Description
A mysterious gem with great potential, crafted by the artisans of the Sunderguard. This jewel is designed to enhance a Cleric's abilities. Adventurers are limited to 3 different equipped jewel augmentations.
Restore allies and overwhelm enemies with empowered healing spells. Healing spells restore additional hit points and provide temporary hit points. Enemies nearby healed allies take Radiant damage.
Details
Allies healed by spells are surrounded by a Radiant Field of light in the shape of a sphere, increasing the effects of the healing spell cast on them and damaging nearby enemies, as determined by the Cleric casting the healing spell. At higher gem levels, the Radiant Field increases in size and damage and can persist for multiple rounds. If the Radiant Field persists after the spell is cast, it lasts until the start of the Cleric's next turn on the appropriate round. If a new Radiant Field is created by casting another healing spell, the damage from overlapping fields does not stack.
Any spell that restores hit points also provides temporary hit points. The amount of temporary hit points provided to a target equals half the hit points restored by the spell, rounded up. These temporary hit points overwrite any preexisting hit points the target may have, even if the new amount is less.
The amount of HP recovered for any given spell is increased based on the number of dice used by that spell. If using a higher level spell slot results in using more dice, then the bonus from this gem is also increased. If a healing spell restores a set number of hit points instead of using dice to determine the amount restored, then that number is unchanged, but the target still receives temporary hit points equal to half the HP restored and a Radiant Field is created that may damage enemies caught in its area of effect.
Upgrades
Upgrading this jewel primarily requires fire magicite. (1 magicite = 10 gems = 100 stones)
At level 1, targets healed restore 3 additional hit points per die used, and the Radiant Field (5 ft radius, 0 rounds) inflicts 1d6 Radiant damage.
level 2 : spells restore 6 additional HP / die; the Radiant Field (10 ft radius, 1 round) inflicts 2d6 Radiant damage - requires 1 fire magicite
level 3 : spells restore 9 additional HP / die; the Radiant Field (15 ft radius, 1 round) inflicts 3d6 Radiant damage - requires 2 fire magicite
level 4 : spells restore 12 additional HP / die; the Radiant Field (20 ft radius, 1 round) inflicts 4d6 Radiant damage - requires 3 fire magicite
level 5 : spells restore 15 additional HP / die; the Radiant Field (25 ft radius, 2 rounds) inflicts 5d8 Radiant damage - requires 5 fire magicite, 1 wind magicite, 1 water magicite
level 6 : spells restore 18 additional HP / die; the Radiant Field (30 ft radius, 2 rounds) inflicts 6d8 Radiant damage - requires 7 fire magicite, 1 wind magicite, 1 water magicite
level 7 : spells restore 21 additional HP / die; the Radiant Field (35 ft radius, 2 rounds) inflicts 7d8 Radiant damage - requires 9 fire magicite, 1 wind magicite, 1 water magicite
level 8 : spells restore 24 additional HP / die; the Radiant Field (40 ft radius, 2 rounds) inflicts 8d8 Radiant damage - requires 11 fire magicite, 1 wind magicite, 1 water magicite
level 9 : spells restore 27 additional HP / die; the Radiant Field (45 ft radius, 3 rounds) inflicts 9d10 Radiant damage - requires 15 fire magicite, 2 wind magicite, 2 water magicite
level 10 : spells restore 30 additional HP / die; the Radiant Field (50 ft radius, 3 rounds) inflicts 10d10 Radiant damage - requires 19 fire magicite, 2 wind magicite, 2 water magicite
level 11 : ???
"The Light guides my steps and illuminates my path. The Light flows through me, and by its grace I am made one with all that is sacred."
- Liadrin, Light Domain Cleric