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Created By
Synthii (talk)
Date Created: 4/29/10
Status: Mostly Finished
Editing: Minor, some grammar
Balance: Wizard

Making a Gemcaster

Gemcasters are one of the most useful if rare mages you can have in your party. Their ability to cast an unlimited number of spells each day is their best advantage, though their inability to wear armor and low life makes them easy to take out with both bows and swords.

Abilities: Intelligence is the most important attribute for a Gemcaster to determine his spells strength, and dexterity for AC since they aren't trained in any armor. Constitution can help balance out their low life too. Charisma is an ideal sink attribute since it is the least used on the list. Gemcasters get their spells from the sorcerer/wizard spell list.

Races: Gnomes are the most likely race to find a Gemcaster in, though Humans and Half-elves would be just as common.

Alignment: Any

Starting Gold: 3d10 x 10 (210)

Starting Age: Simple

Table: The Gemcaster

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells Known per Level
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Arcane Channeling, Auto Telekinesis, Attune Gem 4
2nd +1 +0 +0 +3 5 2
3rd +1 +1 +1 +3 6 3
4th +2 +1 +1 +4 Enlarge Gem 6 3 2
5th +2 +2 +2 +4 6 4 3
6th +3 +2 +2 +4 6 4 3 0
7th +3 +2 +2 +5 Evasion 6 4 4 2
8th +4 +2 +2 +6 Quicken Gem 6 4 4 3
9th +4 +3 +3 +6 6 4 4 3 0
10th +5 +3 +3 +7 Improved Auto Telekinesis, Empower Gem 6 4 4 4 2
11th +6/+1 +3 +3 +7 6 4 4 4 3
12th +6/+1 +4 +4 +8 Maximize Gem 6 4 4 4 3 0
13th +6/+1 +4 +4 +8 6 4 4 4 4 2
14th +7/+2 +4 +4 +9 6 4 4 4 4 3
15th +7/+2 +5 +5 +9 6 4 4 4 4 3 0
16th +8/+3 +5 +5 +10 Extend Gem 6 5 4 4 4 4 2
17th +8/+3 +5 +5 +10 6 5 5 4 4 4 3
18th +9/+4 +6 +6 +11 6 5 5 5 4 4 3
19th +9/+4 +6 +6 +11 6 5 5 5 5 4 4
20th +10/+5 +6 +6 +12 Master Auto Telekinesis, Widen Gem 6 5 5 5 5 5 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha).

Class Features

Weapon and Armor Proficiency: A adventurer is proficient with all simple, but not with shields or armor.

Any Gems stolen from a Gemcaster can be cast the same way you would a wand or rod with a single charge. Only another Gemcaster can recharge a previously attuned gem. You can also release the spell in a fifteen foot diameter burst by throwing the gem with enough force to break it. Once broken, the gem becomes useless.

Spells: A Gemcaster casts arcane spells stored in gems, which are drawn from the sorcerer/wizard list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer must have a Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a adventurer ’s spell is 10 + the spell level + the adventurer ’s Intelligence modifier.

Unlike other spellcasters, a Gemcaster can cast an unlimited amount of spells per day, but can only learn a certain amount of spells, listed on the table plus bonus spells.

As a standard action, a Gemcaster can call a gem of his choice to his hand and cast the spell stored inside.

Table: Gemcaster Spells Known
Level Spells Known per Level
0 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 2
3rd 6 3
4th 6 3 2
5th 6 4 3
6th 6 4 3 0
7th 6 4 4 2
8th 6 4 4 3
9th 6 4 4 3 0
10th 6 4 4 4 2
11th 6 4 4 4 3
12th 6 4 4 4 3 0
13th 6 4 4 4 4 2
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3 0
16th 6 5 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4

Arcane Channeling (Ex): A Gemcaster need not prepare any spells. Rather, his gems orbit his body, recharging with arcane energy from the Gemcaster. A gem must recharge 1 round + spell level + each hour of sleep/meditation the Gemcaster did not get, up to 8 hours.

Attune Gem: Attuning a gem takes a spellcraft check of DC10 + spell level. To retune a gem, a Gemcaster must wait a full day and make a Concentration check of DC15 + spell level to remove the old spell, then they can infuse it once again. A Gemcaster gets 1d3+ Intelligence modifier at level one, and gains 1d2 gems for each level after the first.

Auto Telekinesis: A Gemcaster's Gems float around his body without him having to focus on it. At any time as a standard action a Gemcaster may call out to any Gem and it will float to his hand to cast instantly. Anyone trying to steal a Gem from the Gemcaster must make a Sleight of Hand check of DC 20 + Spell level of the Gem. The Gemcaster then makes a spot check + the spell's level, opposed by the same Sleight of hand check to see if he notices the removal of his precious Gem. A gem will float back into orbit within a 5 foot radius.

Improved Auto Telekinesis Same as Auto Telekinesis only the sleight of hand goes up to DC 30 + spell's level, and the Gemcaster gets a +10 to spot checks regarding his Gems, and the return radius increases to 10 feet.

Master Auto Telekinesis Sleight of Hand goes up to DC 40 + Spell Level and the Gemcaster recieves a +20 instead to his spot checks regarding his Gems, and the return radius is increased to 15 feet.

Metamagic: All the metamagic feats gained are able to be applied to gems at the time of their casting. For all purposes, treat the gem as casting a regular spell when applying a feat.

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