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View Full Version : D&D 3.x Other Elemental Medallions - (With Mechanics for D&D 3.5e)



Altrunchen
2018-06-02, 01:41 PM
Introduction:
So a long, long time ago I made up a sort of magical item for Dungeons and Dragons 3.5 edition. These were medallions that would grant their wielders powers over their respective elements. I even made pictures to go along with each type of medallion, along with different variants for different metals. Years later I realize that maybe other people would want to use them. So I'm posting them here in case anyone wants to incorporate them into their campaigns. Or people could just use them as decorations for their maps.

How they Work:
There are four kinds of elemental medallions: Air (http://www.dandwiki.com/wiki/SRD:Air_Domain), Earth (http://www.dandwiki.com/wiki/SRD:Earth_Domain), Fire (http://www.dandwiki.com/wiki/SRD:Fire_Domain), and Water (http://www.dandwiki.com/wiki/SRD:Water_Domain). Then there are four sub-types of elemental medallions based on what metal they're made of: bronze, silver, gold, and platinum. Elemental medallions allow their users to cast domain spells (http://www.dandwiki.com/wiki/SRD:Cleric_Domains) of the medallion's corresponding element. However they can only be used limited number of times per day. The number of times per day a medallion can be used depends on the metal that the medallion is made of (See Table: Elemental Medallions).

Furthermore, elemental medallions require power gems to be installed in them in order to be used. Without any gems installed, the medallions only emit a magical aura that varies based on their material (See Table: Elemental Medallions). Power gems are installed into one of the nine slots at the bottom of an elemental medallion's face. Once installed, they cannot be removed except by a Dispel Magic (http://www.dandwiki.com/wiki/SRD:Dispel_Magic) spell. In which case, the spell causes the gem to pop free from its slot. The number of power gems installed into an elemental medallion corresponds to the highest level of spell that it can be used to cast. For instance, if you have a fire medallion and you want to use it to cast Fire Shield (http://www.dandwiki.com/wiki/SRD:Fire_Shield) then you would need to have 5 power gems installed into it since it is a 5th level spell.

Only users who are strong enough may use an elemental medallion (see Table: Elemental Medallions). Otherwise they will lack the spiritual power necessary to activate it. However, those users may use the medallion even if they are incapable of casting magic otherwise. No Use Magic Device (http://www.dandwiki.com/wiki/SRD:Use_Magic_Device_Skill) check is necessary.

When an elemental medallion is used, it consumes at the very least a Standard Action (http://www.dandwiki.com/wiki/SRD:Action_Types#Standard_Action) or more depending on the spell that is cast. Using an elemental medallion provokes an Attack of Opportunity (http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm) just as casting a spell would.

Table: Elemental Medallions


Metal:
Uses per Day:
Value:
Base Magical Aura Strength (http://www.dandwiki.com/wiki/SRD:Detect_Magic):
Caster Level:
Minimum User ECL (http://www.dandwiki.com/wiki/Effective_Character_Level_(terminology)):
Hardness (http://www.dandwiki.com/wiki/SRD:Breaking_and_Entering#Hardness):
Hitpoints (http://www.dandwiki.com/wiki/SRD:Breaking_and_Entering#Hit_Points):


Bronze
1
5,000 gp + 1,000 gp/gem installed
(Max of 14,000 gp)
Faint
(Max of Strong)
6 + 1/gem installed
(Max of 15)
5
10 + Caster Level
(Max of 25)
20 + Caster Level
(Max of 35)


Silver
2
10,000 gp + 2,000 gp/gem installed
(Max of 28,000 gp)
Moderate
(Max of Overwhelming)
12 + 1/gem installed
(Max of 21)
10
15 + Caster Level
(Max of 36)
30 + Caster Level
(Max of 51)


Gold
3
15,000 gp + 3,000 gp/gem installed
(Max of 42,000 gp)
Strong
(Max of Overwhelming)
18 + 1/gem installed
(Max of 27)
15
20 + Caster Level
(Max of 47)
40 + Caster Level
(Max of 67)


Platinum
4
20,000 gp + 4,000 gp/gem installed
(Max of 56,000 gp)
Overwhelming
(Max of Overwhelming)
24 + 1/gem installed
(Max of 33)
20
25 + Caster Level
( Max of 58 )
50 + Caster Level
( Max of 88 )



What They Look Like:
Elemental medallions are all made within extremely high tolerances. They are small, disc-shaped objects with exactly 700 small ridges along their outer edge and measuring 3" wide by 0.5" thick. Their faces bear the alchemical symbol of their element in the center along with nine, round slots along the bottom for power gems. The backs are completely smooth and shiny. Here are some images of what their faces look like:
https://i.imgur.com/dYjs7vs.pnghttps://i.imgur.com/PoI3nOW.pnghttps://i.imgur.com/MMiORZc.pnghttps://i.imgur.com/ZrL2KiS.png

Where to Get / How to Make Medallions:
Elemental Medallions are made when a powerful cleric and a vastly skilled craftsman collaborate over a long period of time. Because the creation of such on object as an elemental medallion requires a lot of talent and skill, it usually requires at least two individuals both of whom are experts in their fields. The cleric must have access to the relevant domain when making a medallion.

It is very rare for an elemental medallion of whatever type to be found in a store. Most times they are heirlooms, museum pieces, prized collector's items, or are otherwise extremely rare. Medallions with power gems installed into them are even more scarce.

At least one person (usually the cleric) must have access to the Craft Wondrous Item (http://www.dandwiki.com/wiki/SRD:Craft_Wondrous_Item) feat while making a medallion.

Table: Elemental Medallion Creation


Metal:
Minimum Cleric (http://www.dandwiki.com/wiki/SRD:Cleric) Level:
Craft Jewelry (http://www.dandwiki.com/wiki/SRD:Craft_Skill) DC:
Cost (gp):
Cost (xp)
Time To Create:


Bronze
10
15
2,000 gp
500
1 week


Silver
15
20
4,000 gp
1000
2 weeks


Gold
20
25
6,000 gp
1500
4 weeks


Platinum
25
30
8,000 gp
2000
6 weeks



Where to Get Power Gems:
The power gems used to enable the medallions are comprised of concentrated magic formed when a powerful creature perishes. As a rule of thumb, the more powerful the creature, the more likely a power gem is to appear within or near their corpse. The formula works like so:

Probability of Creation = Creature's Hit Dice (http://www.dandwiki.com/wiki/SRD:Hit_Dice_(Creature_Statistic)) / 1000

Power gems are notoriously easy to lose as they are small, silvery white spheres about 1/8" in diameter. The few people who have ever held them have described them as "slippery", "light as a feather", "bouncy", and "extremely easy to lose". Some people have described them as "having a mind of their own" since they've been known to slip out of bags with tears that inexplicably formed in them during travel or bouncing out of crates.

Ever since the first power gems were found several millennia ago, no one has ever been able to destroy or even damage a power gem. Not even with a Mage's Disjunction (http://www.d20srd.org/srd/spells/magesDisjunction.htm) spell.

However, people have found that storing them in bags made of a dragon's hide and sewn together with the heartstrings of a kraken usually suffices in keeping them from escaping.

When a power gem is close to an elemental medallion, it will glow and pulsate as the medallion gets closer to it. The color of the light emitted by the gem depends on the kind of medallion that it is near. Green for air, yellow for earth, red for fire, and blue for water. When installed, power gems don't glow but their color changes according to the kind of medallion they're installed into.

Download Link For Images:
Mediafire: http://www.mediafire.com/file/nhmndg30gax3im5/Elemental_Medallions.zip/file
Forum Post with Attachment at the Bottom: https://www.cartographersguild.com/showthread.php?t=41597&p=377789#post377789

Altrunchen
2018-06-04, 04:23 PM
Okay so I made a bunch of images for the bronze earth medallions with their gems installed. I made an Imgur album will all of them. Here's the link: https://imgur.com/a/a2fQTqu
(https://imgur.com/a/a2fQTqu)
And here's a preview:
https://i.imgur.com/C9TDGFD.pnghttps://i.imgur.com/GceX7oc.pnghttps://i.imgur.com/xFkG1eg.png

nonsi
2018-06-05, 12:30 AM
.
Three things regarding power gems:
1. I'd create a spell/ritual for producing them rather than rely on probability. You could put a limit of 1 gem per level, or make it cost XP or something.
2. In D&D nothing's indestructible. No point in making exceptions. It serves nothing in bettering your game.
3. The thing about power gems having a tendency to runaway from you is an annoying campaign element. People are coming to have fun, not babysit their equipment.

Altrunchen
2018-06-12, 02:50 PM
.
Three things regarding power gems:
1. I'd create a spell/ritual for producing them rather than rely on probability. You could put a limit of 1 gem per level, or make it cost XP or something.
2. In D&D nothing's indestructible. No point in making exceptions. It serves nothing in bettering your game.
3. The thing about power gems having a tendency to runaway from you is an annoying campaign element. People are coming to have fun, not babysit their equipment.

1. I was thinking that you could make the gems quest rewards, to provide something other than just magic weapons or money, and to promote an overarching plot. But as a DM there's nothing stopping you from making a spell or ritual. It's not like you need the internet's permission to house-rule something as a DM.

2. Now that you've said that nothing in D&D is indestructible it makes me want to make something indestructible even more. Besides, sometimes the exceptions to the rules can punctuate a campaign in ways that make it feel more fresh. If the gems are indestructible it might also pique the curiosity of the players and get them to roleplay investigating them some more. It makes them stand out and gets people thinking more than just "oh it's another magic rock, throw it in the pile with the others".

3. Think of it this way, it can lead people into other quests and adventures when the DM wishes to. It's a plot object that can spawn sub-plots in the same way that the TARDIS leads the Doctor to various places where "he's needed". Besides, "fun" is a very subjective term. Who's to say that a more whimsical-feeling campaign where you're trying to chase down, of all things, a magic rock that sneaks away from you wouldn't appeal to some people? Besides, as a DM you can just say that the rocks don't run away if that's what you think the group needs. It gives them an option to explore.

IMHO: The rules are an elaborate suggestion. Ones that can be very worthwhile to follow. But a suggestion nonetheless. Some groups want to stick to them closer than others. Others prefer more free-form campaigns. As a DM you don't have to feel enslaved by and beholden to the rules necessarily. They're there to help inspire both you and the players, not merely as a list of barriers and limits. You're supposed to work off of them, not religiously adhere to them. You know, see the forest for the trees and all that stuff. They're a foundation, not the whole building. They're a structure, not the whole of D&D. At least I think so.

nonsi
2018-06-12, 03:16 PM
1. I was thinking that you could make the gems quest rewards, to provide something other than just magic weapons or money, and to promote an overarching plot. But as a DM there's nothing stopping you from making a spell or ritual. It's not like you need the internet's permission to house-rule something as a DM.


That was for you, not for me. You shared, so I assumed you wanted feedback.
When I reference something, I always specify required adaption tweaks whenever I find them necessary.





2. Now that you've said that nothing in D&D is indestructible it makes me want to make something indestructible even more. Besides, sometimes the exceptions to the rules can punctuate a campaign in ways that make it feel more fresh. If the gems are indestructible it might also pique the curiosity of the players and get them to roleplay investigating them some more. It makes them stand out and gets people thinking more than just "oh it's another magic rock, throw it in the pile with the others".


Only if someone actually tries to damage them. They're not even spell components, so why would anyone bother trying?
Also, in the context of suspension of disbelief, why would a residue of an outsider have the property of being indestructible? It just doesn't make sense.





3. Think of it this way, it can lead people into other quests and adventures when the DM wishes to. It's a plot object that can spawn sub-plots in the same way that the TARDIS leads the Doctor to various places where "he's needed". Besides, "fun" is a very subjective term. Who's to say that a more whimsical-feeling campaign where you're trying to chase down, of all things, a magic rock that sneaks away from you wouldn't appeal to some people? Besides, as a DM you can just say that the rocks don't run away if that's what you think the group needs. It gives them an option to explore.


"I had a gem. It got lost. Bummer. Let's move on."
Meaning: you're counting too much on players making the decisions you'd want them to make. You've invested time and energy in creating something, only to find out that one of the qualities you gave it makes players abandon it instead of putting it to use.





IMHO: The rules are an elaborate suggestion. Ones that cam be very worthwhile to follow. But a suggestion nonetheless. Some groups want to stick to them closer than others. Others prefer more free-form campaigns. As a DM you don't have to feel enslaved and beholden to the rules necessarily. They're there to help inspire both you and the players, not merely as a list of barriers and limits. You're supposed to work off of them, not religiously adhere to them. You know, see the forest for the trees and all that stuff.


That one's always true when it comes to RPG.

noob
2018-06-13, 04:09 AM
In addition those items would be very common in any high magic setting: it is really very cheap and easy to craft for what it does:
The bronze one with 9 gems for example would be worth 243000 gp with normal item creation rules but with your rules it costs only 14000.
The highest level one is barely better than getting four time the lower level one(caster level is the only improved thing) and 4 times the lower level one can be used by more people and in fact will be superior most of the time.(unless you are alone or with only people of level lower than five while being level 20)
What is a powerful creature?
A wight is surely powerful in terms of ability to destroy civilizations(due to the fact it inflicts negative levels which make more wights) so would you count wights as powerful?
Since adventurers murders a lot of creatures or even get killed often it will somehow cause very often rolls with a 1000 sided dice which seems a very bad idea: it adds lots of dice throws(three dice for a 1000 sided dice) and in fact such gems will be produced fairly often if we consider any creature above level 11 to be powerful(which makes sense since level 11+ is mythic according to legends lore).


As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
From legend lore.
But at the same time a 20 hd creature able to cast implosion and mordenkainen disjuction at will is in fact cr9 so should it count as powerful too?
Should powerful depend on cr or the ability to harm?
If the latter we end up with wights being powerful(which means there will be thousands and thousands of those gems when people deals with wights invasions since anything including rats can become wights which would make anything able to use those gems very popular) and with the latter we end up considering a template stacked creature with 1 hit dice and 2 int to be powerful(which is silly again).