Talk:Jewel/Gem Creation (3.5e Spell)

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Ratings[edit]

RatedLike.png Luigifan18 likes this article and rated it 3 of 4.
Well, this certainly explains how spells with expensive material components can be cast without completely depriving the world of gemstones.

Mechanical Inconsistencies

I think you need to run over this spell again and make sure everything is the way it's supposed to be. For example, the Duration is shown as Concentration, but the text says it's 24 hours. What's going on here? Surgo (talk) 07:40, 10 April 2013 (UTC)

I think I can parse it (duration 24 hours, and casting time increases to get a superior effect, but that's not concentration). Of course, I think this has other problems: it's a spell which gives increased free money, sorta. There's only two purposes I can see out of this, scamming the hell out of an NPC (same as the "cast mount, sell, flee town before horse vanishes trick") or material components, the latter which I am not sure is a good idea. It's a 7th level spell for, effectively, Ignore Material Components. Which for some spells is supposed to be expensive. And I'm not sure how I feel about that. -- Eiji-kun (talk) 07:47, 10 April 2013 (UTC)

explanation[edit]

24 hours if "NOT" used or in possession of the caster. the "spell duration" is the time that the caster can CREATE or UPGRADE a gem x hour as long as the caster maintains concentration. the gems last forever as long as they are still in "possession" of the caster or are used for a purpose (soul trapped within). this spell was specifically made for creating spell components, initially only for "trap the soul".

as for the potential of selling the gems. the DC was made to be low enough, if you were to attempt selling it for its gp value, you would be caught generally. remember that vendors have appraise and sense motive too and most interested in a gem will have some spellcraft.

to my knowledge stores are: your neighborhood mini-mart (maybe 20gp/value in the entire store), specialty stores ran by different professions or crafts (150-1,000gp/value), weapon stores would/should have 1d12 guards (1,000-10,000 gp/value) and finally the Magic Quality Shops which SHOULD have 1d10+10 guards at ALL times (100,000-1,000,000gp/value). the closest you would find to a "mall" is a bazaar which will have security protecting the more expensive products (maybe an 20gp item)

when players are looking around the dnd books the prices assume you're in the right shop and they have the product you want 'on-hand'. I/my DM usually make players wait if they "order or custom design" an item that the store doesn't have(displayed). fact 'should be' said most shops don't/won't keep any expensive item on-hand or displayed unless they have a means of PROTECTING them to prevent bandits or thieves. so learning that a shop has X expensive item should take a diplomacy/knowledge check.

so player makes mass 1000gp stones (1 hour each)... dc check is 1, blind vendor realizes instantly and tells you to get the hell out of his store.

find rare store (search or knowledge check 15+), any store that's got 24,000gp to buy rare gems is going to have an appraise check of 20+, cross your fingers & toes.
so between trying to sell a 36,000+gp stone to prevent vendors from making the check and not earn "attention" from the local thugs, pickpockets or guilds the value is NOT going to be worth the search to make a one-time sale, unless you sell it for a massive discount which will cause suspicion and thus an entire supply of different problems.

in the end, this spell is almost only useful for its component use. unless you want to change it for house-rules or pray to get VERY damn lucky. sorry about the long response.Snafusam (talk) 04:22, 29 April 2013 (UTC)