The work contained on this page is the property and copyright of Damian Naïlo. It has been formatted for viewing on the web by the Scribes of Candlekeep. Candlekeep claims no ownership for this material.
Three Gems of the Realms
By Damian Naïlo
Three Gems Of The Realms And Its Applications As Magical Materials
By Damian Naïlo & Shaila Baster
(Additional Notes by Elminster of Shadowdale & Laeral Silverhand Arunsun)
As Volothamp Geddarm said in his “Guide to All Things Magical” (the pretentiousness of that name never ceases to amaze us), “the gemstones of Faerûn are many and splendid”. The same author presented a surprisingly complete (and accurate, let us add) guide to the many uses of gemstones as components for magic items and other related magical applications. Now, let us introduce three other gems our famous wizard has forgotten to mention, for lack of time, knowledge or limbs, we ignore. We do not claim to be masters of the matter, far from it, for this field is far beyond our dominion (and utmost interest) and a compendium of all there is to know about the topic would probably require a very large shelf in Candlekeep(1). But do not put aside this scroll yet, our dear reader. Be certain that what little knowledge you might acquire after reading this is accurate, for it is the result of years of study, experimentation, more than one explosion, and the always appreciated(2) scolding from a certain Chosen of Mystra.
Let us quote Salazar of Kormul, priest of Oghma and expert in gems and related matters:
“Geology explains how the land we inhabit was created, how the seas and continents have been shaped and placed, the action of the forces of nature (wind, water, volcanoes, weather, etcetera), the shape of mountains, valleys, water currents, and living things themselves. Geology pretends to explain and make everything clear.”
While we may never understand how the Gods think, and why the Spine of the World is located where it's located (for both good and ill), at least we agree with Salazar that the proper study of the geology of Faerûn has a definite importance. Thanks to it, men can cherish the necessary materials for his crafts, buildings, weaponry and agriculture, Thanks to it, men know nature better, as well as the composition of the appropriate soil for growing crops, the best ways to improve it and the correct selection of plants that better adapt to a particular type of soil. A little close to our world, it allows mages and priests of all places to determine the most appropriate shell for their magical wands, rods and other dangerous trinkets, and it is a basic area of study for those who dare touch the difficult topic of creating new spells. Azuth knows how many times I've(3) seen young apprentices confuse the material components of a Flame Arrow and an Explosive Cascade with (obviously) disastrous results. But the purpose of this little treatise is not retelling my experiences at the Lady's College, so let get straight to what really matters: make sure whoever reads this survives his (or her) next experiment.
Footnotes:
1 Elminster: Aye, it does.
2 Elminster: Ye say that now, huh, young lad? At long last ye're starting to pay due respect to your elders…
3 Shaila: Master Damian speaking here, duh.
Yellow Sapphire: A more popular name for Yellow Corundum, and also known as Golden Sapphire. As true sapphires, yellow sapphires are known to augment enchantments and power magical effects. It is known that sunlight empowers the stone's natural abilities when grafted on a weapon, but its effects are not as noticeable as those of other corundum stones (after a confirmed critical hit, a 1-2 on a d10 adds an extra 50% to the damage done), but Shar's influence seems to distort and corrupt the same power (-1 to all attack and damage checks in all dark areas). Finally, Lathanderites greatly appreciate the sun-related powers of these stones (+2 damage per die on Sun domain spells, +2 on Greater Turning checks) (1)(2).
Rubellite: Better known as red tourmaline, this stone has an additional property little known by most experts, for all knowledge of it was lost with the fall of Netheril. According to records of that time which have been property of the Naïlo family for generations, the ancient arcanists widely used this stone for its usefulness in domination magic (the use of a rubellite as a spell component in an Enchantment [Compulsion] spell increases the Will save DC by 1. In addition, it increases the caster's caster level by 2 for the purpose of animating and controlling undead) (3) .
White Zircon: This fairly rare gem is a common component of magic items related to detection and enhanced sight ( Eyes of the Eagle, Goggles of Minute Seeing, Elixir of Vision, Lens of Detection , etcetera). It is also the material component of two original spells conceived by yours truly (Damian Naïlo): Alustriel's Eye of Lore and Damian's Spherical Vision .
Footnotes:1 Shaila: On an additional note, an infusion of powdered yellow sapphire mixed in a barrel filled with a solution of groundspine leaves and half-pint of any wine per three pints of water and left to age for a year in a mildly dry and dark environment works wonders on both body and soul without intoxicating (drunk in the early morning, it removes fatigue and restores 1 point of Wisdom damage). I call it “Morningdew”.
2 Laeral: Khelben also knew of this “Morningdew”, but he's told me that the wine-water proportion can be increased to half-wine half water without the drink losing its properties. How or why he knows that I still ignore.
3 Elminster: Let me ascertain that I've verified this uncommon application of red tourmalines. It's not very often a younger mageling teaches me something new.
New Spells:
Alustriel's Eye of Lore
Divination
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range; 300 ft.
Target: One humanoid creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (see text)When cast, this spell allows the caster to acquire commonly known information about the target creature: name, profession (and/or class), and level of any class the target might have. Note that this spell doesn't reveal impersonators. If a person has taken the identity of another person and is believed to be that person by the population, then he is, for the purpose of this spell, that other person. This means that this spell only reveals information commonly known by large groups of people. In addition, this spell foils Change Self spells, but doesn't work against higher-level illusions.
Even though it has the name of the former High Lady of Silverymoon, the spell was originally conceived by her friend, occasional adventuring partner and believed-to-be-apprentice, Damian Naïlo, who presented the Chosen of Mystra with a magical lens which allowed the wearer to use this spell by silent act of will as a gift. Alustriel often used the lens to learn the names of people newly arrived to her city (often surprising them by welcoming them to the city personally –and calling them by their names–).
Focus: A white zircon of at least half the size of the caster's hand.
Damian's Spherical Vision
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range; Personal
Target: You
Duration: 1 minute/level (D)One of Damian Naïlo's first spells, which has suffered many modifications with the years, Spherical Vision grants the caster a 360-degree sphere of sight, allowing perfect sight of creatures that might otherwise flank him. Flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack (the caster does not lose his Dexterity bonus to AC). The caster can still be sneak-attacked if caught flat-footed, though. For the duration of the spell, the caster has a -4 enhancement penalty on saves against all gaze attacks.
Spherical Vision can be made permanent with a permanency spell. In addition, by sacrificing a permanent (unrecoverable by any means) point of Constitution the moment permanency is cast, the spell can be made permanent without the penalty to gaze attacks.
Material Component: A pinch of powdered white zircon costing no less than 100 gp.
Smile of the Morning Sun
Conjuration (Healing) [Sharess]
Level: Bard 3, Cleric 3
Components: V, M
Casting Time: 1 standard action
Range: 10 feet
Target: 10-ft.-radius burst centered on the caster
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)While the name might suggest this spell was conceived by a priest of the Morninglord, Lathander, it was in fact created by the Chosen of Sharess: Shaila Baster, also known as DIVINE 11. The name of the spell implies that it can only be cast between sunrise and mornbright. Casting the spell at any other time of the day has no effect.
When cast at the appropriate time, Smile of the Morning Sun removes all non-lethal damage the targets have taken (damage from environmental conditions, starvation, thirst and any other similar effects). It also removes fatigue and exhaustion, 1d3 points of temporary ability damage, and it allows diseased characters a new Fortitude saving throw. It has no effect on curses, poisons or non-lethal damage from non-lethal attacks.
Material Component: A solution of water, powdered yellow sapphire and sunflower petals, which is consumed by the caster.
Rise of the Ruby Army [Epic]
Necromancy (Evil) [Netheril]
Spellcraft DC : 100
Components: V, S, M
Casting Time: 8 minutes
Range: 120 ft.
Area: 120-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: NoTo Develop: 900000 go, 18 days; 36000 XP. Seeds: Animate Dead (DC 23), Fortify (DC 17). Factors: additional 30 HD (+30), additional 20 HD controlled (+10), SR 25 (+10), +12 natural armor (+12), change from target to area (+10), change area to 20-ft.-radius (+2), multiply base area by 6 (+12). Mitigating Factors: skeletons (-12), additional 7 minute casting (-14), 10d6 backlash (-10)
This “fairly simple” spell (by Netherese standards) turns every corpse within the area of effect into a skeleton under the caster's command. This spell will create up to 50 HD of skeletons, which remain animated until they are destroyed (a destroyed skeleton cannot be animated again). The risen skeletons have SR 25 and a +12 bonus to natural armor. This is shown as a red resplendence that covers the animated bones and makes them look crystalline, which is the cause of this spell's name.
The identity of the creator of this spell remains unknown. The only existing record of this spell is safely guarded in Damian Naïlo's Hall of Knowledge, his private library in Excelsior Tower . Damian offered the spell to the Chosen of Mystra for its safekeeping. So far he has received no response.
Material Component: A red tourmaline shaped as a tear, worth at least 2000 gp, which is pulverized as the spell is cast and released on the area of effect.