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Maginomicon
2013-09-19, 01:02 AM
Wand/Dorje Gems Guide
Add some bling to that thing!


Not only does a valuable jewel add beauty and flair to a wand, it can also increase the wand’s effectiveness. Mounting any one of the gems described below in a wand during the wand’s creation adds the given effect. You must pay the material cost for a gem of the proper size and quality, in addition to the normal cost of creating the wand. Adding a gem does not increase the XP cost to create the wand, though it does add one full day to the time required to create it.

Only one gem can be included in a wand’s creation. The market price of such a wand is increased by the value of the gem.

The effects of these gems are so simple that there's good odds you could convince your GM to allow them to be added to a dorje if you prefer. The prices for all of these were a flat +1000gp if it gives a +1 and a flat +5000gp if it gives a +2. Thus, you may also have precedent to ask your GM to homebrew up a gem that applies a similar +1 or +2 effect for the same price to the school, subschool, descriptor, or misc. effect of your choice.

Thing is, if the gem used in the wand would only provide a boost to CL, it may not be as cost-effective as simply buying a wand with increased CL outright. If you can convince your GM to allow you to apply these gems (or homebrewed gems) to dorjes, a +1 or +2 ML increase may mean a lot more because increased ML means it automatically augments the power.

The cost to craft a wand or dorje is generally "375 gp × the level of the spell/power × the level of the caster/manifester". As you decrease the number charges (as described in the Magic Item Compendium, basically just multiply the cost by "charges / 50"), increase the spell/power level (dictates minimum caster/manifester level), and/or increase the caster/manifester level, the cost-effectiveness for including the gem will vary. (NOTE: An odd quirk for dorjes -- if I'm reading this right -- is that because of the augmenting effects of increased manifester level, manifester levels dictates power level (http://www.d20srd.org/srd/psionic/items/creatingPsionicItems.htm) just like how power level dictates manifester level.)

Have fun!

Schools
{table=head]School | Gem | Benefit | Price
Abjuration | Star Sapphire | +2 to save DC (+2 to CL if no save allowed) | +5000gp |
Divination | Water Opal | +1 to save DC (+1 to CL if no save allowed) | +1000gp |
Divination | King's Tear | +2 to save DC (+2 to CL if no save allowed) | +5000gp |
Enchantment | Emerald | +2 to save DC (+2 to CL if no save allowed) | +5000gp |
Evocation | Ruby | +2 to save DC (+2 to CL if no save allowed) | +5000gp |
Illusion | Star Ruby | +2 to CL | +5000gp |
Necromancy | Zendalure | +1 to save DC (+1 to CL if no save allowed) | +1000gp |
Transmutation | Red Tear | +1 to save DC (+1 to CL if no save allowed) | +1000gp |
[/table]

Subschools
{table=head]Subschool | Gem | Benefit | Price
Calling | Moonbar | +1 to save DC (+1 to CL if no save allowed) | +1000gp |
Charm | Opal | +1 to save DC (+1 to CL if no save allowed) | +1000gp |
Compulsion | Tomb Jade | +1 to save DC (+1 to CL if no save allowed) | +1000gp |
Creation | Orblen | +1 to save DC (+1 to CL if no save allowed) | +1000gp |
Healing | Diamond | +2 to CL | +5000gp |
Summoning | Sapphire | +1 to save DC (+1 to CL if no save allowed) | +1000gp |
Teleportation* | Rogue Stone | +2 to save DC (+2 to CL if no save allowed) | +5000gp |
[/table]
*Rogue Stones also give their benefit to the chaotic descriptor

Descriptors
{table=head]Descriptor | Gem | Benefit | Price
Chaotic | Orl | +1 to DC (+1 to CL if no save allowed) | +1000gp |
Chaotic* | Rogue Stone | +2 to DC (+2 to CL if no save allowed) | +5000gp |
Darkness | Black Sapphire | +2 to DC (+2 to CL if no save allowed) | +5000gp |
Electricity | Beljuril | +2 to DC (+2 to CL if no save allowed) | +5000gp |
Fire | Fire Opal | +1 to DC (+1 to CL if no save allowed) | +1000gp |
Fire | Jacinth | +2 to DC (+2 to CL if no save allowed) | +5000gp |
Force | Black Opal | +1 to DC (+1 to CL if no save allowed) | +1000gp |
Sonic | Ravenar | +1 to DC (+1 to CL if no save allowed) | +1000gp |
[/table]
*Rogue Stones also give their benefit to the teleportation subschool

Miscellaneous
{table=head]Grants | Gem | Benefit | Price
Energy Resistance / Energy Immunity | Amaratha | +2 CL | +5000gp |
Enhancement Bonus to Weapon/Armor | Jasmal | +1 CL | +1000gp |
[/table]