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Lix Lorn
2010-04-28, 05:02 PM
This class, I came up with before I knew what I was doing At All. It’s primarily based on the feedback I got when I asked for help making it: A big, big thank you to Xallace, as well as Latronis. ^_^

Jewelcaster

Background: A Jewelcaster is an odd type of mage indeed. Fascinated with the many facets of jewels and gems, they draw parallels between those stones and the near infinite applications of magic.

Eventually, it comes to them to try and combine the two-and discover that these complex shapes can, with a little effort, hold and focus magic near perfectly.
Races: Any race capable of shaping magic can become a Jewelcaster, though it is most common among races with a predisposition to long life, or to those with an affinity to valuable objects. This results in Jewelcasters being most common among Elves, Kobolds and Dwarves, with the former two being most common.
Of course, as with almost any study, these are merely the most common, and Human, Halfling, Gnome and essentially any race that can be named has at least one follower of this technique.
Other Classes: Jewelcasters are most commonly Wizards or Clerics, but Sorcerers and other spellcasters can also become them with general ease. Druid Jewelcasters are the least common of full spellcasters.
Jewelcasters are commonly liked by most martial classes, as the ability to store enough buff spells to cast at a moments notice is an excellent strategic boon. However, they can annoy, due to a propensity towards perfectionism.
Role: A Jewelcaster differs from a normal caster in only a few ways. In the initial round, they can cast a barrage of spells, surpassing standard casters by far-but their specialisation to this end leaves them behind in subsequent rounds.
Jewelcasters in the World: It is quite possible to pass a Jewelcaster on the street and be unaware of it. As a more specialised form of magic user, they are much beloved by theives for their ability to end a battle as it begins, and make excellent adventurers for the same reason. Divine Jewelcasters are often bedrocks of any community, with the ability to store magical healing for when it is needed.
Inspiration: An OC I made up for Sailor Moon. No, seriously.

Prerequisites:
Skills: Craft (Gemcutting) 8 ranks
Feats: Craft Wondrous Item
Special: Ability to cast 3rd-level spells
Special: Must not be barred from casting Conjuration spells

Hit Dice: d4
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually)(Int), Profession (Wis), and Spellcraft (Int)
Skill Points per Level: 2 + Intelligence modifier



Level
BaB
Fort
Ref
Will
Special
Spellcasting


1
+0
+0
+0
+2
Imbue Jewel (Self), Crystalline Casting
-


2
+1
+0
+0
+3
Imbue Jewel (Multiple)
+1 level of existing spellcasting ability


3
+1
+1
+1
+3
Imbue Jewel (Allies)
+1 level of existing spellcasting ability


4
+2
+1
+1
+4
Imbue Jewel (Absorb)
+1 level of existing spellcasting ability


5
+2
+1
+1
+4
Crystalline Perfection
-



Imbue Jewel (Self) (Su): A Jewelcaster’s primary ability is to store magical abilities within Jewels. They may cast a spell into a gem, Jewel or any other precious, faceted object, using a longer casting time, detailed below this ability. These items are then referred to as Spell Stones. You use all material components during this initial casting, although any focus must be used when the spell is loosed. A spells power is hard to hold: It requires a Spell Stone worth the spells level times 100gp. A spell may be cast from its Spell Stone as your choice of a swift action or it's original casting time. No components are required, other than any focus. Alternatively, you may activate number of Spell Stones on your person equal to half your class level rounding up as a Full Round Action. Using a spell stone in any way always provokes attacks of opportunity, as if casting a spell normally.

These Spell Stones will last indefinitely, but if they still exist when the Jewelcaster renews their spells, all stored spells count against their users spells per day as if they were cast again that day.

Spell Stones can be given to characters other than their creators. They are used in exactly the same way as if they were held by their creator. In addition, a Jewelcaster may activate a Spell Stone he created as a standard action, as long as it is within 1 mile/caster level.



Casting Time
Imbuing Time


Free, Swift, or Immediate Action
Standard Action


Standard Action
Full-Round Action


Full-Round Action
1 Round


1 Round
2 Rounds


Longer Times
Normal Casting Time



Crystalline Casting: Whenever a Jewelcaster casts a spell after storing it in a Spell Stone, it is cast at a higher caster level. He gains a bonus to his effective spellcaster level equal to his class levels in Jewelcaster.

In addition, they gain access to three new spells: Call of the Jewelcaster, Crystal Shard and Swarm of Crystals. Call of the Jewelcaster is added to their spells known, class spell list or spellbook. (For spontaneous casters, divine casters and preparing arcane classes respectively) Crystal Shard and Swarm of Crystals are added to their class spell lists (At the lower level they are available for Jewelcasters, even if the class already has them at a higher level)-they may immediately swap one spell of the correct level for each of them.

Imbue Jewel (Multiple) (Su): A second level Jewelcaster can store more than one spell in a single Spell Stone. They may store as many spells as they desire in one stone, but it must still be worth 100gp for each spell level within it.

Imbue Jewel (Allies) (Su): A third level Jewelcaster can create Spell Stones to contain the magics of other mages. A willing spellcaster may cast a spell into a Spell Stone using all the rules under Imbue Jewel (Self). The Jewelcaster must remain with them as they do for the entire length of the casting time, and either character can activate the Spell Stone remotely.

These stored spells count against their caster’s list of spells, not the Jewelcaster’s.

Imbue Jewel (Absorb) (Su): A fourth level Jewelcaster can capture their enemies spells within their Spell Stones. To use this ability, they must succeed on an Opposed Caster Level Check. If they succeed, then the spell is stored in the Spell Stone-assuming the Spell Stone can hold a spell of that level. From then on, the spell is treated as if it were cast by the Jewelcaster-but it does NOT count as one of their spells today.
This ability may only be used a number of times per day equal to the Jewelcaster's primary casting modifier, and the spell does not gain an increase to caster level from the Crystalline Casting ability.

Crystalline Perfection: A fifth level Jewelcaster gains great control over their magics. Any spell cast through a Spell Stone cannot be countered.
In addition any spell that has a metamagic feat that increases its level applied to it, and is cast through a Spell Stone, has its level reduced by one. (Example: A Quickened Lightning Bolt would normally be a seventh level spell, but when cast through a Spell Stone is only sixth.)
Finally, the focussed energies of Spell Stones are resistant to antimagic effects. Any Spell Stone has a chance of surviving an Antimagic effect equal to twice their class level %. They may still not be activated in this effect.
(Without this ability, they would lose their power upon entering the field)

New Spells
Call of the Jewelcaster
Conjuration

Level: Jewel 1, Sor/Wiz 3
Components: V, S
Casting Time: One standard action
Range: Close
Effect: One Jewel or Gem
Duration: Instantaneous or 1 hour/level (see text)
Saving Throw: None
Spell Resistance: No

Call of the Jewelcaster produces a single Jewel, gem, or any multifaceted similar object, perfect for use as Spell Stones. These stones will last indefinitely if kept within five metres of their creator, but will wink out of existence after 1 hour/caster level apart from them.

The gem is worth 50gp per caster level.
With a Permanancy spell, the gem can be made real. This means it will not cease to exist after being apart from their creator.

Crystal Shard, Magical
Conjuration

Level: Jewel 1, Sor/Wiz 3
Components: V, S
Casting Time: One standard action
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell produces a sharp crystal that is then launched at an enemy. It requires a successful Ranged Touch Attack to hit, and deals 1d6 piercing damage per caster level (Max 5d6).

If this spell is cast using the Jewelcaster ability ‘Imbue Jewel’, its damage cap is 10d6.

Swarm of Crystals
Conjuration

Level: Jewel 3, Sor/Wiz 5
Components: V, S
Casting Time: One standard action
Range: 15ft cone
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a cloud of crystals that fly forwards, lacerating all in their path. It deals d4 slashing damage per caster level (Max 10d4)

If this spell is cast using the Jewelcaster ability ‘Imbue Jewel’, its damage cap is 15d4.

New Powers
Call of the Jewelcaster, Psionic
Metacreativity (Creation)

Level: Jewel 1, Psion/Wilder 3
Display: Material
Manifesting Time: One standard action
Range: Close
Effect: One Jewel or Gem
Duration: Instantaneous or 1 hour/level (see text)
Saving Throw: None
Power Resistance: No
Power Points: 5

Call of the Jewelcaster produces a single Jewel, gem, or any multifaceted similar object, perfect for use as Spell Stones. These stones will last indefinitely if kept within five metres of their creator, but will wink out of existence after 1 hour/caster level apart from them.

The gem is worth 150gp.
With an Incarnate power, the gem can be made real. This means it will not cease to exist after being apart from their creator.

Augments
For every additional power point you spend, the gem is worth an additional 50gp.

Psionic Variant Feat

Psionic Jewelcaster
Prerequisites: The Imbue Jewels (Self) class ability, ability to manifest the Crystal Shard psionic power.
Effect: You can use Spell Stones to store Psionic Powers. This functions the same as with spells, but with some fundamantal differences. The full ability is here.

Imbue Jewel (Psionic): A Jewelcaster’s primary ability is to store magical or Psionic abilities within Jewels. They may manifest a power into a gem, Jewel or any other precious, faceted object, using a longer manifesting time, as with spells. (Detailed under the standard Imbue Jewel (Self) Ability.) These items are then referred to as Spell Stones. These powers are hard to hold: It requires a Spell Stone worth 50gp per power point in the stored power's cost. (Including augments and metapsionics.) A power may be manifested from its Spell Stone as swift action. Alternatively, you may activate any number of Spell Stones on your person as a Full Round Action.

These Spell Stones will last indefinitely, but if they still exist when the Jewelcaster renews their spells, all power points used to manifest the powers within the stones count against their Power Points per day.

Spell Stones can be given to characters other than their creators. They are used in exactly the same way as if they were held by their creator. In addition, a Jewelcaster may activate a Spell Stone he created as a standard action, as long as it is within 1 mile/caster level.

In addition, Crystalline Casting adds a bonus to manifesting as well.

Crystalline Manifesting: Whenever a Jewelcaster manifests a power after storing it in a Spell Stone, it is cast at a higher manifesting level. He gains a bonus to his effective manifesting level equal to his class levels in Jewelcaster.
When manifesting a power into a Spell Stone, you may augment is as if your manifester level had this bonus.

In addition, if they do not have both Crystal Shard and Swarm of Crystals on their class power list, these powers are added to that list.

They may also use the Imbue Jewel (Multiple, Ally and Absorb) Abilities with psionics. For these, simply replace caster level with manifester level, and spells with powers. Use the same rules for a Manifester Level check as you would a Caster Level check.

Finally, Crystalline Perfection reduces the power points of any power with metapsionics upon it by two, as long as this would not reduce it below it's standard cost.

Adaption
Converting the class to be purely psionic is simple; give them the benefits of the Psionic Jewelcaster feat as standard, and do not allow them to use their abilities on magic unless they take a feat to. Replace 'Craft Wondrous Item' with 'Craft Universal Item', all references to spells and spellcasting as powers and manifesting, and the second Special Prerequisite with 'Must know at least one Metacreativity power.'

Well, I’ve branched out from Base Classes. What do you think?
Once again, thanks to Xallace and Latronis.

Raging Gene Ray
2010-04-28, 05:08 PM
A spell may be cast from its Spell Stone as swift action.

In addition any spell that has a metamagic feat that increases its level applied to it, and is cast through a Spell Stone, has its level reduced by one. (Example: A Quickened Lightning Bolt would normally be a seventh level spell, but when cast through a Spell Stone is only sixth.)
Finally, Spell Stones are immune to antimagic effects, and their activation is treated as an Extraordinary ability.

I love this class, but the very reason I like it is it seems broken. Why would anyone bother with Quicken Spell if they can already be cast as a swift action?

Also, the Antimagic immunity seems a little out of place. At least try to justify it with some fluff. Otherwise, it just seems like a "I Win D and D" button slapped on.

Lix Lorn
2010-04-28, 05:15 PM
Well, you'd be able to cast it in as only a standard action-but that's quite unintuitive, I should specify that.

...Fair enough. I was trying to think of something powerful enough to justify the lost caster level. What would you recommend?

Djinn_in_Tonic
2010-04-28, 05:16 PM
I think this class is misplaced. It seems like it would function much better as a feat or two allowing the creation of a magic item. That seems like a simpler and more elegant way to get the same point across.

Crafting them = 1 feat (crafting the stones themselves, still counting them against daily limits).

Crystalline Casting = 1 feat (granting new spells, and a +2 or +3 bonus to caster level when casting from the stones).

Crystalline Perfection = 1 feat (making the spells impossible to counter, and reducing metamagic by 1 [to a minimum of +0]).

Nix the anti-magic portion, as that doesn't fit with the concept of anti-magic. There you go. Nice, simple, and your "class," if you must have one, becomes to levels long (requiring the crafting feat, and granting the other feats each level).

Lix Lorn
2010-04-28, 05:26 PM
I do see your point, but I really like it as a class. (shrug)

Lix Lorn
2010-05-02, 02:33 PM
Added background and a feat to allow psionic characters to use this, as well as weakened the anti-antimagic facet of Crystalline Perfection.
(Hehe. Facet. See what I did there?)

Southern Cross
2014-04-04, 03:17 PM
]

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells


1st

+0

+0

+0

+2
Imbue Jewel (Self), Crystalline Casting
-


2nd

+1

+0

+0

+3
Imbue Jewel (Multiple)
+1 level of existing spellcasting class


3rd

+1

+1

+1

+3
Imbue Jewel (Allies)
+1 level of existing spellcasting class


4th

+2

+1

+1

+4
Imbue Jewel (Absorb)
+1 level of existing spellcasting class


5th

+2

+1

+1

+4
Crystalline Perfection
-

Debihuman
2014-04-09, 10:19 PM
"A spell may be cast from its Spell Stone as either a swift action, or it's original casting time. No components are required, other than any focus. Alternatively, you may activate number of Spell Stones on your person equal to half your class level rounding up as a Full Round Action."

Using a spell stone should be a standard action regardless of the spell stored within it as the spell has already been "cast" and is now just stored in the stone. How is a spell stone activated?

Debby

Lix Lorn
2014-04-10, 01:16 PM
That would ruin the point of doing it. If you still need to spend a standard action to cast them, why bother storing them? Why not just... cast them?

Debihuman
2014-04-11, 07:18 AM
The point is you'd use it like any other magic item. You have to already cast the spell when you store it in a stone, which should take the normal amount of time. Then later, activating the stone should be a standard round.

Making it a swift action is the same as if the Jewllcaster had the Quicken Spell feat. If you made Quicken Spell a prerequisite or gained it as a bonus feat, then it wouldn't be an issue. To speed things up even more, you could have Rapid Spell feat from Complete Divine in addition to the Quicken Spell feat.

This still wouldn't let you make 2 swift actions and a standard action in a combat round. However, it does give you more options. Also, if you make it a swift action, you don't provoke an attack of opportunity, which should be stated.


Spell Stones can be given to characters other than their creators. They are used in exactly the same way as if they were held by their creator. In addition, a Jewelcaster may activate a Spell Stone he created as a standard action, as long as it is within 1 mile/caster level.

So this gives other characters a bit of power over the jewellcaster. Someone could hold the spell slot hostage. And this also means a stone can be stolen. It can also be used remotely...nice. If the stone is small it can be planted on a target too, if you have Sleight of Hand skill and then activated when out of normal spell range becoming a magic bomb.

Debby

TuggyNE
2014-04-11, 07:54 AM
Maybe the action economy problem can be resolved by relaxing the Jewelcaster's spells/day reduction a little. For example, any stones they imbued since the last time they rested do not count against the current day's slots when regaining spells. That way, even if activation is a standard action, they're still of some value.

Lix Lorn
2014-04-11, 11:50 AM
The point is you'd use it like any other magic item. You have to already cast the spell when you store it in a stone, which should take the normal amount of time. Then later, activating the stone should be a standard round.

Making it a swift action is the same as if the Jewllcaster had the Quicken Spell feat. If you made Quicken Spell a prerequisite or gained it as a bonus feat, then it wouldn't be an issue. To speed things up even more, you could have Rapid Spell feat from Complete Divine in addition to the Quicken Spell feat.

This still wouldn't let you make 2 swift actions and a standard action in a combat round. However, it does give you more options. Also, if you make it a swift action, you don't provoke an attack of opportunity, which should be stated.
Quicken Spell does not fit the fluff, so there's no reason to require it. Using them should provoke AoOs, though.


So this gives other characters a bit of power over the jewellcaster. Someone could hold the spell slot hostage. And this also means a stone can be stolen. It can also be used remotely...nice. If the stone is small it can be planted on a target too, if you have Sleight of Hand skill and then activated when out of normal spell range becoming a magic bomb.

Debby
Sure, that can happen.


Maybe the action economy problem can be resolved by relaxing the Jewelcaster's spells/day reduction a little. For example, any stones they imbued since the last time they rested do not count against the current day's slots when regaining spells. That way, even if activation is a standard action, they're still of some value.
If you 'solve' the action economy problem, you remove the reason the class exists. And I think not working against spells/day would be even more broken - you could just keep on imbuing them. Imagine how many stones you'd have if you did that for a week.

TuggyNE
2014-04-11, 06:48 PM
If you 'solve' the action economy problem, you remove the reason the class exists. And I think not working against spells/day would be even more broken - you could just keep on imbuing them. Imagine how many stones you'd have if you did that for a week.

The action economy problem I referred to here is the problem that the class has no especially impressive use unless it is either a) breaking the action economy by pre-casting spells or b) breaking daily spell economy.

My suggestion was to relax the current restrictions such that one single extra day's worth of spells could be put in stones, not a week's or more.

Lix Lorn
2014-04-11, 06:51 PM
I would much rather keep it as is, since that would rarely come up, and isn't what the class was made for.