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Morph Bark
2013-01-12, 08:24 AM
So I might have been on a bit of an artifact binge lately, making the Six Weapons of Destruction (http://www.giantitp.com/forums/showthread.php?p=14486987) and the Seven Perfect Weapons (http://www.giantitp.com/forums/showthread.php?t=266836). Then I wanted to do two more sets: the Extensions of Awai and the Gems of Muro. However, the Gems of Muro were prettymuch entirely based on the Infinity Gems from the Marvel comics with Thanos, so 'fengit, let's just make those.

So, Playground, what powers would the individual gems have, statted out?

AuraTwilight
2013-01-12, 05:07 PM
Well, given that they give absolute omnipotence over their sphere of influence, it's kind of like just having 20 divine ranks in your pocket.

Morph Bark
2013-01-12, 06:47 PM
They only do so together. Or at least the Power Gem brings the others to their full potential. Otherwise, they're simply powerful. I'm just wondering how to best put those powers to D&D mechanics.

JoshuaZ
2013-01-12, 08:14 PM
So, I haven't read these comics in about a decade, but I'll give it a shot:

All infinity gems normally take up the helmet slot taking up a small space on the forehead, but can if a character is at least fifth level be worn in another slot, and if they are of at least tenth level, no slot at all. While possessing any of the infinity gems, a natural 1 is not an automatic failure on any save. All spell-like and psi-like abilities unless otherwise noted occur at 20th level or the possessor's character level, whichever is higher.

(The bit about no slot is to deal with when Thanos had the Reality Gem without being in its traditional location).

For the individual gems:

Mind Gem: The Mind Gem is a light blue color. The Mind Gem has the following benefits. Any user gets a +2 bonus on will saves, which becomes +4 if the user is psionic. The user may also Ego Whip, Mind Thrust, and Control Object, Brain Lock, Read Thoughts, and Mind Probe as at will as psi-like powers. If the user is a manifester then their effective manifester level increases by 8 levels, they get an extra 50 power points every day. You may once a day use Dream Walk (from Heroes of Horror) as a psi-like ability.


Soul Gem: The Soul Gem is a dark green colored gem that sometimes sparkles. The Soul Gem gives the user a +4 bonus on all fortitude saves, and grants the user the benefits of a constant effect duplicating Death Ward.

The most feared and legendary ability of the Soul Gem is the ability to remove someone's soul and imprison it in the Gem. This ability takes a standard action to use, and requires making a ranged touch attack. If the attack succeeds, the target must make a fortitude save and a will save. If it fails at either save, its soul is sucked into the gem. Souls consumed this way remain trapped in the gem, and cannot be raised or resurrected unless they are released from the gem by a possessor. When the possessor uses this ability, they also get a brief flash of memories of the individual in question, summarizing their life in one or two paragraphs. In addition, a possessor has access to some limited amount of the knowledge of people already in the gem, giving them a +2 bonus on all knowledge checks.

The Soul Gem can also be used to duplicate Speak with Dead at caster level 20. The Soul Gem can also send forth beams of pure force. This is a [Force] effect which takes a ranged touch attack deals 10d6 damage to a target. If the attack succeeds, the possessor may also choose to push the target back 10 feet.

Unlike the other gems, the Soul Gem is sentient, and it will sometimes use its powers for its own ends or to protect its possessor.

Power Gem: The Power Gem is a red gem that gleams in the sunlight, and gives off a faint glow even in darkness. The Power Gem gives a +8 bonus on all fortitude saves, and the possessor may choose to make a fortitude save in place of a reflex save. The possessor also gets DR 10/- The possessor gets a +8 bonus to strength and constitution (which stacks for purposes of the earlier bonus to fortitude saves), and is automatically treated as having the feats Cleave, Endurance, and Diehard feats. The possessor cannot become fatigued or exhausted. They are treated as proficient in all weapons and having the Weapon Focus feat for all weapons. The possessor is treated as having the Flurry of Blows and Unarmed Strike of a monk of their character level. Additionally, the possessor at the beginning of their turn choose to act like they have any eight fighter bonus feats that they could qualify for, treating their character level as their fighter level. They may change these feats as a free action on their turn or as an immediate action when not on their turn.

Space Gem: The user may at will use Greater Teleport as a spell-like ability. You may use Dimension Door as an immediate action. If your intelligence is at least 13, you may also use Planeshift at will. You may use Greater Teleport to move someone or something else whom you are aware of but if they are unwilling they get a will save. If you attempt to move someone else this way and they make their save, you cannot use this ability on them for 24 hours. You also get five additional move actions every round.

Time Gem: You get visions of the future. Most of this is up to the DM as plot demands, but at minimum you get once a day a vision of potential threat that will soon appear. It is not necessarily the next threat that appears. Your ability to see into the future also allows you to make small changes in your movements and actions to choose the best possible future. Whenever you roll a d20 you may roll twice and take which roll you prefer. Once a day, you can use True Foresight like an Oracle of 20th level (http://www.giantitp.com/forums/showthread.php?t=236534). The possessor also can always act in a surprise round and gets a +20 bonus to all initiative checks and is never flat-footed. You also may use Time Stop once a day as a spell-like ability, and may use Celerity and Hustle as at-will spell-like abilities.

The possessor does not suffer penalties from aging, but they do gain the benefits. If they lose the gem, their aging resumes from that point on.

Comment: Yes, there should be more time-travel powers but time travel is a massive headache in an RPG. I'll let someone else sort that out.

Reality Gem: You may once a day use the spell Wish as a 20th level caster.

I'm not going to do any combined gems because that's basically completely plot issues at that point.

So how did I do?

AuraTwilight
2013-01-13, 02:48 AM
They only do so together. Or at least the Power Gem brings the others to their full potential. Otherwise, they're simply powerful. I'm just wondering how to best put those powers to D&D mechanics.

Erm...no? I'm pretty sure they're all omnipotent over their own particular sphere, and the Power gem just makes everything in general incalculably powerful. Having all the gems makes you omnipotent over everything period.

Arcanist
2013-01-13, 02:58 AM
I remember in one thread someone stated out Thanos and the infinity gauntlet + the powers of each individual gem.

Morph Bark
2013-01-13, 06:06 AM
So, I haven't read these comics in about a decade, but I'll give it a shot:

Nifty! Looks very nice.


I remember in one thread someone stated out Thanos and the infinity gauntlet + the powers of each individual gem.

I took to searching on Google and found this (http://www.giantitp.com/forums/showthread.php?t=245475&page=2). Oh my. That's good.


I like his version of Space, Mind and Reality, but for Time I like JoshuaZ's version better. I like how Zonugal included the Power Gem's effects on the others. As for Soul, it's 50-50.


I think I can use this very well for inspiration in making my own versions. Thanks. :smallsmile:

I'm gonna tinker with it a bit and maybe post it here later.

JoshuaZ
2013-01-13, 09:29 AM
Well, you could easily combine the two. Some aspects of Zonugal's include parts of my versions as subsets. Zonugal's large set of abilities the each give also does a decent job of simulating how much intelligent users are able to do with their gems. One (minor) issue with his version is that canon I think explicitly says that the gems also amplify one's own related powers. When Warlock gives the Mind gem to Moondragon he says explicitly it will amplify her own psionic abilities or something to that effect (this was in one of the very early Infinity Watch issues).

Zonugal's way of combining the Power gem with each one other gem is also wel done.

Morph Bark
2013-01-13, 03:38 PM
Yeah, that's basically what I thought. Anyway, this is what I hashed out. Look good?


Power
The Power Gem is a blood red gem that increases many of its possessor's abilities. Caster levels and manifester levels are immediately increased by ten levels and the DC for any special ability is increased by 10. In addition, they may choose one extraordinary ability of any class available at level 20, including prestige classes, or any one extraordinary ability from a monster of CR 20 or less. They gain that ability as a level 20th member of that class (or the max level in case of a prestige class). The chosen ability may be changed as a full-round action. The possessor may not choose any ability that grants spellcasting or other abilities whose effects would count as magic.

When used in connection with another gem the user is able to improve another ability score (thus with all the gems together, the possessor would have a +20 bonus to every ability score).


Time
The orange Time gem grants its possessor eternal life and the ability to use (Lesser/Greater) Celerity, Hustle, Mass Time Hop, Teleport Through Time (http://www.wizards.com/default.asp?x=dnd/pg/20030409b), Temporal Acceleration, Time Hop, Time Regression or Time Stop as a full-round action once per turn as a SLA/PLA (CL 20/ML 20).

Furthermore, the possessor has visions of the future. At a minimum of once a day, they get a vision of a potential threat that will soon appear. It is not necessarily the next threat that appears. The ability to see into the future also allows them to make small changes in their movements and actions to choose the best possible future. Whenever they roll a d20 they may roll twice and take either roll.

When used in conjunction with the Power gem it grants its user the Divine Recall (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#divineRecall) and Know Death divine salient abilities (Divine Rank 10) (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#knowDeath).


Space
At its base form it grants the user the ability to use any spell/power that is part of the calling, creating, metacreativity, psychoportation, summoning or teleporting school (or subschool) as SLAs/PLAs at will (CL 20/ML 20). Furthermore, they get one additional move action for every 5 levels they have and they may use Dimension Door as an immediate action at will.

When used in conjunction with the Power gem it grants its user the Call Creatures (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#callCreatures) and Create Greater Object salient divine abilities (Divine Rank 11) (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#createGreaterObject).


Reality
At its base form it allows its user to use Genesis, Miracle, Reality Revision, or Wish as a full-action once per turn as a SLA/PLA (CL 20/ML 20).

When used in conjunction with the Power gem it grants its user the Alter Reality salient divine ability (Divine Rank 10) (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#alterReality).


Mind
The blue Mind gem grants its possessor unlimited-distance telepathy and the ability to use Hypercognition or Metafaculty as a free action once per turn as a PLA (ML 20). The possessor may also use any powers from the Telepathy discipline at will as PLAs (ML 20). Once per day, they may use Dream Walk (HoH) as a PLA (ML 20).

When used in conjunction with the Power gem it grants its user the Know Secrets (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#knowSecrets) & True Knowledge salient divine abilities (Divine Rank 11) (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#trueKnowledge).


Soul
The Soul gem is the green gem of the six. It grants the possessor the benefit of all the immunities of the undead creature type, as well as the ability to use any spell/power that is part of the necromancy school or healing subschool (CL 20/ML 20).

Furthermore, it enables the use of Trap The Soul (http://www.d20srd.org/srd/spells/trapTheSoul.htm) as a spell-like ability (CL 20) at will, with the addition that the Soul gem can hold a limitless amount of souls and that the gem never breaks. When the possessor uses this ability, they also get a brief flash of memories of the individual in question, gaining some knowledge about their past. In addition, a possessor has access to a limited amount of the knowledge of people already in the gem, giving them a +2 bonus on all knowledge checks.

The Soul gem, unlike the others, is sentient, and may sometimes force its will upon its possessor in order to sate its hunger for souls, requiring the possessor to make a Will save (DC 32) or be taken over by the gem's will for once round.

When used in conjunction with the Power gem it grants its user the Life And Death salient divine ability (Divine Rank 10) (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#lifeAndDeath).



I thought of including the discipline-accessing of Zonugal's final version of Power (http://www.giantitp.com/forums/showpost.php?p=13355840&postcount=37), but I'm not sure...

I didn't include the force ray thing for Soul primarily because I don't recall that. Could it really do that?

For a bit I also thought of replacing Soul's upgrade Life And Death with the Gift Of Life and Hand Of Death divine abilities, but decided that it's simply so powerful it wouldn't matter much, and since the wielder would need to be a death god to do it again soon, that part's fine as is.

JoshuaZ
2013-01-13, 04:27 PM
[QUOTE=Morph Bark;14522033]
I didn't include the force ray thing for Soul primarily because I don't recall that. Could it really do that?
[quote]

Yes, Warlock used it that way multiple times in the early Infinity Watch issues, including using it against the Man-Beast's primary servant whose name escapes me.

The only very minor issue I have with your set is that Mind really should I think improve someone's own psionic abilities. Other than that, these seem great. And they are clear improvements on my versions.

Edit: I think the additional bit of having the Power Gem give some ToB abilities wouldn't be that bad, although I think the hulk thing was more for humor than anything else.