer
Feats: Craft Spellcrystal can create any type of trinket available.
Casting: The character must be able to cast 4th level arcane spells.
Class Skills
Crystal Mastery 1 (Ex):The Crystalmancer's experience in making items from crys-
tals and gems grows. Any item's experience point cost for magic item construction from
T
The Crystalmancer's class skills are Alchemy (Int), Appraise (Int), Concentration
(Con), Craft (gem cutting) (Int), Knowledge (gemology) (Int), Knowledge (arcane) (Int),
the crystalline and gem-focused magic item chart below that is made by the character is
now only 80% of its base amount. A
Scry (Int), and Spellcraft (Int).
Skill Points at each level: 2 + Int Modifier Crystal Mastery 2 (Ex): The Crystalmancer has become a true master of crystal-
mancy. Any item's experience point cost for magic item construction from the crystalline
L
Class Features
All of the following are class features of the crystalmancer prestige class.
and gem-focused magic item chart below that is made by the character is now only 50%
of its base amount.
M
Table 1-2: Cyrstalmancer Prestige Class Level Advancement A
Class
Level
Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special Spellcasting N
1 +0 +0 +0 +2 Spellcrystal mastery, Trinket
2
3
+1
+1
+0
+1
+0
+1
+3
+3
Trinket
Crystal Mastery 1, Trinket
+1 Spellcaster level
+1 Spellcaster level
C
4
5
+2
+2
+1
+1
+1
+1
+4
+4
Trinket
Crystal Mastery 2, Trinket
+1 Spellcaster level
+1 Spellcaster level E
R
Powers of the Gems
9
Crystalmancy
Spellcrystals
P
resented are two new feats and one skill that any arcane spellcaster can take,
T
but that are specially suited to crystalmancers.
A spellcrystal is a crystal or gem that has a spell imbued and stored inside of it. The
C spell level multiplied by its caster level multiplied by 35 gp. To imbue a spellcrystal, you
must spend 1/25 of this base price in XP and use up raw materials, which are crystals or
dimly glowing inside of the gem.
Activation: To activate the spell stored in the spellcrystal, a spellcaster must hold
R gems, costing half of this base price.
The creator of the spellcrystal also must pay any XP cost that is required from the the gem out in his hand and recite the incantation that is whispered inside the caster's
mind as he casts the spell. Before the spellcrystal can be used, several conditions must
spell itself. Any costly material components must be paid as well, when imbuing a spell-
Y crystal. If the spellcrystal is made out of one of the gems found on the chart below, add
the specified bonus to the spell when cast.
be met.
S Diamond: +1 DC to the saving throw for the spell Decipher the symbol: The symbol inside of the spellcrystal signifies what spell is
Sapphire: +25% to any variable, numeric effect the spell has. This works just as stored inside. The read magic spell or successful Spellcraft check (DC 15+spell level)
must be made to discern what spell is inside the gem.
T
the Empower Spell feat.
Emerald: +1 increase in effective level. Works as the Heighten Spell feat
Ruby: +25% to spell duration. Works as the Extend Spell Feat Activate the Spell: Activating the spellcrystal requires reciting the incantation that
A Smokey Quartz: +25% to the range of the spell. Works as the Enlarge Spell Feat
Obsidian: +1 bonus to caster level checks (1d20+caster level) to defeat a
is whispered inside the mind of the user as they are casting the spell. The character must
be able to speak the incantation in order for the use of the spellcrystal to work.
A (gemology) 5 ranks
Through a ritual that involves 500 gp worth of gems, an arcane spellcaster can trans-
-The user must have the required ability score to cast the spell (for example, a 13
Int for a wizard to cast a 3rd level arcane spell)
N form their familiar into a crystal familiar. The familiar gains the crystal creature tem-
plate. In all other ways, they still act as a normal familiar. This can be taken by a wizard
DC
10
Question asked
Name and basic information on common crystals and gems.
using one of the class' bonus feats.
C Knowledge (gemology) [Intelligence, trained only]
15 Name and basic information on uncommon crystals and gems. Understanding
properties of unknown types that are similar to common varieties.
20 Name and basic information on rare crystals and gems. Understanding
E This skill encompasses knowledge and expertise in both the crystals and gems. The
following are examples and the DCs for each of them. This also includes discovering 30
properties of unknown types that are similar to uncommon varieties.
Name and basic information on extremely rare crystals and gems.
A
by many of history's greatest crystalmancers. Any spell listed as a sorcerer
or wizard spell, including the spells in this book, can be learned normally Level 0 Crystalmancer, Sorcerer & Wizard Spells
by a crystalmancer. Likewise, any spell listed here can be learned and cast Detect Gems and Crystals. Detects gems and crystals within range.
S
by both Sorcerers and Wizards.
Level 1 Crystalmancer, Sorcerer & Wizard Spells
Crystal Claws. Fingers extend into claws that deal 1d4 damage
Bard Spells
Crystal Dart. Up to 5 darts deal 1d8 piercing damage.
Crystal Swarm. Whirlwind of crystal and glass deals 1d4 points of damage.
P
Gem Armor. +4 armor bonus and minor energy resistance.
Level 1 Bard Spells Form Gem Servant 1. Creates a single gem servant 1.
Gem Armor. +4 armor bonus and minor energy resistance. E
Splendor of Gems. 1d6 enhancement bonus to Cha for Bluff, Diplomacy, Gather Splendor of Gems. 1d6 enhancement bonus to Chr for Bluff, Diplomacy, Gather
Information, and Perform. Information, and Perform. L
Level 2 Bard Spells
Gem Disk. Large disk provides aid in carrying loads or transportation
Level 2 Crystalmancer, Sorcerer & Wizard Spells
Amber Grenade. Piece of amber explodes to deal 1d8/2 levels electrical damage L
C
Gem Dust. Colorful dust causes random effects. Amber Shield. Amber shield provides cover and electric resistance
Azurite Grenade. Piece of azurite explodes to deal 1d8/2 levels cold damage
Level 3 Bard Spells Azurite Shield. Azurite shield provides cover and cold resistance
Diamond in the Rough. Increases value of any one gem.
Diamond to Charcoal. Decreases the value of any one gem.
Bloodstone Grenade. Piece of bloodstone explodes to deal 1d8/2 levels fire damage
Bloodstone Shield. Bloodstone shield provides cover and fire resistance
R
Level 4 Bard Spells
Crystal Hands. Hands become crystal and deal 1d8 points of damage.
Form Gem. Servant 2. Creates one gem servant 2 or several lesser servants. A
Glistening Gem. Targets see what they truly want. Gem Disk. Large disk provides aid in carrying loads or transportation
Gem Dust. Colorful dust causes random effects.
Jade Grenade. Piece of jade explodes to deal 1d8/2 levels acid damage.
F
Jade Shield. Jade shield provides cover and acid resistance.
T
Cleric Spells
Memory Gem. Caster can imbed memories into a small gem.
Quartz Grenade. Piece of quartz explodes to deal 1d8/2 levels sonic damage.
Level 3 Cleric Spells Quartz Shield. Quartz shield provides cover and sonic resistance.
Crystal Bridge. Create a crystal bridge that extends over a large gap
Level 3 Crystalmancer, Sorcerer & Wizard Spells
Level 6 Cleric Spells Crystal Bridge. Create a crystal bridge that extends over a large gap
Crystal Form. Caster becomes crystal and gains +8 natural armor, 2d6 Str and Con, Crystal Scry. Can see far away locations through crystal.
and 1d10 unarmed attack. Crystallize Blood. Subject's blood crystallizes and rips through veins causing 4d6
points of damage.
Diamond in the Rough. Increases value of any one gem.
Shape Crystal and Gems. Caster can shape crystals and gems into desired shape. Level 4 Druid Spells
A Level 6 Crystalmancer, Sorcerer & Wizard Spells
Ice Spikes. Ice spikes trust from the ground dealing 1d8/level damage.
T
and 1d10 unarmed attack.
Crystal Spray. Cone of bright light blinds opponents.
E LAW OF THE
Form Gem Servant 6. Creates a single gem servant 6 or several lesser servants. E TH W OR
Quartz Prison. Target is imprisoned in quartz for 10 days/level. AR L D
S M
Ruby Spray. Cone deals 60 points of fire damage.
Sapphire Spray. Cone deals 60 points of cold damage. AL A
ST
NI
Topaz Spray. Cone deals 60 points of acid damage.
WITHIN THEM IS TRUTH
CRY
FE
ST
Powers of the Gems
12
Crystalmancy
Amber Grenade the direction once as a free action.
Amber Shield, like the spell shield, not only negates any magic missile fired from the
Evocation [Electricity] direction the shield protects, but also provides three-quarters cover (+7 AC and +3 on
Level: Sor/Wiz 2 Reflex saves against attacks that affect you). In addition, the amber shield grants the
Components: V, S, M caster Electric Resistance of 5 from attacks originating from the direction protected by
Casting time: 1 standard action amber shield. The shield created from this spell does not interfere with the caster's own
Range: Medium (100 ft. + 10 ft./level) attacks, moving out of the way while making attacks or casting spells.
Area: 20 ft. radius spread The direction this spell protects is half of the battle field (with the caster as the divid-
Duration: Instantaneous ing line). One half of the area is protected, and the other half is not.
Saving Throw: Reflex half Arcane Focus: Tiny piece of amber of any value.
Spell Resistance: Yes
The amber shield is made of force that resembles a shield, of any shape the caster
wishes, made of amber. When the amber shield is formed, the caster chooses the first
direction the shield will protect attacks from. On any later round, the caster can change
E
Arcane Focus: Tiny piece of azurite of any value. Casting Time: 1 standard action
Range: Personal
Bloodstone Grenade
L
Target: You
Evocation [Fire] Duration: 1 minute/level
Saving Throw: None
L
Level: Sor/Wiz 2
Spell Resistance: No
As amber grenade, but does fire damage instead of electricity damage. Just as the
C amber grenade, the damage from this spell melts metals and sets fire to combustible
materials
The caster's fingers extend and crystallize into long jagged claws. As long as the spell
is in effect, the caster can make unarmed attacks that do 1d4 slashing damage. Also, the
claws are considered +1 weapons for the purpose of damage reduction only (do not add
R
Material Components: A tiny piece of bloodstone of any value.
the +1 to the damage of the claws). Attacks with the claws do not provoke an attack of
opportunity.
Bloodstone Shield
A Abjuration [Force]
After the spell ends, the crystal claws crumble into normal dust and the caster's hands
return to normal.
F
Level: Sor/Wiz 2 Material Component: A small crystal, usually quartz that is worth at least 1 gp.
E Spell Resistance: No
The broken crystal and glass inside of a bag multiplies and begins to swirl about at
L
A crystalline shell completely surrounds the caster. Inside, there is a 3 foot space a high speed slicing everyone unfortunate to be caught within the whirlwind. Anyone
between the caster inside and the walls of the crystal that holds enough air for the cast- inside the cylinder takes 1d4 points of damage, and half with a successful reflex saving
er to breathe for the duration of the spell. Crystal Shell completely guards the caster throw.
L inside from any attack, but the caster cannot attack back while inside of the shell. He
must first voluntarily end the spell, or wait for the duration to end, before he can take
Arcane Material Components: Small bag of broken crystal or glass.
C any more actions besides actions that are possible inside of the shell. The caster can cast
other spells, but only those that would affect the caster only. If the caster inside of the
Crystallize Blood
shell leaves the shell through the use of spells or magical abilities, such as teleporting,
R the spell ends immediately and the shell fades into nothing.
Crystal Shell also protects the caster from any harsh environments, such as a volcano
Transmutation
Level: Sor/Wiz 3
A or underwater, but the shell will sink in water or in lava, so there is still danger present Components: V, S
for the caster. Only a dispel magic spell that targets the shell can destroy it. Casting Time: 1 standard action
Range: Close (25 + 5 ft/2 levels)
F
Material Component: Tiny crystal of any value.
Target: One creature
Duration: 1 round + extended
T Crystal Spray
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
Evocation
Level: Sor/Wiz 6 When cast, the spell causes one subject's blood to crystallize and rip out from the
Components: V, S, F veins. The initial damage of this spell is 4d6, but due to the excessive damage done to
Casting Time: 1 standard action the body of the target the creature continues to take damage. For every round thereafter
Range: Close (25 ft. + 5 ft/2 levels) until a successful Heal skill check to provide first aid (DC 15) or any heal spell is cast
Area: Cone on the creature, the target loses 1 additional hit point. This loss is cumulative through
Duration: Instantaneous multiple castings of this spell. Needless to say, this spell only works on creatures that
Saving Throw: Fortitude negates have blood to crystallize.
Spell Resistance: Yes
A breastplate formed from diamonds materializes and perfectly fits the caster's body. The diamond shield is made of force that resembles a shield, of any shape the cast-
P Diamond Plate provides a +8 armor bonus to AC. The armor, although made from dia-
mond, is light as a feather and entails no armor check penalties except to the Hide skill.
er wishes, made of diamond. When the diamond shield is formed, the caster chooses the
first direction the shield will protect attacks from. On any later round, the caster can
E The armor check penalty for that skill is -7, due to the bright nature of diamond plate.
Diamond plate only imposes an arcane spell failure chance of 5%.
change the direction once as a free action.
Diamond Shield negates any magic missile fired from the direction the shield pro-
L
In addition, any one spell of up to 5th level is absorbed by the armor like the gem- tects. Also, the spell provides nine-tenths cover (+10 AC and +4 on Reflex saves against
guard spell, but this does not destroy the armor provided by diamond plate. The diamond attacks that affect the caster, as well as half damage if a save fails. None if the save is
breastplate fades into nothing after the spell ends. successful). In addition, the diamond shield gives the caster Sonic Resistance of 10 from
L Arcane Focus: A small diamond of any value. attacks originating from the direction protected by diamond shield. The shield created
from this spell does not interfere with the caster's attacks, the shield moves out of the
C Diamond Prison
way while making any attacks or casting any spells.
The direction this spell protects is half of the battle field (with the caster as the divid-
ing line). One half of the area is protected, and the other half is not.
R Abjuration
Level: Sor/Wiz 8
Arcane Focus: Tiny piece of diamond of any value.
A
Components: V, S, M
Casting Time: 1 hour Diamond Spray
Range: touch Evocation
F Target: Creature touched
Duration: Instantaneous
Level: Sor/Wiz 5
Components: V, S, F
Diamondguard
This spell creates a gem servant. It appears wherever you choose within range, but
must be told its orders or it will stand in place. Only a gem servant I can be created with L
this version of the spell.
Abjuration
Level: Sor/Wiz 9
At the end of the spells duration, or when the caster ends the spell, the gem servant
falls to harmless dust.
C
As the greater gemguard spell, but with two exceptions. The total number of gems
Material Component: A small colorful rock, painted or normal.
R
Form Gem Servant II A
is 20 and any one spell that was absorbed by the target of diamondguard can be redirect-
ed at the caster of the spell. This is done as a free action. If this ability is used the spell
automatically ends. Conjuration (Creation)
Level: Sor/Wiz 2
Effects: One or more gem servants formed. F
Emerald Bomb
Evocation [Acid]
Level: Sor/Wiz 4 Is.
As form gem servant I, except you can create 1 gem servant II or 1d3 gem servant T
As diamond bomb, but does acid damage instead of sonic. Also, instead of the stun-
ning and deafening effects of the diamond bomb, emerald bomb melts any metals with
Form Gem Servant III
a low melting point. Any metal with 8 or less hardness must make a Fortitude save to Conjuration (Creation)
avoid destruction. Level: Sor/Wiz 3
Material Component: A tiny piece of emerald of any value. Effects: One or more gem servants formed.
As form gem servant I, except you can create 1 gem servant III, 1d3 gem servant IIs,
or 1d4+1 gem servant Is.
As form gem servant I, except you can create I gem servant IV, 1d3 gem servant IIIs, As form gem servant I, except you can create 1 gem servant IX, 1d3 gem servant
or 1d4+1 gem servant I or II. VIIIs, or 1d4+1 gem servant I through VII.
E
As form gem servant I, except you can create 1 gem servant V, 1d3 gem servant IVs, Range: Personal
or 1d4+1 gem servant I, II or III. Target: You
Duration: 1 hour/level (D)
L Form Gem Servant VI A perfectly shaped breastplate formed from gems materializes over the caster's body.
L
Conjuration (Creation) The coloration and design is up to the caster of the spell. The gem armor provides a +4
Level: Sor/Wiz 6 armor bonus to AC. The armor also provides the caster with 2 points of elemental resist-
Effects: One or more gem servants formed. ance to any one element of the caster's choice when the spell is cast. The armor, although
C As form gem servant I, except you can create 1 gem servant VI, 1d3 gem servant Vs,
made from gems, is light as a feather and entails no armor check penalties except to the
Hide skill. The armor check penalty for the skill is -5, due to the bright nature of the gem
R
or 1d4+1 gem servant I through IV. armor. Gem Armor, unlike mage armor, does impose a small arcane spell failure chance
of 5%.
Form Gem Servant VII
A
The gem breastplate fades into nothing after the spell ends.
Conjuration (Creation) Arcane Focus: A small gem or crystal of any value.
F
Level: Sor/Wiz 7
Effects: One or more gem servants formed. Gem Disk
T
Evocation
As form gem servant I, except you can create 1 gem servant VII, 1d3 gem servant Level: Sor/Wiz 2, Brd 2
VIs, or 1d4+1 gem servant I through V. Components: V, S, M
Casting Time: 1 standard action
Form Gem Servant VIII Range: Medium (100 ft +10/level)
Conjuration (Creation) Effect: 10 ft diameter disk composed of gems
Level: Sor/Wiz 8 Duration: 1 hour/level
Effects: One or more gem servants formed. Saving Throw: None
Spell Resistance: No
As form gem servant I, except you can create 1 gem servant VIII, 1d3 gem servant
VIIs, or 1d4+1 gem servant I through VI. With this spell the caster creates up to a 10 ft. circular disk made of a single gem that
follows you and carries large loads for you. The disk is 10 feet in diameter and 1 foot
Glitter-like dust floats through the air and affects any creature within the area of see.
All thoughts that are found show themselves inside the gem, which the caster can L
affect. For each creature within the cone, roll 1d4 on the table below. The designated
effects occur to the creature.
Note: Each round, the caster can choose to probe a new target. The spell can pene-
trate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet
C
Die Roll
1
Effect
Cause Fear (as the spell, no maximum on HD)
of wood or dirt blocks it.
Arcane Focus: A pure and clear gem worth at least 1,000 gp. R
2
3
Sleep (as the spell, no maximum on HD)
Random Action (as the spell) Gemflash A
F
4 Stunned (1 round/level, Will save to resist) Evocation [Force]
Level: Sor/Wiz 9
Material Component: Dust of four different colors. Components: V, S, M
Gem Probe
Casting time: 1 standard action
Range: Long (400 ft + 40 ft. /level)
T
Area: 60 ft radius spread
Divination [Mind-Affecting] Duration: Instantaneous
Level: Sor/Wiz 5 Saving Throw: Reflex half
Components: V, S, F Spell Resistance: Yes
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) A very powerful and dangerous spell, Gemflash is a bane to all incorporeal creatures.
Duration: Concentration, up to 1 minute/level (D) The gem used as the material component of the spell flies from the caster's hand to strike
Saving Throw: Will negates (see text) the already determined spot (location and height). When the gem strikes the target, a
Spell Resistance: Yes bright flash of light and force erupts outward filling the area of effect. Any creature with-
Gemguard
S Abjuration
Level: Sor/Wiz 7
P Components: V, S, M
Casting Time: 1 standard action
L
Duration: 10 minute/level or until all gems are gone.
Saving Throw: Will (harmless)
Spell Resistance: Yes
L As minor gemguard, but 14 floating gems are formed instead of 10. Also, spells of up
R
Glistening Gem
A Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4, Brd 4
F Components: V, S, M
Casting Time: 1 standard action
Any creature that the caster wishes that sees the gem believes they are transported to
a place that holds what they wish for most. The creature also forgets where they were, or
what they were doing, and only thinks of the fact that what they want most is near them.
Gemguard in action They have not been transported to the place and time they would most want to be in and
have what they truly want, all of this is in their mind.
Area: person touched or you As amber grenade, but does sonic damage instead. This spell does not melt metals
P Duration: 10 minute/level or until all gems are gone.
Saving Throw: Will (harmless)
or set fire to combustible materials. Instead, any creatures within the area of affect must
also make a Fortitude save or be stunned for 1 round and then deafened for 2 addition-
L
When this spell is cast 10 dimly glowing gems of any color the caster wishes floats
around the target's body protecting them from spells, spell-like abilities, and spell-like
effects from devices. Any spell of 4th level or lower can be absorbed by minor gem-
Quartz Prison
L guard, if the target of minor gemguard wishes, and the same number of crystals equal to
the spell level glows over brightly and disappears. Only the effects the spells that are
Abjuration
Level: Sor/Wiz 6
Components: V, S, M
C cast that would affect the target of minor gemguard can be absorbed. For example, if a
fireball spell detonated in the area the recipient of minor gemguard and two other crea- Casting Time: 1 hour
Range: Touch
tures was in, only the effects of the spell that affect the creature of minor gemguard can
R be absorbed. The other two creatures would be affected normally.
The recipient of minor gemguard must have enough gems remaining around his body
Target: Creature touched
Duration: 10 days/level
A to absorb a spell. So, if a 4th level spell was targeting the character with minor gemguard Saving Throw: None
they would have to have at least 4 remaining gems in order to absorb it. Only a targeted Spell Resistance: yes
F
dispel magic can negate minor gemguard.
Material Component: Gem of at least 50 gp. The creature touched is imprisoned inside of a large slab of quartz crystal. Inside of
the crystal, the creature is in a state of suspended animation, like the temporal stasis
T Opaque Blur
spell. The creature imprisoned is forced to stay inside of the crystal until a freedom, wish
or miracle spell is cast or the duration ends. Searches with a crystal ball, locate object,
Illusion (Glamour) or other similar divination does reveal the fact the creature is imprisoned. Quartz Prison
Level: Sor/Wiz 5 only affects a target if the name and some facts about its life are known to the caster.
Component: V Material Component: Piece of quartz of at least 100 gp value.
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As amber shield, but granting Sonic Resistance of 5 instead of electricity resistance. As diamond bomb, but dealing cold damage instead. Also, instead of the stunning
Arcane Focus: tiny piece of quartz of any value. and deafening effects of the diamond bomb, sapphire bomb freezes all liquid substances
in the blast area.
Material Component: A tiny piece of Sapphire of any value.
Ruby Bomb
Evocation [Fire]
Level: Sor/Wiz 4
Sapphire Shield
Abjuration [Force]
S
As diamond bomb, but dealing fire damage instead. Also, instead of the stunning and
Level: Sor/Wiz 4
P
E
deafening effects of the diamond bomb, ruby bomb melts metals with a low melting As diamond shield, but granting Cold Resistance 10 instead of sonic.
point and sets fire to any combustible materials unless a Fort save is made. Arcane Focus: A tiny sapphire of any value
Material Component: A tiny piece of ruby of any value.
Sapphire Spray L
Ruby Shield
L
Evocation [Cold]
Abjuration [Force] Level: Sor/Wiz 6
Level: Sor/Wiz 4 Components: V, S, F
A cone of bright red colored light shines forth from the ruby that is the arcane focus
of the spell. Any creature caught within the area of effect takes 60 points of fire damage.
A successful Reflex save reduces this damage by half.
Arcane Focus: A tiny ruby of at least 100 gold piece value.
E sword or a gem statue. Also, the caster can change the form of a piece of crystal or gem As diamond shield, but granting Electricity Resistance 10 instead of sonic.
to allow for holes for exits or entrances. Although fine detail is possible with this spell, Arcane Focus: A tiny topaz of any value.
L
moving parts are very difficult to craft. Any item with moving parts crafted with this
spell has a 50% change of not working at all. Topaz Spray
Material Component: Soft clay, which must be worked into roughly the desired
L
Evocation
shape of the crystal or gem object and touched to the object while speaking the verbal Level: Sor/Wiz 6
components. Components: V, S, F
C Splendor of Gems
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
T Saving Throw: Will negates (harmless) A successful Reflex save reduces the damage by half.
Spell Resistance: Yes (harmless) Arcane Focus: A topaz of at least 100 gold piece value.
The recipient of this spell becomes friendlier, outgoing, suave, and better looking.
The spell grants an enhancement bonus to Charisma of 1d6 points, but only for the
charisma bonus added to the following skills: Bluff, Diplomacy, Gather Information, and
Perform. This spell does not affect the spellcasting abilities of any class that uses charis-
ma for determining DC, bonus spells, etc.
C C
because of the multitude of gemmed and crystalline items they can create Crystal Weapons: Crystal weapons act just as masterwork versions of the weapon,
and wear. From the trinkets to artifacts of great power, crystalmancers love but also add a +1 enhancement bonus to the crystal weapons damage. The weapon
to show off their flashy items. This chapter lists many magic items that
crystalmancers have constructed.
weighs 1.5 times the normal weight, for a normal item.
R
agical items made from gems and crystals are easily the most important
M
Crystal Weapons and Armor part of a crystalmancer's repertoire. Presented in this section are many
items of varying types that was originally invented by crystalmancers.
Y
There are some normal armors and weapons that are constructed out of gems and
crystals that are not made to be enchanted. The beginnings of these crystalline instru-
Some of the items shown here have become known to other spellcasters.
S
ments of war are unknown. Most scholars on the subject point to the elves or, even more
so, the dwarves as the inventors of crystalline weapons and armors. These items take Armor Special Abilities T
long, arduous hours of construction to make, but the rewards more than make up for the
time spent. It takes a master of both weapon or armor smithing and gem crafting to fash- A
ion these beautiful, yet deadly items. Special Ability Market Price Modifier
I
armor or weapon, the craftsman uses a similar method as crafting a masterwork item. Gem Strength (+4) +4
Make the normal roll for crafting the item, as well as a DC 20 check for the masterwork Crystal Form +5
component. In addition to those rolls, the craftsman must make a DC 20 craft (gem cut-
ting) check in order to make the item out of crystal or gems.
The cost involved is the base cost for the item, plus an extra amount because of being
Crystal Form: Armor with this ability allows its wearer to become a crystalline
being, as the crystal form spell. This lasts for up to ten minutes each day, and can be split
T
made from crystal (1,000gp for a weapon or 1,500gp for a suit of armor, this takes into
account that all crystal items are masterwork quality). Once the cost and the checks have
up as the wearer sees fit, but the smallest amount of time this can be used is one minute.
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, crystal form; E
been made, the item is finished and gains the benefits found below. In order for an armor Market Price: +5
or weapon to gain these benefits, the striking or protective surface must be made out of
crystal. Arrows, for example, only have to have a crystalline head. Also, with any pro- Crystal Shell: When this ability is used, the wearer becomes encased in a crystalline
M
jectile type weapon, such as bows or crossbows, the ammunition, not the projection
device, can gain any benefits from being a crystalline or gem weapon.
shell, as the crystal shell spell. This can only be used once a day and lasts for one minute.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, crystal shell; S
Market Price: +4
Crystal Armor: Crystal armor acts just as a masterwork version of the armor, but you
also add a +1 to the armor bonus. The drawbacks to armor made out of crystal is that it Gem Strength: The gauntlets of armor with this ability transform into gem-like
weighs 1.5 times the normal weight, and also provides a -5 penalty to hide checks due hands that meld over the wearer's own. The wearer gains a +2 or +4 enhancement bonus
to the crystal's glistening nature. Only armor that is metallic can gain this property. to strength for determining damage with weapons and lifting. Forming and dispersing
Leather armor, for example, cannot be made as crystal armor, but studded leather can. the hands is a free action.
Splendorous: This ability grants the wearer a +2 or +4 enhancement bonus to the Special Ability Market Price Modifier
wearer's charisma score for determining the total plus to skill checks from the following Amber +2 bonus*
skills: Bluff, Diplomacy, Gather Information, and Perform. Azurite +2 bonus*
Bloodstone +2 bonus*
C Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, splendor of gems;
Market Price: +1(+2), +2 (+4). Jade
Emerald
+2 bonus*
+3 bonus*
Y
Special Ability Market Price Modifier Sapphire +3 bonus*
Brilliance +1 bonus Topaz +3 bonus*
Amber +2 bonus Diamond +4 bonus*
S Azurite
Bloodstone
+2 bonus
+2 bonus
Thought Reader
Crystallize
+4 bonus
+5 bonus
T Jade
Emerald
+2 bonus
+3 bonus
*Only ammunition can be granted these special abilities
Quartz +3 bonus
A Ruby
Sapphire
+3 bonus
+3 bonus
L Topaz
Diamond
+3 bonus
+4 bonus
Bloodstone: A weapon with this ability is composed primarily out of bloodstone.
Sparks and flames can be see inside of the weapon, and occasional seen outside. Any
Thought Reader +4 bonus opponent hit with this weapon suffers an additional 5 points of electrical damage. No
Crystallize +5 bonus command word needs to be spoken with this ability. Also, the weapon cannot bear any
other abilities, except Crystallize and Thought Reader, on the ability list above. The
I Amber: A weapon with this ability is composed primarily out of amber. Electricity
can be seen sparking inside of the yellow gem, and occasional sparking outside. Any
weapon will always be constructed out of bloodstone.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, bloodstone grenade;
T opponent hit with this weapon suffers an additional 5 points of electrical damage. No
command word needs to be spoken with this ability. Also, the weapon cannot bear any
Market Price: +2
other abilities, except Crystallize and Thought Reader, on the ability list above. The Brilliance: Whenever a weapon with this ability scores a critical hit, the opponent
E weapon will always be constructed out of amber.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, amber grenade;
must make a DC 19 fortitude save or be blinded for 1 minute. Even if the save is suc-
cessful, the opponent is still blinded for 2 rounds.
M Market Price: +2. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness;
Market Price: +1
S
Azurite: The weapon is composed primarily out of azurite. Frost and ice can be seen
inside of the gem parts of the weapon and sometimes outside. Any opponent hit with this Crystallize: This potent weapon ability allows the weapon to encase the opponent's
weapon suffers an additional 5 points of cold damage. No command word needs to be body of those it strikes. Any time a weapon with this ability scores a critical hit the oppo-
spoken with this ability. Also, the weapon cannot bear any other abilities, except nent is encased in diamond, as the diamond prison spell. Any opponent, even those that
Crystallize and Thought Reader, on the ability list above. The weapon will always be are immune to critical hits, can be affected by this special ability. Ranged weapons
constructed out of azurite. imbue this ability on their ammunition when fired.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, azurite grenade; Caster Level: 19th; Prerequisites: Craft Magic Arms and Armor, diamond prison;
Market Price: +2 Market Price: +5
I
an additional 5 points of acid damage. No command word ammunition used with this ability when fired.
needs to be spoken with this ability. Also, the weapon cannot Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, gem probe; Market
bear any other abilities, except Crystallize and Thought Price: +4
Reader, on the ability list above. The weapon will always be
constructed out of jade. Topaz: The weapon is primarily composed of topaz. Electricity is constantly seen
T
Caster Level: 8th; Prerequisites: Craft Magic Arms and
Armor, jade grenade; Market Price: +2
inside of the gem portion of the weapon. Any opponent hit with this weapon suffers an
additional 10 points of electrical damage. No command word needs to be spoken with E
this ability. Also, the weapon cannot bear any other abilities, except Crystallize and
Quartz: A weapon with this ability is composed primarily
out of quartz. The weapon constantly emits a low hum. Any
Thought Reader, on the ability list above. The weapon will always be constructed out of
Topaz
M
opponent hit with this weapon suffers an additional 7 points of
sonic damage. No command word needs to be spoken with this
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, topaz bomb; Market
Price: +3 S
ability. Also, the weapon cannot bear any other abilities,
except Crystallize and Thought Reader, on the ability list
above. The weapon will always be constructed out of Quartz
Caster Level: 8th; Prerequisites: Craft Magic Arms and
Armor, quartz grenade; Market Price: +3
C This blade is an oddity among the creations of a crystalmancer. Most attacking sur-
faces of a weapon a crystalmancer makes is made of gems or crystals, but this weapon
radius of the affect.
Caster Level: 12th: Prerequisites: Craft Magic Arms and Armor, bardic music abili-
ty, 12 ranks of Perform. Market Price: 88,000 gp.
R
is not. This +2 rapier is made from silver that is tinged a blue color. The pommel has a
single coin-sized sapphire and the handle is decorated with numerous small sapphires.
Azure Blade has the sapphire and keen ability, as well as being able to project a cone of
Y cold (14d4, DC 16) once per day.
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, sapphire bomb,
Emberwrath
T The Emberwrath is a immense axe made with a head of jagged ruby. The
A
Emberwrath is a +3 great axe with the ruby ability. Also, the great axe can let the wield-
er enter a state of furious rage once per day. The wielder gains a +8 bonus to Strength
and Constitution and a +4 morale bonus to Will saves, but suffers a -5 penalty to AC.
L The furious rage lasts for 5 rounds. Afterwards the wielder is not winded and can con-
tinue to fight without any penalty. A barbarian cannot use this ability in conjunction with
his own rage ability.
Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, ruby bomb, emotion
I
or have the rage ability. Market Price: 125,000 gp.
Rings
Faerie Bow
T This type of bow was invented centuries back by a faerie crystalmancer. A Faerie
Gem Ring of Detection: This ring is constructed from a wide band of any type of
gem. The wearer can constantly detect crystals and gems as the spell.
Bow is usually crafted out of emerald with carved vines and flower work. The bow is a
E +2 short bow, that can, three times a day, shoot an arrow that makes the opponent, if
struck, make a Fortitude save (DC 15) or be affected as though under a sleep spell
Caster Level: 3rd; Prerequisites: Forge Ring, detect crystals and gems; Market
Price: 1,500gp
M (regardless of the target’s hit dice). The wielder of the bow must say they are using the
sleep ability before firing the arrow. If the arrow misses, one use of the bow's sleep abil-
Ring of Amber Lightning: The silver or copper ring is inset with several small
stones of amber. Three times per day the ring can shoot a 10d6 lightning bolt. The bolt
S
ity is spent.
appears to be of a bright yellow color. Half of the damage of the lightning bolt is actu-
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, sleep. Market Price:
ally sonic damage caused by a loud burst of thunder that accompanies the bolt.
16,000 gp.
Caster Level: 15th; Prerequisites: Forge Ring, lightning bolt, amber grenade; Market
Price: 47,000 gp
Symphony
The process of creating this type of weapon started with the elves, but has since Ring of Clear Flame: This silver ring is adorned with several pieces of quartz or dia-
passed to the other humanoid races. Symphony is golden hilted and has a blade of mond. Three times per day the ring can shoot a 10d6 fireball. The fireball is nearly invis-
Ring of Crystal Hands: This thin band of a clear crystal allows its wearer to be per- -Minor Gemguard (1 charge)
manently under the effect of a crystal hands spell as long as the ring is worn. -Quartz Shield (1 charge)
Caster Level: 3rd; Prerequisites: Forge Ring, crystal hands; Market Price: 20,000 gp -Crystal Shell (2 charges)
-Gemguard (2 charges) C
Ring of Splendor: A ring of splendor is a golden band donned by several varieties
of gems of extremely artistic make. While wearing the ring, the wearer is permanently
under the effect of a splendor of gems spell.
A crystalline staff of protection also adds a +2 natural armor bonus to the
wielder's armor class.
R
Caster Level: 1st; Prerequisites: Forge Ring, splendor of gems; Market Price:
5,500 gp
Caster Level: 16th: Prerequisites: Craft Staff, minor gemguard, quartz
shield, crystal shell, gemguard; Market Price: 104,000 gp Y
Gem Staff of Creation: This staff can be made to look like nearly any S
Rods long staff of gems. Adorning the top of the staff is usually a small statue of a
gem servant. The wielder of a gem staff of creation can use the following abil-
ities:
T
Gemrod: This ornate silver rod has a sphere on the head made also of silver. Inset in
the sphere are nearly twenty gems of many types. The rod acts as a +2 light mace with
the following abilities:
-Form Gem Servant II (Maximized) (1 charge) A
-Form Gem Servant III (1 charge)
-It can detect gems and crystals with a range of 200 ft. The rod shakes to alert the
wielder of the presence of gems or crystals and becomes warmer to indicate the
-Form Gem Servant IV (2 charges)
-Form Gem Servant V (3 charges)
L
amount
-Once per day the rod can shape crystals and gems, as the spell. The head of the rod Caster Level: 14; Prerequisites: Craft Staff, Maximize Spell feat, form
has to touch the target in order for this to take affect. The wielder thinks of the
I
gem servant II, III, IV, and V; Market Price: 72,187 gp
desired shape while holding the rod.
-Twice per day the wielder can project crystal spray, diamond spray, ruby spray, Gemdragon Staff: This powerful staff is constructed out of several vari-
sapphire spray, or topaz spray. The type of spray spell used can be the same for
either uses or two different spray spells.
eties of gems and crystals, depending on the type of spells chosen. A dragon's
head is fashioned on one end, mouth open. The Gemdragon Staff has the fol-
T
Caster Level: 17th; Prerequisites: Craft Rod, detect gems and crystals, shape crys-
tals and gems, crystal spray, diamond spray, ruby spray, sapphire spray, topaz spray;
Market Price: 65,000 gp
lowing abilities:
E
-Detect Gems and Crystals (at will)
-Amber, Azurite, Bloodstone, Jade, or Quartz Grenade (1 charge)
-Amber, Azurite, Bloodstone, Jade, or Quartz Shield (1 charge)
M
Staffs -Crystal Darts (5 missiles) (1 charge)
-Gem Disk (1 charge) S
Most staffs constructed by crystalmancers are made out of a single piece of gem or -Minor Gemguard (1 charge)
crystal. This is done by either luckily finding a piece large enough or through the shape -Diamond, Emerald, Ruby, Sapphire, or Topaz Bomb (2 charges)
crystals and gems spell. Staffs are usually among the most powerful items a crystal- -Diamond, Emerald, Ruby, Sapphire, or Topaz Shield (2 charges)
mancer has, so they spend great care in safeguarding them. -Crystal Form (2 charges)
-Shape Crystals and Gems (2 charges)
-Crystal Shell (3 charges)
gemguard, 1 bomb spell (diamond, emerald, ruby, sapphire, or Caster Level: 12th: Prerequisites: Craft Staff, bloodstone grenade, bloodstone shield,
R topaz), 1 shield spell (diamond, emerald, ruby, sapphire, or topaz),
crystal form, shape crystals and gems, crystal shell; Market Price:
ruby bomb, ruby shield; Market Price: 49,500 gp
Y 204,553 gp Sapphire Staff: A sapphire staff can sometimes be found with cold, snow, and ice
motifs. A sapphire staff allows the wielder to cast the following spells:
S
Diamond Staff: A diamond staff is an extremely slender staff
made of a single piece of diamond. A diamond staff has the follow- -Azurite Grenade (1 charge)
ing abilities: -Azurite Shield (1 charge)
T -Quartz Grenade (1 charge)
-Ice Spikes (1 charge)
-Sapphire Bomb (2 charges)
-Diamond Shield (2 charges) Caster Level: 14th; Prerequisites: Craft Staff, azurite grenade, azurite shield, ice
L -Diamond Spray (2 charges)
-Diamond Plate (2 charges)
spikes, sapphire bomb, sapphire shield; Market Price: 89, 250 gp
Topaz Staff: This staff, made from a single piece of topaz, has several bells attached
Caster Level: 16th; Prerequisites: Craft Staff, quartz grenade, quartz shield, dia- to the head of the staff. The wielder of a topaz staff can cast the following spells from it:
I
mond bomb, diamond plate, diamond shield, diamond spray; Market Price: 100,500 gp
-Amber Grenade (1 charge)
-Amber Shield (1 charge)
T Emerald Staff: As the name implies, an emerald staff is constructed out of a long
piece of emerald. Many staffs of this variety have many acid scores for decoration. An
-Topaz Bomb (2 charges)
-Topaz Shield (2 charges)
-Jade Grenade (1 charge) Caster Level: 16th; Prerequisites: Craft Staff, amber grenade, amber shield, topaz
M -Jade Shield (1 charge)
-Emerald Bomb (2 charges)
bomb, topaz shield, topaz spray; Market Price: 84,000 gp
I
Emerald Shield 21,000 gp crystal on the end of both of the wearer’s hands. While worn, the gloves act as if a crys-
Ruby Bomb 21,000 gp tal claws was cast on the wearer. They can only be taken off by the wearer mentally
Ruby Shield 21,000 gp wanting them to be removed.
Sapphire Bomb
Sapphire Shield
21,000 gp
21,000 gp
Caster Level: 6th; Prerequisites: Craft Wondrous Item, crystal claws: Market Price:
12,000 gp
T
Topaz Bomb
Topaz Shield
21,000 gp
21,000 gp Dust Bag: What appears to be a normal small pouch is actually a potent magic item. E
A dust bag can hold up to 2 hand fulls of normal sand. After the sand has been inside of
Wondrous Items the pouch for a week the magic takes effect. When the wearer of the pouch reaches in,
pulls a handful of sand out, and throws it, the sand acts just as a gem dust spell to every-
M
Amber Prison: Any creature touched by this small piece of amber is imprisoned as
if under the effects of a diamond prison spell. The amber grows to fit the creature. The
one in the area. The bag must be empty before more sand is put into the pouch or any
sand that had already been enchanted is no longer enchanted, and another week will pass S
before the sand can be used again.
target is entitled to a saving throw to keep from being imprisoned by this item. If the tar- Caster Level: 5th; Prerequisites: Craft Wondrous Item, gem dust; Market Price:
get of amber prison is released, the item shrinks back down to its normal size and can be 3,400 gp
used again.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, diamond prison; Market Eyes of Randamon: The two spherical shaped gems are very helpful, but have a
Price: 360,000 gp strange side effect. That being, before the wearer can use any of the abilities granted by
C abilities:
-Darkvision 60 feet.
Genafae’s Rose, Minor: Genafae Rose, a half-elven crystalmancer, is renowned for
the creation of these powerful items. Genafae’s Roses are foot long clear crystals made
-The wearer is always under the effect of a true seeing spell. to look like a normal rose. This item has the ability to store spells cast into them to be
R -The wearer cannot be blinded in any way.
-Twice per day the wearer of the eyes of Randamon can project a spray spell,
cast later. Only a certain number of spell levels can be held by Genafae’s Rose at any
one time, determined by the chart below. Spells cast from this item are not able to be cast
Y one from each eye. The type of spray spell depends on the gems used to craft this item.
Each gem can be of a different sort.
again, until the same spell is cast back into the rose.
S
Type Spell Levels (Maximum level of spell) Market Price
Type of Gem Spray 1 5 (2) 11,000
Clear Crystal Crystal Spray 2 8 (3) 18,000
T Diamond
Ruby
Diamond Spray
Ruby Spray
3
4
11
14
(5)
(6)
25,000
32,000
A Sapphire
Topaz
Sapphire Spray
Topaz Spray Caster Level: Type 1 (8th), Type 2 (10th), Type 3 (14th), Type 4 (18th);
Prerequisites: Craft Wondrous Item, Must of at least level indicated in Caster Level in
L Caster Level: 12th; Prerequisites: Craft Wondrous Item, darkvision, true seeing, one
or two of the spray spells listed above; Market Price: 90,000 gp
order to make the type of this item.
Guardian Vest: A guardian vest usually appears as a fancy vest of white, light blue,
Figurines of Wondrous Power: Two types of figurines have been invented by crys- or yellow. Decorating the vest are 14 small gems of a color that complements the color
I
talmancers in the past. Now they are crafted by both crystalmancers and normal arcane of the cloth. The vest always grants a +2 armor bonus to armor class without any penal-
spellcasters. ties. Once per week the vest’s most powerful effect can be used. The gems fly off of the
vest and act as if the wearer is under a Gemguard spell. The gems, after absorbing spell
T Emerald Griffon: The small statue of emerald depicts a griffon, wings stretched,
about to take flight from a cliff. The griffon has stats as a normal griffon, but they gain
levels, do not vanish, but will appear back on the vest.
Caster Level: 16th; Prerequisites: Craft Wondrous Item, gemguard, mage armor;
E an additional +4 natural armor class due to being made of a gem. The emerald griffon
can be used up to 3 times per week for up to 12 hours per use. When 12 hours have
Market Price: 10,400 gp; Weight: 2 lb.
passed or when the command word is spoken, the emerald griffon turns back into the Ice Crystals: These six-inch crystals are actually icicles that have been enchanted
M small statue.
Caster Level: 13th; Prerequisites: Craft Wondrous Item, animate objects; Market
not to melt. When thrown, and the required snow and ice for the spell to work are in the
area, the ice crystal acts as if an ice spikes spell had been centered where the crystal was
S Price: 20,000 gp thrown. The ice crystal is not destroyed when it releases the spell, but it cannot be used
again until it has been recharged. Recharging an ice crystal means allowing it to stay in
Obsidian Dire Bat: When animated, this small statue of a bat transforms into a dire an environment for 24 hours that is at the freezing point. Cold water, snow, ice, or just
bat. It has the same stats as a normal dire bat. The item can be used up to 4 times per if the air temperature is cold enough are all possible ways of recharging it.
week for up to 10 hours per use. When 10 hours have passed or a command word is spo- Caster Level: 8th; Prerequisites: Craft Wondrous Item, ice spikes; Market Price:
ken, the obsidian dire bat turns back into the statue. 8,000 gp
Caster Level: 9th; Prerequisites: Craft Wondrous Item, animate objects; Market
Price: 6,300 gp
I
Type VII 1 2 - 2 - 2 - 2 - 9,150 gp bracelet pulls one of the orbs off and concentrates, the wearer is enclosed inside of a
crystal shell. The orb dissipates after being used, and once all ten spheres are used, the
Caster Level: 11th; Prerequisites; Craft Wondrous Item, diamond, emerald, ruby, bracelet becomes just a normal golden chain.
sapphire, or topaz bomb; Weight: 2 lb. Caster Level: 13th; Prerequisites: Craft Wondrous Item, crystal shell; Market Price:
32,500 gp; Weight: -
T
Onyx Crown: This dark iron crown is set with numerous small pieces of smooth
onyx in the points of the crown. An onyx crown allows a character to be able to control Tiger’s Eye Amulet: This amulet made from a large piece of tiger’s eye allows the E
1 and a half times the normal amount of undead created with the animate gem bones wearer to crystal scry and gem probe once per day.
spell.
Caster Level: 14th; Prerequisites: Craft Wondrous Item, animate gem bones. Market
Caster Level: 14th; Prerequisites: Craft Wondrous Item, crystal scry, gem probe;
Market Price: 28,000 gp; Weight: -
M
Price: 32,000 Gp; Weight: 1 lb.
Verala’s Diadem: Verala, a female crystalmancer, was the first to construct this item S
Robe of Splendid Wizardry: This beautiful silken robe is covered in an array of that bears her name. While worn the character is constantly under the effect of a crystal
precious gems which glitter like sparkling rainbow sequence. The wearer of the robe form spell.
gains a +2 deflection bonus to Armor Class. Also, the gems adorning the robe can be Caster Level: 16th; Prerequisites: Craft Wondrous Item, crystal form; Market Price:
made to glow with a thought. Each gem radiates like of the color of gem it is. This affects 55,000 gp; Weight: -
a 20 ft radius as if within a daylight spell.
Any spell cast by the robe’s wearer acts as though under the empower spell feat and
Y
events that would see it freed. One such way is through a wielder’s use of the crystal, all the purpose it originally served, but any who have seen the full power of this item
of the powers of which are granted by the prisoner. The exact reason there is a possibil- unleashed will say whatever the purpose was, it must have been something most foul.
ity of releasing the powerful creature is unknown, most believe that through using the
S
Three thousand years ago was the last time this vile item was used in an attempt by an
powers granted, the creature has a chance to establish a hole through the prison. Through unknown crystalmancer to envelop the world in complete darkness. That time was
this hole it can focus enough power to break the crystal and release the creature. known as the Month of Shadow. The Blackstar Diamond is a diamond in the shape of a
T Many times in the past, this item, through events it manipulated, nearly was
destroyed and the powerful entity inside released. The possible repercussions of such an
starburst that is worn by a thick silver linked chain. When worn, the wearer, even in
complete daylight, seems to be constantly in shadow.
event are believed to be enormous. The crystal keepers, and other power groups, are con-
A stantly on the lookout for this item. Some, like the keepers, wish to hide the chaos crys-
tal so that it can never be used again, for good or ill. Others think that through breaking
The Blackstar Diamond grants its wearer the following powers:
-The wearer is constantly under the effects a blur spell. This creates a shadowy
trail following the wearer.
L the crystal and seeing the chaotic entity released, their own power will grow. In any
event, the unearthing of this item will be a major event in any world.
-After eight hours of wearing the artifact the wearer’s alignment becomes the
evil counterpart of its own. For example, a chaotic good character would become chaot-
All of the powers granted by the chaos crystal are explained to the possessor mental- ic evil.
ly and can be used without holding the item, merely having full possession of it on his -Gains darkvision of 200 feet.
person allows the use of the granted abilities. The following powers granted by the chaos
I
-Gains a +10 bonus to hide checks.
crystal do not provoke a chance to free the creature inside -If the wearer can find a shadow that his entire body can be covered by, the
-The possessor gains a +4 deflection bonus to AC. wearer can teleport without error at will. The wearer will come from the nearest shad-
T -Cast protection from law 4/day
-Once per day the character can Smite Law. The possessor gains a bonus to an
ow that would, also, cover his body.
-Any spell with the [Shadow] descriptor acts as if under an Empower Spell feat,
attack roll equal to the character’s charisma modifier, if any. Also, the character gains a
E plus to damage equal to the character’s total hit dice. This only affects creatures that are
lawful in alignment
Spell Penetration feat, and Spell Focus feat. All of these stack with the feats of the same
name.
Only after one month of constantly wearing the Blackstar diamond and during
M -The possessor can cast word of chaos once per day. a new moon can the last, and most powerful, power be unleashed.
-During the night of a new moon and spending ten minutes in unbroken con-
S
The following powers can be used by the possessor, but each time they are used centration, the wearer can transform into the Blackstar dragon. The Blackstar diamond
allows a chance for the entity inside to be released. The chaos creature inside will send attaches itself to the dragon’s forehead. There is no known way of removing the diamond
telepathic whispers to the possessor of the chaos crystal that tries to sway the possessor from the dragon, only through killing the transformed wearer can stop its wrath. When
to use these powers. transformed, only the wearer’s personality remains. The transformed character uses all
-The possessor can ask the creature inside if an action will be good or bad. This of the dragon’s statistics found on the next page.
is just as the augury spell, but does not have a chance to fail. If the action will help free Caster Level: 25th
the imprisoned creature, it may lie about the events to help bring about what it wishes to
happen. This can be done as many times as the possessor wishes, but each time there is
Blackstar qualities
-Cold, Fire, Electricity, Acid resistance of 20
-The Blackstar dragon is constantly surrounded by shadows. This gives the dragon
I
nine-tenths concealment. No amount of light can prevent this ability from working.
-darkvision of 200 feet. T
-+10 bonus to hide checks.
-The Blackstar dragon can teleport without error at will, but must be completely cov-
ered by shadows other those that are constantly surrounding it.
E
-Any spell with the shadow descriptor acts as if under an Empower Spell feat, Spell
Penetration feat, and Spell Focus feat. All of these stack with the feats of the same name. M
Breath Weapon (Su): The Blackstar dragon can breathe a cone of shadow fire. The
cone’s length is 100 ft and deals 24d12 and has a reflex for half DC of 44.
S
Spells (Sp): The Blackstar dragon casts as a 25th level sorcerer.
C have lead many treasure hunters into perilous places that turned out to be noth-
ing more than hearsay.
more powerful crystalmancers do, he constructed a body
made of gems and became a gemlorn. As the years passed and
From what is known to the Crystal Keepers about these gems, all of the gems his respect of the titanic creatures increased, he began con-
R powers function only when worn. It is also known that each gem has distinctly different
powers. Most of the gems powers are a mystery, but some are common to each.
structing a body that would make him as tall and powerful as the
greatest of giants. To this end, Zarathin’s body was formed. His body,
S
Each gem has the ability to have one spell the wearer is casting be under the affects by means of powerful magics that ripped the soul from its container.
of the Maximize Spell feat. This ability is usable once per day. The body’s whereabouts are unknown. One theory is that it remains
The most powerful ability known to be possessed by the gems is when each is placed with this ancient storm giant clan, and others say the clan was destroyed
T within the slots on the obsidian tablet. This causes an anti-magic field to form in a 100
foot radius of the tablet. Spells of 6th level or less are not able to be cast, while those of
as well and the body could be anywhere.
Zarathin’s body, if found and used as a body to contain a gemlorn’s
A 7th-9th have a 50 percent chance of success. This ability, though does not affect spells
cast by those that placed the gems in the tablet. Their magic works normally within the
soul, has the following physical characteristics.
-The body has the same attributes as all other gemlorn bod-
ies, unless contradicted below.
L area.
Caster level: 25th
-Str +16, Dex -4, Con-, Int +0, Wis +0, Chr +0. As a constructed body,
it does not have a constitution score.
-Natural armor increases by +15, instead of +10
Genafae’s Rose, Major: This is Genafae Rose’s crowning achievement in crystal-
-The gemlorn gains a slam attack that deals 2d8 points of
mancy. Although not the first spell-storing rose created by the half-elf, nevertheless it is
I
damage.
by far the most powerful. The exact method of crafting this type of rose has been lost,
-Base speed: 30 foot, but the maximum speed a gemlorn with
many say the crystalmancer hid it believing the item to powerful to be created again.
this body can move is double its base speed.
T
Since her death, although some say she is not dead, but became a gemlorn, the item has
-Hit Dice: Character’s hit dice increase to d10 and they gain
yet to resurface. The stories about her life and this wand indicate it does not look much
4d10 extra hit points.
different than any other rose crafted by her. Some bards say the crystal for this rose was
E tinted to appear like a red rose with a green stem.
Genafae spent many years of research in order to invent this powerful item. If the
-Size: Zarathin’s body has all the benefits and drawbacks that
are associated with being huge size.
Caster Level: 25th
M item was to be found again, a spellcaster would have a near limitless spells at their dis-
posal. At all times the possessor of Genafae’s rose gains a +2 luck bonus to armor class
S
and a +2 enhancement bonus to their intelligence score. The wielder of this item can cast
shield twice per day and teleport without error once per day.
The most important, and most powerful, aspect of this artifact is the amount of spells
it can store. The total amount of spell levels the rose can store is 20, and it can hold any
level of spell. Just as a normal spell storing rose, once a spell has been cast, a new spell
must be cast and stored. Spells of levels 3 and below cast by this powerful item act as if
under the Empower Spell Feat.
Caster Level: 25th
A
N
only weather to speak of in this plane, which has a temperate climate with no winter.
the plane of crystal. Also known as the crystalline plane, it appears oddly
similar to our world. Trees, mountains, and all other type of natural struc-
Inhabitants of the Plane of Crystal
tures can be found on this surreal plane, but all is formed from of crystals
and gems. Instead of crystalline grass on the ground, it is made of thin, flat The main inhabitants of the crystalline plane are the crystal creatures (see below), E
crystal that bends under a traveler’s heel. The crystal is usually lightly colored in such a which are versions of other creatures that are native to this plane. Nearly all animals,
fashion as to resemble the normal version of the plants. Leaves on trees, for example, beasts, magical beasts, and other creatures and monsters can be found here. There are no
seem to be clear glass colored pale green. Lakes, rivers, and the Kethik ocean that sur- crystal humans, elves, dwarves, or any other normal intelligent races, although some say
rounds the land mass in the middle of the plane are all of normal water, albeit extreme-
ly clear water. The sky above is a pale white, similar to the light of the moon.
the berylis were original one of them. The berylis are the only major species of intelli-
gent life here, and are likely to be the first contact for any traveler when coming to the
O
The plane is encapsulated inside a crystalline shell. Roughly half the area inside the
shell is filled with crystal of varying colors, with many caverns and tunnels that wind
plane of crystal. Others are thought to exist, but are extremely rare.
F
through the dense crystal. The other half is open with water covering half with a large
continent rising out of the clear water. The highly inhabited uncovered portion is never
Places of Interest
shrouded in darkness, unless done by some magical means. Soft light constantly The plane of crystal is the size of a large continent with an ocean surrounding it on
C
emanates from the crystal high above. all sides, but is mostly flat. There are several berylis kingdoms, Veth’maril being the
Although one of the most breathtaking and beautiful places one can visit, few are most important and powerful.
R
able to gaze at the sites found here. The intelligent races of this plane make sure to mon-
itor all activity. They know a plane, such as this, where spires of diamond, emerald, and Athris: This kingdom of tyrannical berylis is found east of Veth’maril and is mostly
other rare gems can be found would be a paradise for the greedy. The berylis, especial- inside of the Gorithstir Swamp, a swamp of trees made of obsidian. The crystalmancers
ly, have kept the number of gates from other worlds to a bare minimum. They use scry-
ing and detection spells to monitor any extra-planar travelers coming here. When a trav-
that are in power, ruled by a powerful crystalmancer that formed a gemlorn body out of
obsidian named Mizroth (NE berylis gemlorn male Cry 18) here specialize in creating Y
gem bones, and other undead creatures. A large number of slaves from other worlds are
eler does come, they keep a close eye on them, removing them if necessary.
That does not mean a person cannot come here, they just have to be careful not to in Athris, which in death become slaves of an undead sort. They and Veth’maril have had
numerous wars throughout their history, and tensions between the two are again high.
S
take much of the gems or crystals. The berylis, although possibly hostile, are usually
more than happy to welcome guests and talk of other worlds. If they feel the person is
not trying to attempt a major excavation on the plane, they are more likely to give a gem
Some in Veth’maril are worried by reports that say the Athris berylis possibly have allies
from other planes. T
of great worth as a parting gift, than to attack the visitor.
Celenor: Found in the far western portion of the continent on the crystal plane is the
small kingdom of Celenor. The most adventurous of all Berylis, the Celenor use their
A
Traits of the Plane of Crystal
Nearly any type of magic will function on the plane. The berylis are quite powerful
crystalmancy in ways that helps them explore the crystalline plane and other worlds. The
crystalline ships that can be found sailing the Kethik Ocean were originally creations of
K
crystalmancers and are always looking to trade spells and magical theories. Time and all Celenori crystalmancers. For the most part, they are left out of the struggle between
other physics of our world also functions normally. Movement, which would seem to be Athris and Veth’maril.
A
Grethmir Mountains: These high mountains of red
and blue crystal are the border between Veth’maril
and Celenor. The Rainbow Spire, the base of the
N Crystal Keepers on the plane, is found nestled in
a valley in the south.
F
evil, they dislike visitors even more
than Athris, which usually means after
a single warning a trespasser had best
be wary of the repercussions.
Plain of Gliris: The Plane of Gliris “Plain of Glass” is a wide flat stretch of land
with the crystalline grass being perfectly clear. It would be a complete eyesore if not for
Rainbow Spire: Within the Grethmir Mountains, in the western portion of the con- Tresmril’s tower: Tresmril, the lord of the plane of
P
tinent, is the Rainbow Spire. This huge tower of a near infi-
nite assortment of colors is the main base of the Crystal
crystal, lives in this diamond tower roughly a mile
tall. Although extremely tall, the tower appears L
A
Keepers on the crystalline plane. They are an ally of rather squat truly showing the massive nature of
Veth’maril, which the Grethmir Mountains border. From the building. Tresmril, a crystal being of god-like
the Rainbow Spire, the keepers help guard the plane and in power, rarely leaves the tower. Only situations
use the spire as a library and laboratory for powerful crys-
talmancers that make up the order.
that have the plane’s existence at stake force the
Crystal Lord to leave. Writings of ancient berylis
N
Lyrorum Sea: Found in the far north of the plane, the
scholars say that he scrys the entire plane, and pos-
sibly others, from a huge mirror found in his throne E
Lyrorum Sea is home to many crystalline fish, sharks, and room.
amphibious creatures. An extremely ancient kraken,
which holds power that of ancient dragons, can occasion- Velim Mounts: These emerald mountains sur-
ally be seen rising out of the water to survey the area
above the sea. Some say the kraken guards an ancient arti-
round the valley that Tresmril calls home. They are
the tallest mountains found on the continent, with O
F
fact that has power over the plane itself. most stretching high above Tresmril’s tower. None
have yet to see a dangerous creature besides crys-
Silavir Forest: This emerald leafed wood is located in talline wolves or mountain lions to live in these
the southern stretches of Veth’maril. Silavir is very a high peaks.
peaceful glade filled with unknown tree spirits that make
the wood their home. The borders of the wood are well
patrolled and maintained by berylis rangers that see to it
Veth’maril: This large kingdom, nearly in the
middle of the continent, is home to roughly 1 mil- C
that few enter very far into the sylvan wood. lion berylis. Nearly all of the million are crystal-
L
Speed: 50 ft (10 squares), burrow 30 ft (6 squares) natural abilities
AC: 50 (-2 size, +40 natural, +2 dex), touch 10, flat-footed 48 -Darkvision of 300 foot.
Base Attack / Grapple: +45 / +70
A
-Plane sense (Ex): Tresmril can sense any creature that comes within 100 miles of
Attack: Slam +60 melee (4d6+17) where he is located while on the plane. The crystal lord can tell the approximate power
Full Attack: Slams +62/+57/+52/+47/+42 melee (4d6+17) and alignment of the creature.
N Space/Reach: 15 ft. / 15 ft.
Special Attacks: Spells
-All around vision (Ex): Tresmril can sense the exact location of any creature with-
in 300 foot from where he is located in any direction.
Special Qualities: Crystal Lord traits, SR 40
E Saves: Fort+36, Ref+26, Will +37
Abilities: Str 45, Dex 15, Con 35, Int 30, Wis 37, Cha 32
-Crystal sense (Ex): The lord of the crystal plane knows of all types of crystals and
gems, as if he automatically made his Knowledge (gemology) check. Also, Tresmril
detects crystals and gems, as the spell, within 100 miles.
Skills: Appraise +55, Climb +62, Concentration +57, Craft +55, Diplomacy +56,
Intimidate +56, Jump +62, Knowledge (arcana) +55, Knowledge(gemology) +55, Spells (Sp): Tresmril has the abilities of a 25th level crystalmancer (or wizard if not
O
Knowledge (local) +55, Knowledge (religion) +55, Knowledge (the planes) +55, Listen using the crystalmancer core class).
+58, Search +55, Sense Motive +58, Spellcraft +55, Spot +58
Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Craft Spellcrystal,
F
Items: The crystal lord is known to possess the following items.
Great Cleave, Empower Spell, Improved Bull Rush, Improved Critical (Slam),
Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Spell Penetration, Tresmril’s ring: This large emerald band is thought to have been made by Genafae
Sunder. Rose. It can hold 18 levels worth of spells of levels 8 and under. This acts just as the
Climate/Terrain: Any land and underground spell storing properties of a Genafae’s Rose.
Organization: Solitary, entourage (1 + 3-10 crystal golems)
C Challenge Rating: 28
Treasure: 12x coins, 12x goods, 12x items
Caster Level: 20th
R Alignment: Neutral Good Crystal Mirror: Tresmril has this 20 ft tall mirror positioned on the wall in his throne
Advancement: By character class room. The mirror can be used to scry, as the scrying spell, at will. The scrying attempt
is always successful, with no need of making a Scry skill check.
Y Tresmril is a large, roughly humanoid creature of pure white crystal. It can change
its shape slightly, but usually appears as a 25 foot tall broad, muscular human, bald head-
Caster Level: 22nd
K of the plane of crystal. There is even a possibility he was the true creator of the plane
millions of years ago, or a guardian by the true creator.
Artifact taken: The artifact at the bottom of the Sapphire Sea has been taken and the
kraken destroyed. The stealer of the artifact now has near-total power over the plane. It
is up to the player characters, which are not crystalline based, to tackle the new ruler of
the plane.
Pure Gems: A crystalmancer needs an exceptionally pure gem for a new spell he is
cast, a new spell can be cast into the badge, and held for later. Each keeper badge is made
especially for a single crystal keeper, under no circumstances will it work for anyone
P
crafting. Spending most of his time researching, he sends the characters to the crystalline
plane to find a gem pure enough for his needs. Although seemingly easy, the berylis do
else. If not worn by the crystal keeper for a week, it will crumble to dust. The badges are
enchanted with a special magical aura that can be detected by using a spell, both of L
A
not take kindly to much excavating being done and investigate. which are only known by the highest members of the crystal keepers. The first keeper
badge is a free gift for the new crystal keeper. Each additional badge costs 8,000 gp.
Visit: A berylis friend of the characters has reason to go to another plane and has Caster Level: 12th; Prerequisites: Craft Wondrous Item, Spellcaster Level 12+,
asked the characters to help as guides. Member of the Crystal Keepers; Market Price: 14,000 gp
N
War!: Another war has broken out between Veth’maril and Athris. The characters,
who have already become allies of the berylis of Veth’maril, are helping their allies in
Organization Information:
Members: Between 600-1,000. E
the struggle. Symbol: A diamond with colorful rays coming from the diamond. Each ray is of a
Crystal Keepers different color of the rainbow.
Leadership: Council of five crystal lords.
This organization of crystalmancers was founded by Genafae Rose and Randamon,
two of the most powerful of contemporary crystalmancers. Throughout history, the crys-
Key locations: Emerald Hall, Rainbow Tower
O
tal keepers have helped prevent many evil plots, especially by other crystalmancers. The
keepers main goal, though, is to research new items, spells, and increase the knowledge The Crystal Lords F
on crystalmancy.
The keepers are highly individualistic, only returning to the organization’s crystal Jaranis Vir (LG human male Cry 18)
towers for meetings, research, and aid. The majority of the time, the keepers are out in Although Kryllia is the most powerful crystalmancer among the crystal lords,
the world furthering their own goals. All crystal keepers are expected at the emerald hall
twice per year, during summer and winter solstice, and are expected to donate items,
Jaranis has the drive to bring as much order as he can to this disorganized lot of spell-
casters. Jaranis has been a member practically all his life, his father was a crystal lord
C
gold, and knowledge for the benefit of all the keepers. Although crystal keepers rarely
meet, except at the emerald hall, they always aid each other however they can.
before his death, as was his grandfather. He sees to it that all the laws are followed and
has extremely detailed records on every member and their donations. Jaranis rarely R
Y
Many of the inexperienced members of the organization are sent out by the crystal appoints low leveled keepers on missions, except those of a very menial nature. As
lords on missions, especially to find any information on items of power created by evil orderly as the records he has kept, Jaranis is, nevertheless, a kind and generous man. A
crystalmancer, such as the Blackstar diamond. A vast collection of items, both good and nickname the keepers have for Jaranis is “Sapphire Eyes”, due to the magical sapphire
foul, are found in the emerald hall, but the most powerful, and dangerous, items are
housed deep beneath the rainbow tower on the plane of crystal, guarded by enhanced
lens he wears. Jaranis Vir is a thin framed man of sixty years usually covered in robes
of crimson red, with thinning white hair and trim mustache.
S
crystal golems.
To become a member of the Crystal Keepers, a character must be at least a 1st level Kryllia Talani (CG human female gemlorn Cry 20) T
crystalmancer and cannot be of evil alignment. Many apprentices are at the emerald hall This powerful crystalmancer is the true head of the crystal keepers. Nearly half of
learning to become crystalmancers. When not learning, these apprentices are about the
halls cleaning, cooking, and doing other menial chores. Becoming a member of the crys-
her two centuries of life has been spent as a gemlorn, constructed out of diamond.
Kryllia spends most of her time at the rainbow tower researching new items and spells,
A
tal keepers means full access to the wealth of knowledge pooled by thousands of crys-
talmancer, from the past and present, as well as possible aid by any crystalmancer. A
few of which she shares with others, unless absolutely called for. She also spends much
of her time trying to find the chaos crystal, and will be most generous to anyone with K
crystal keeper, when joining the organization, gains a minor magic item called a keeper information. Kryllia is rarely seen and has missed several “required” meetings, to the
badge. dismay of Jaranis. Her near absolute authority on crystalmancy makes her an ally Jaranis
L was human. yards above ground, with nearly as much below. From apprentices cleaning, to the occa-
sional explosion from a spell or item gone awry, the emerald hall is constantly abuzz
with activity. A dozen crystal giant eagles have been brought here from the crystalline
A
Maerla Everill (CG elven female Cry16/Brd2)
This russet haired, emerald eyed elven maiden is the liveliest of the crystal lords. Her plane to help transport crystalmancers to and from this hall located deep in a craggy
humerous jokes and stories are often essential to peace among this eclectic group of mountain ranged. A large library, many magic items, and portals to several different
N spellcasters, but her temper can be just as fiery as her red trusses, when aroused.
Crystalmancer apprentices are always looking to become her new student, because of
worlds, besides the plane of crystal can be found here.
Rainbow Spire: Information on this breathtaking building is found in the entry for
E her near infinite patience with her students and, for the males, her beauty. She can often
be found weaving tales of great fantasy among the young crystal keepers, and is seen as the plane of crystal under places of interest.
a sort of emissary between the keepers and lords. Maerla is the oldest lord, being at four
hundred fifty years. The Crystil Language
O Zanathom Ganandra (CN human male Cry 15)
Zanathom is the newest, and youngest, member of the crystal lords. At 37 years,
Crystil is the language of the Berylis as well as the main language of the
crystalmancers. Unless speaking to people unfamiliar with crystil, all crystal-
F
Zanathom is still seen as an upstart by the other lords, which irks him to no end. Above mancers will speak with this ancient tongue. Including here is the alphabet of
all, he wishes to become as powerful a crystalmancer as Kryllia or Jaranis, but few the crystil language and a few of the most common words crystalmancers and
believe he would stoop to any foul means to do so. He spends most of his time studying adventurers will find and use during the travels. Also included is a very basic
ancient lore and information for new means of power. When not doing that he can be syntax of the language, while it is beyond this books scope, and mine, to detail
found testing his mettle against a host of opponents, from fellow keepers to creatures how the language would be written or spoken, a DM or crystalmancer could
C most dangerous. After three years as a member of the crystal lords, several are wishing
they could reverse their vote to allow Zanathom in.
write words and sentences with these few basics.
Y and a twinkle in his eye. Some say it is due to the large amounts of ale and wine, espe-
cially elven wine given to him by his friend Maerla, but whatever the cause, he is as jolly
Sentence structure is very close to the common tongue in relation to where
the subject and object go in each sentence. When writing in crystil, a writer
S
as a man can be. Anderis prefers to spend most of his time traveling to new and exciting must remember to always run two consonants or vowels together. Unlike
places and locales, more than being at the emerald hall. A number of his adventures have common, written crystil does not have a lower and upper case alphabet.
been with Maerla, who some say he has had the occasional tryst with in the past.
T
A The Crystil Alphabet
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
K
A B CD EF GH I J K L M NOP QRST U V WX Y Z
Powers of the Gems
44
Crystalmancy
O Crystal Creature
Creatures native to the crystalline plane are composed entirely out of crystal and
Crystal Worg
Medium Magical Beast (Crystal)
T outsider.
Crystal creature is a template can be added to any corporeal creature that is not an
The creature with this template is now referred to as the “base creature”. The
Attack: Slam +10 melee (1d10+6) or Bite +10 melee (1d6+6)
Full Attack: Bite +10 melee (1d6+6), Slam +5 melee (1d10+6)
U +6 Attacks: The creature gains a slam attack. If the creature already possesses a slam Skills: Hide +6, Listen +9, Move Silently +6, Spot +9, Survival +2*
Feats: Alertness, Track
Climate/Terrain: Any land or underground
S
attack, use the better of the two values.
Organization: Solitary, pair, or pack(6-11)
Size Slam Damage Challenge Rating: 4
F 1 Treasure: 1/1 coins, 50% goods, 50% items
D d2 Alignment: Always neutral evil
M G
C
4d6
4d8
The crystal worg are usually found in packs, with those of there own kind as well as
normal worgs. Being more power, these creature become the leaders of those packs and
will rarely join an alliance with goblinoid creatures. They will hunt any creature, usual-
S Special Qualities: A crystal creature retains all of the special qualities of the base
creature, also gaining darkvision and tremor sense of 60 ft. The crystal creature also
ly using pack tactics, that they believe is weaker than them, including humans and other
humanoids.
gains cold, fire, and electrical resistance of 20. Due to the crystal descriptor they are vul- A crystal worg is similar in appearance to a normal worg. It looks like a large wolf,
nerable to sonic attacks so they take 50% more damage from attacks of that type. but of darker multicolored crystal. They can stand up to 3 to 4 feet at the shoulders and
Damage Reduction (Ex): Because of the crystal skin of these creatures, they gain weigh 300 pounds or even more. A crystal worg speaks their own language, along with
DR 5/blunt. They ignore the first 5 damage from each attack that is from a slashing or the normal worg, as well as possibly speaking common, goblin, or crystil.
M and its strength and toughness make it a match for the most skilled of warriors.
A crystal golem is roughly 10 feet tall and weighs around 2,000 pounds
appearance to normal skeletons, a gem bone is covered in small roughly hewn gems.
Gem Bones are excellent servants and guards for spellcasters. Although the spell was
originally created by crystalmancers, it has since spread to other arcane spellcasters and
O COMBAT
Crystal Golems are not expert tacticians. They go to the nearest opponent and attack
some clerics take this spell.
N them until they are neutralized before moving on. A golem’s creator can use a crystal
golem as a perfect partner to keep opponents at bay while attacking from behind the
Creating a Gem Bone
“Gem bone” is a template that can be added to any dead corporeal creature that has
S golem with spells. a skeleton. The creature’s type changed to “undead” and gains the crystal descriptor.
Gem bones use all of the base creature’s statistics and special abilities, except spell-like
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. and supernatural abilities.
T Not subject to critical hits, subdual damage, ability damage, energy drain, or death from
massive damage. Hit Dice: Increase to d12. Any hit dice gained through classes is negated; only a
R Crystal Spray (Ex): A crystal golem can cast crystal spray that emits from their
mouth once per day as a caster equal to that of its creator when the golem was made.
creature’s base number of hit dice is used.
Speed: Due to the clunky nature of gem bones, their base speed is reduced by 10 feet.
Creatures with natural flight, such as with wings, can still fly, but their flight speed is
O
Magic Immunity (Ex): Crystal golems completely resist most magical and super-
natural effects, except the following: reduced by 10 feet as well and their maneuverability is reduced by one rank.
-Shape crystals and gems spell cast on a crystal golem acts as if a slow spell Armor Class: The creature loses all natural armor bonuses and then gains an amount
G The golem costs 85,000 gp to create, which includes 3,000 for the body. Assembling
the body requires a successful Craft (sculpting) check (DC 19). The creator must be an
H
G
+8
+12
C +18
E
arcane spellcaster of at least 17th level and the ritual requires crystal spray, limited wish,
and shape crystals and gems.
The completion of the ritual drains 1,700 XP from the creator. Attacks: The creature gains slam and claw attacks. If the base creature already has
M slam or claw attacks, use the better value. These attacks use the base attack bonus grant-
ed for being undead, ignoring the base attack bonus of the base creature.
S Size
T
Slam Attacks
1d4
Claw Attacks
1d3
S 1d6 1d4
M 1d10 1d6
L 2d6 1d8
H 2d8 2d6
M
Speed: 20 ft (4 squares) it did in life.
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack / Grapple: +0 / +0
O Attack: Slam +1 melee (1d10)
Full Attack: 2 claws +0 melee (1d6) or slam +1 melee (1d10)
Roc Gem Bones
Gargantuan Undead (crystal)
R
Challenge Rating: 1/2 melee (2d8+6)
Treasure: None Space/Reach: 20 ft. / 15 ft.
Alignment: Always neutral Special Qualities: Undead, immunities
O Advancement: none
The statistics above are for average citizens of a campaign world. Humans that pos-
Saves: Fort +6, Ref +8, Will +12
Abilities: Str 34, Dex 15, Con -, Int -, Wis 13, Cha 11
U sess more levels with classes would be roughly the same as this sample since all hit dice
based on class are lost when raised as a gem bone.
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch,
Weapon Focus (slam)
Climate/Terrain: Any land and underground
S Ogre Gem Bones Organization: Any
Challenge Rating: 9
Large Undead (crystal) Treasure: None
Hit Dice: 4d12+3 (29 hp) Alignment: Always neutral
Initiative: -1
G
Advancement: none
Speed: 20 ft (4 squares) The statistics above are for an average roc.
Armor Class: 17(-1 size, -1 Dex, +6 natural, +3 hide), touch 8, flat-footed 17
M the strength of normal giants, but are much tougher because of their gem bodies.
Commonly found on the crystalline plane, a rare few have been found on other
Initiative: +2
Speed: 40 ft. (8 squares)
worlds for reasons unknown. Some legends say a god of gems or crystals have brought Armor Class: 23 (-1 size, +2 dex, +12 natural), touch 11, flat-footed 21
O them for worshippers, while other legends say they were born from the large veins of
gems found far beneath the world and ventured topside.
Base Attack / Grapple: +10 / +21
Attack: Slam +16 melee (2d6+7) or rock +11 thrown (2d6+7)
N Many thieves and greedy minded individuals have sought out gem giants hoping to
gain a kingdoms fortune from their bodies. This plan is not only dangerous; the giants
Full Attack: Slam +16 / +11 melee (2d6+7) or rock +11 / +6 thrown (2d6+7)
Space/Reach: 10 ft. / 10 ft.
S
are tough customers to deal with, but impossible. If a piece of their body is cut off the Special Attacks: Rock throwing, animate dead
gem loses whatever value it seemed to possess before, and becomes nothing more than Special Qualities: Rock catching,
a dim stone that is completely worthless. That knowledge does not keep many from try- Saves: Fort +14, Ref +6, Will +6
T ing, though. Some wealthy individuals have actually sent adventurers out to find these
rare creatures. Not for any monetary gain, but for the notoriety of having a statue that is
Abilities: Str 25, Dex 14, Con 21, Int 15, Wis 15, Cha 16
Skills: Climb +10, Intimidate +8, Jump +11, Knowledge (gemology) +7, Spot +5
U most knowledgeable on crystals and crystalmancy. Also, since they are living beings
they can be cured by all means that humans can.
Alignment: Usually neutral evil
Advancement: By character class
S These greedy and malicious giants are very reclusive, usually keeping only their
skeletal minions as company. Adult
obsidian giants reach 17 feet in
Gem Dragon Abilities By Age weight and weigh around 4,000
G Age
Wyrmling
Speed
40 ft., fly 100ft(average), burrow 20 ft.
Str Dex Con Int Wis Cha
13 10 15 10 11 10
Special Ability
Detect gems and crystals
Caster Level
-
pounds. They appear as large, almost
skeletal humanoids made out of the
blackest obsidian, with eye sockets
E Very young
Young
Juvenile
40 ft., fly 150ft(poor), burrow 25 ft.
40 ft., fly 150ft(poor), burrow 25 ft.
40 ft., fly 150ft(poor), burrow 25 ft.
15 10 17 10 11 10
17 10 17 12 13 12
19 10 19 14 15 14
Diamond in the rough
-
1st
3rd
that glow a dim violet light. Their
head, legs and arms, and hands and
M Young adult
Adult
Mature Adult
40 ft., fly 150ft(poor), burrow 25 ft.
40 ft., fly 150ft(poor), burrow 30 ft.
40 ft., fly 150ft(poor), burrow 30 ft.
23 10 21 14 15 14
27 10 23 16 17 16
29 10 23 16 17 16
Damage reduction 5/magic
Shape crystals and gems
Damage reduction 10/magic
5th
7th
9th
feet look just like jagged obsidian
shaped into skeletal features. The
S Old 40 ft., fly 150ft(poor), burrow 30 ft. 32 10 25 18 19 18 Gem probe 11th giant’s body is thin and highly resem-
Very Old 40 ft., fly 150ft(poor), burrow 30 ft. 33 10 25 18 19 18 Damage reduction 15/magic 13th bles a corpse with its skin drawn tight
Ancient 40 ft., fly 200ft(clumsy), burrow 35 ft. 35 10 27 20 21 20 Crystal scry 15th over the muscle and bone, stomach
Wyrm 40 ft., fly 200ft(clumsy), burrow 35 ft. 37 10 29 20 21 20 Damage reduction 20/magic 17th sunken into its chest cavity.
Great Wyrm 40 ft., fly 200ft(clumsy), burrow 40 ft. 39 10 29 22 23 22 Gemguard 19th
Ancient dwarven grave sites and
*Plus one spell per each spell level found in this book, or that is crystalline or gem-focused elsewhere.
battle sites beneath the earth are the
areas most likely inhabited by the
N
Armor Class: 15 (+1 size, +5 natural, -1 dex), touch 10, flat-footed 14 Speed: 20 ft (4 squares)
Base Attack / Grapple: +0 / -2 Armor Class: 19 (+11 natural, -1 size, -1 dex), touch 8, flat-footed 19
Attack: Slam +3 melee (1d6+3) Base Attack / Grapple: +5 / +14
S Full Attack: Slam +3 melee (1d6+3)
Space/Reach: 5ft. / 5 ft.
Attack: Slam +9 melee (2d6+7)
Full Attack: Slam +9 melee (2d6+7)
E
Abilities: Str 17, Dex 9, Con -, Int -, Wis 11, Cha 1 Saves: Fort +3, Ref +2, Will +3
Abilities: Str 23, Dex 9, Con -, Int -, Wis 11, Cha 1
Gem Servant III
M Medium Construct (crystal) Gem Servant VI
S
Hit Dice: 3d10+20 (36 hp) Huge Construct (crystal)
Initiative: -1 Hit Dice: 12d10+40 (106 hp)
Speed: 20 ft (4 squares) Initiative: -1
Armor Class: 16 (+7 natural, -1 dex), touch 9, flat-footed 16 Speed: 30 ft (6 squares)
Base Attack / Grapple: +2 / +6 Armor Class: 23 (+16 natural, -2 size, -1 dex), touch 7, flat-footed 23
Attack: Slam +6 melee (1d10+6) Base Attack / Grapple: +9 / +25
Full Attack: Slam +6 melee (1d10+6) Attack: Slam +15 melee (2d8+12)
M gem bodies are stronger and tougher than the fragile bodies of flesh the spellcaster had
before.
Gemlorn Body & Soul Container
The two important parts of becoming a gemlorn are the gem body and the container
The type of gem used in this process does not matter, all gemlorn bodies are rough-
O
that holds the soul inside the crystalline body. If the gemlorn’s hit points are reduced to
ly alike. Some spellcasters like to construct bodies that resemble their own, while oth- 0 or below, the body is destroyed beyond repair, but if the soul container is not
ers, usually less imposing anyway, opt for some grand appearance. destroyed, the gemlorn stays alive and can be put into a new specially prepared body. If
N Creating a Gemlorn
the gemlorn has made additional gem bodies before his death, the nearest gem body will
animate and seek out the soul container. This animated gem body has have the same
S
“Gemlorn” is a template that can be added to any humanoid spellcaster that can cre- physical statistics as the creature that became the gemlorn would, but its Intelligence,
ate the gem body and soul container. The creature’s type changes to construct(crystal). Wisdom, and Charisma would be 6. In order to completely destroy a gemlorn, the soul
It uses all the character’s statistics and special abilities except as noted below. container must be destroyed. The soul container has a Hardness of 15, Hit Points of 100,
T All gemlorn have the following abilities: and a Break DC of 45.
Each gemlorn must make its own container, but the body, although specially pre-
R Hit Dice: Hit dice changes to d10, and the gemlorn loses any Constitution bonus to
hit points. The gemlorn also gains bonus hit points based on size, as a normal construct
pared for this purpose, does not have to be made by the gemlorn. The creation of the soul
container requires the Craft Wondrous Item feat. The character must be a sorcerer, wiz-
(small = +10, medium +20, large +30, huge +40, gargantuan +60 and colossal +80)
O
ard, or crystalmancer of at least 11th level. The soul container costs 120,000 gp and
Speed: Same as character. 4,800 XP to create and has a caster level equal to that of the creator at the time the soul
Armor Class: All three types of gemlorn gain natural armor of +10, replacing any container was made. Usually the soul container is a gem orb or gem box, but it has to be
U natural armor bonus of the base creature.
Special Qualities: A gemlorn loses any special qualities that have to deal with an
placed inside of the gem body or the process of becoming a gemlorn cannot be complet-
ed.
S
aspect of the character’s body. When becoming a gemlorn they gain darkvision of 60 ft Slightly more complicated, the gem body also requires the Craft Wondrous Item feat.
and cold, ice, fire, and electrical resistance of 20. Also, they gain the following special The character has to construct the body from 50,000 gp and 200 XP. The spellcaster usu-
qualities: ally uses two sculpt crystals and gems spells. One is to construct the body with a place
Ageless (Ex): A gemlorn no longer ages, any negative affects of aging are negated. for the soul container, and then the second is to enclose the container inside of the body.
Damage Resistance 5/- (Ex): The constructed body of gems a gemlorn now has Gemlorn usually place the soul container in the chest part, seeing that as the largest part
S
breathing do not have any affect on a gemlorn. Also, a gemlorn is no longer subject to
critical hits, subdual damage, ability damage that affect Str, Dex, and Con, or death from
massive damage.
Abilities: Str +8, Dex -2, Con -, Int +0, Chr +0
Challenge Rating: Same as the character +2
Treasure: Standard coins, triple gems, double goods, double items
Advancement: By character class
O
ing a powerful poison that crystallizes the victim if they are not of great power. A vic- Gem Dragon, Juvenile
tim of the gem terror’s stinger attack must make a Fortitude save (DC 20) or crystallize CR 1/2 Gem Servant VIII
to the point of petrification. Berylis Warrior
N Gem Bones, Human
Gem Servant I
CR 11
Crystal Golem
S Velthalin Poison CR 1
Obsidian Giant
Gem Servant IX
T
Gem Servant II
Some that are willing to take the great risk of extracting the poison from CR 12
the velthalin have a very dangerous weapon on their hands. If smeared on CR 2 Gem Dragon, Young Adult
R ones blade and successfully hits an opponent, the victim of the attack has to
make a fortitude save (DC 12) or crystallize. Also, the poison can be induced
Gem Servant III CR 14
Ruby Giant
O through drinking it, in which case the victim must make a fortitude save (DC
20) to resist its crystallizing affects. The velthalin are so rare, and acquiring
CR 3
Gem Bones, Ogre CR 15
Gem Dragon, Wyrmling Gem Dragon, Adult
U
the poison so difficult this poison is extremely rare and could go for a few
thousand gold pieces just for a single dose. Gem Servant IV
CR 17
S CR 4
Crystal Worg
Gem Dragon, Mature Adult
Gem Servant V CR 19
Rainbow Ooze Gem Dragon, Old
G CR 5
Gem Dragon, Very Young
CR 20
Gem Dragon, Very Old
E Gem Servant VI
CR 22
CR 7 Gem Dragon, Ancient
M Gem Dragon, Young
Gem Servant VII CR 24
CR 26
Gem Dragon, Great Wyrm
L
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