Precious Conjuncts v0.91Changes from the 0.85 document:
Changed the first power of cosmic rose quartz (weapon half).
Too many gems granted the ability to doff armor as an action. Beryls keep this. Corundum have it replaced with a power to grant magical pliability that doesn't hinder swimming or sleeping. Quartz simply have it removed, with their lesser gems granting AC.
Reworded some GM notes.
The armor powers on the beryl were generally very poor. I changed the "good" save (Wis/Dex/Con) to be added right away, starting with rare, and made it so that low d12 rolls can add to the saving throws in question. By not being static values, it doesn't stack and bust bounded accuracy for the good saves, while still being able to actually turn a hard save into a success rarely, something a d20 struggles to do alone.
The Defensive Green Jasper's armor ability for saving throws was increased. This is a unique power and hard to figure out what it should be, but I think it's more correct now.
I now think that all the rare Kenda gems, when put in armor, are pretty close to each other, and this was the last rarity with huge differences.
Fixed a typo on Invincible Lustrate Star (just a missing dash) and changed Transcendent Lustrate Star as follows:
- When "Variability", the star's main power, comes up, the second roll is no longer optional. This is a nerf, because the reroll has a 1/12 chance of causing the spell to fizzle. My belief is that a player would not choose to roll this whenever it mattered, defeating the point of the star, and that the correct decision could take awhile to come to, adding analysis to a really complex encounter (the star is legendary, so it will probably not be around until high level).
-Moved "Variability" from 5 to 6, and increased its chance of triggering two table entries from 1/2 to 7/12, a mild buff.
-Added a lesser Healstar to 6, a solid buff from nothing and sometimes an important choice should Variability proc.
-Removed Mana Retention (the ability to regain a lesser spell slot; basically a weaker version of Clearcast) and replaced it with Sudden Heighten. When choosing with Variability Mana Retention was truly useless (you'd pick clearcast if you wanted that effect), and having Sudden Heighten as an option ups the power of Variability.
I believe that this all makes this gem more desirable, but because it still causes 1/144 spells to fizzle AND it's legendary I suspect it won't have a lot of likes and subscribes.
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The document reflects two things that aren't true in this game. They are documented here, as Nylsanna 1 specific rules:
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