Character Options
Magic Items
Flux Gem
Magic Items
Flux Gem
A gem that melds magic from one item to another!
Aura: strong abjuration; CL 20th
Slot -; Price: 40,000 gp; Weight -
These odd looking stones appear to be opals but careful examination will reveal that the gem changes color from milky white, to reddish gold, to purple-black, to bluish-green and back to milky white. The only other property that they seem to have is a high internal gravity (in other words, they tend to stick to items they touch, like a small magnet but usable on non-ferrous items). These gems are very rare (naturally) since they are usually formed by a strange interaction of magic with the planar barriers between the elemental planes of earth, fire, and air. However, some mages, after extensive study, have crafted a few flux gems on their own.
When attached to a magical item and left for more than an hour, the gem dissolves into a fuzzy field of whitish-gold energy. Then another item can be added to the field. The second item is destroyed but its powers are added to the first item. A couple of caveats with this process:
- No more than two items can be combined at one time. If a third item is added to the mix, bad things will happen (see below)
- If no second item is added with five minutes of the manifestation of the magical field, the field fades and the flux gem is gone forever. The magic item must make a will save or lose one or more (DM's choice) of its magical properties (reminder: an unattended magic item has a Will save of +2+1/2 its caster level. So a hat of disguise, with a caster level of 1st, has a +2 will save while a robe of the archmagi has a Will save of +9).
- If the item that the flux gem is attached to is a masterwork item with a spell effect on it, that spell effect may be made permanent (DM's decision). Normal, non-masterwork items are unchanged by a flux stone.
- If the items' properties conflict (eg. a decanter of endless water and a necklace of missiles), bad things may happen (see below).
llowing:
- The items must both make will saves or lose one or more of their magical properties
- The two items are combined into some other item (GM's choice)
- A 40' energy (GM's choice or random)/force explosion doing 8d10 points of damage
- The effects of a mage's disjunction affect all magic items in a 10' radius
The GM's call is the final say in the matter. A Knowledge (Arcana) DC 25 check plus a Spellcraft check (DC 15+the highest caster level of the items involved) will allow a determination of whether the items can be combined and what might happen if the items are combined.
Construction
Requirements: Craft Wondrous Item, Wish or Miracle; Cost: 32,500 gpAuthor's Note: This is an item that is basically a hand wave for the GM and players to combine one magic item with another. For example when in the middle of the desert and you find a Cloak of Elvenkind but you already have a Cloak of Resistance +2, its hard, if not impossible, to combine the two items. With a Flux Gem you can do this. Saves the time of going back to a major metropolis, hiring a mage, selling the item(s), and re-enchanting a new item.
| Additional Ratings |
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| Balance: |
( 10 Votes ) |
| Utility: |
( 10 Votes ) |
| Clarity: |
( 10 Votes ) |
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