Gemologist

The gemologist is a master of appraising, cutting and exploiting the magical properties of gems and precious stones. While some gemologists are content to spend their days in shops cutting gems and crafting fine jewellery and fantastic magical items, occasionally a gemologist decides to apply his talents to a life of adventuring.
Role: Rather than casting spells like wizards, sorcerers and clerics, gemologists use gems and stones to store and amplify magic. Gemologists are often expert appraisers and can improve the value of gems with gem-cutting, and can supply their allies with enchanted gems.
Alignment: Any.
Hit Die: d8 (d6+2).
Starting Wealth: 2d8 × 10 G (average 90 G). In addition, each character begins play with an outfit worth 10 G or less.

Class Skills

The gemologist's class skills are Appraise (Int), Bluff (Cha), Craft (any) (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
Max. Expert Skills: 4 + Int Modifier

Table: Gemologist

Incantings per Day
Level Base Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special 1st 2nd 3rd 4th 5th 6th
1st +0.5 +0 +0 +0.5 Craft gems and amulets, incant gems
and stones, refract 1d4
1
2nd +1.5 +0.5 +0.5 +1 Amulete gems and stones, discovery 2
3rd +2 +0.5 +0.5 +1.5 Gem cutting, refract 2d4 3
4th +3 +1 +1 +2 Discovery, superpotent gem components 3 1
5th +3.5 +1 +1 +2.5 Master jeweller, refract 3d4 4 2
6th +4.5 +1.5 +1.5 +3 Discovery 4 3
7th +5 +1.5 +1.5 +3.5 Refract 4d4 4 3 1
8th +6/+1 +2 +2 +4 Discovery 4 4 2
9th +6.5/+1.5 +2 +2 +4.5 Refract 5d4 5 4 3
10th +7.5/+2.5 +2.5 +2.5 +5 Discovery 5 4 3 1
11th +8/+3 +2.5 +2.5 +5.5 Refract 6d4 5 4 4 2
12th +9/+4 +3 +3 +6 Discovery 5 5 4 3
13th +9.5/+4.5 +3 +3 +6.5 Refract 7d4 5 5 4 3 1
14th +10.5/+5.5/+0.5 +3.5 +3.5 +7 Discovery 5 5 4 4 2
15th +11/+6/+1 +3.5 +3.5 +7.5 Refract 8d4 5 5 5 4 3
16th +12/+7/+2 +4 +4 +8 Discovery 5 5 5 4 3 1
17th +12.5/+7.5/+2.5 +4 +4 +8.5 Refract 9d4 5 5 5 4 4 2
18th +13.5/+8.5/+3.5 +4.5 +4.5 +9 Discovery 5 5 5 5 4 3
19th +14/+9/+4 +4.5 +4.5 +9.5 Refract 10d4 5 5 5 5 5 4
20th +15/+10/+5 +5 +5 +10 Grand Discovery 5 5 5 5 5 5

Class Features

The following are Class Skills of the Gemologist:

Weapon and Armour Proficiency

Gemologists are proficient with all simple weapons. They are proficient with light armour, but not with shields.

Craft Gems and Amulets (Su)

Starting at 1st level, gemologists can create amulets, ioun stones and other gem or stone-like wondrous items as per the Craft Wondrous Item feat.

Incant Gems and Stones (Su)

Gemologists are not only masters of identifying and appraising gems, but also in imbuing gems with resonant magical energy in which they can store spell effects. In effect, a gemologist prepares their spells by storing the magical energy in an appropriate stone or gem, and then "casts" their spells by activating the effect. Storing a spell in a gem or stone in this manner is called incanting. When a gemologist incants a gem or stone they infuse it with a tiny fraction of their own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. In many ways, incanted gems behave like spells in gem form, and as such their effects can be dispelled by effects like dispel magic using the gemologist’s level as the caster level.
A gemologist create only a certain number of incanted gems of each level per day. Their base daily allotment of incantings is given on Table: Gemologist. In addition, they receive bonus incantings per day if they have a high Wisdom score, in the same way a cleric receives bonus spells per day. When a gemologist incants a gem or stone, they infuse it with magic siphoned from their own magical aura. Thus an incanted gem or stone is attuned to the gemologist's aura and can only be triggered by the gemologist who incanted it—a gemologist cannot normally pass out their incanted gems for allies to trigger (but see the “reattune” discovery below). An incanted gem or stone retains its power for 1 day before becoming inert, so a gemologist must reincant their gems and stones every day. Incanting a gem or stone takes 1 minute of work per level of spell—most gemologists incant many stones and gems at the start of the day or just before going on an adventure, but it’s not uncommon for a gemologist to keep some (or even all) of their daily gems and stones unincanted so that he can prepare incantings in the field as needed.
Although the gemologist doesn’t actually cast spells, they do have a spell list that determines what incanted gems they can create. An gemologist can utilize spell-trigger items (like wands) if the spell appears on their spell list, but not spell-completion items (like scrolls) unless they use Use Magic Device to do so. An incanted gem is “cast” by activating it the same way spell-trigger items are—the effects of an incanting exactly duplicate the spell upon which it is based—in one of four ways. A gemologist only need hold a "self" spell incanted gem in their hand to trigger it. A "give" spell can also be triggered in this way, or it can be given to another creature at the moment of triggering, to make the other creature the target. "Give" spells with multiple targets must be incanted in multiple gems and handed out appropriately. In order to cast a "touch" spell, the gemologist only need tag the target creature or object at the moment of triggering. If the target is unwilling, this action provokes an attack of opportunity unless the gemologist has the Improved Unarmed Strike feat or similar ability. To cast a "display" spell from an incanted gem, the gemologist must hold the gem in front of themselves to trigger it. This action provokes an attack of opportunity if the gemologist is being threatened. The gemologist uses their gemologist level as the caster level to determine any effect based on caster level. Creating incanted gems does not consume the gem or stone in which the spell is stored. The same gem or stone can be reused the next day to create new incanted gems. If a spell normally has a costly material component, that component is expended during the incanting of that particular gem. If the incanted gem is not triggered that day, the same gem can be reincanted with the same spell the following morning without expending a new material component, otherwise the material component is lost. When incanted gems are made from spells that have focus requirements the gem or stone becomes the focus and an image of the focus appears inside the gem or on the surface of the stone until the spell is discharged. A gemologist can prepare an incanted gem of any spell they know. To learn or use a spell, an gemologist must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an gemologist’s spell is 10 + the spell level + the gemologist’s Wisdom modifier + 1/4 the gemologist's caster level. A gemologist may know any number of spells. They store their spells in a special tome called an incantation book. They must refer to this book whenever they prepare an incanted gem but not when they trigger it. A gemologist begins play with two 1st level spells of their choice, plus a number of additional spells equal to their Wisdom modifier. At each new gemologist level, they gain one new spell of any level that they can incant. A gemologist can also add spells to their book just like a wizard adds spells to their spellbook, using the same costs and time requirements. An gemologist can study a wizard’s spellbook to learn any gemologist spell that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from an incantation book. A gemologist does not need to decipher arcane writings before copying them.

Table: Gems required for spells by school and level

Spell level
School 1st 2nd 3rd 4th 5th 6th
Abjuration banded agate/sardonyx
carnelian/sard
yellow jasper
smoky quartz
red garnet
tourmaline
blue topaz
violet garnet
purple corundum
blue star sapphire
blue diamond
purple diamond
Conjuration azurite
moss agate
citrine
green jasper
star rose quartz
jade
brown-green garnet
brown spinel
aquamarine
bright green garnet
emerald
pink topaz
bright green emerald
green diamond
Divination blue quartz
sodalite
tigereye
clear quartz
moonstone
turquoise
chrysoberyl
chrome diopside
golden beryl
red beryl
catseye
blue sapphire
yellow star corundum
blue-white diamond
Enchantment hematite
malachite
chrysoprase
peridot
rose quartz
coral
pink pearl
green spinel
alexandrite
morganite
precious topaz
white opal
canary diamond
Evocation copal
rhodochrosite
red jasper amber
red spinel
heliodor
yellow topaz
ruby
yellow corundum
orange diamond
red diamond
Illusion lapis lazuli
eye agate
iolite
sunstone
golden pearl
silver pearl
blue spinel fire opal clear diamond
Necromancy obsidian onyx
zircon
jet
black star diopside
black pearl black star sapphire
black opal
black diamond
brown diamond
Transmutation freshwater pearl
marcasite
aventurine
bloodstone
amethyst
white pearl
violane purple star corundum
star ruby
red jacinth
pink diamond

Amulete Gems and Stones (Su)

Starting at 2nd level, gemologists can amulete gems and stones that grant a temporary enhancement bonus to a particular save, attack, or skill check to the holder of the gem, decided at the time the gem is amuleted by the gemologist. A gemologist can create a number of such amuleted gems equal to half their gemologist level rounded down per day, and the effect lasts 1hr/level, after which the amuleted stone returns to being an ordinary gem. The bonus is dependent on the type of gem used. Ornamental gems grant a +1 bonus, semiprecious gems grant a +2 bonus, rare gems grant a +3 bonus, precious gems grant a +4 bonus, and diamant gems grant a +5 bonus. Amuleting a gem or stone is a standard action that provokes an attack of opportunity.

Discovery (Su)

At 2nd level, and then again every 2 levels thereafter (up to 18th level), a gemologist makes an incredible gemological discovery. Unless otherwise noted, a gemologist cannot select an individual discovery more than once. Some discoveries can only be made if the gemologist has met certain prerequisites first, such as uncovering other discoveries. The DC of any saving throw called for by a discovery is equal to 10 + 3/4 the gemologist’s level + the gemologist’s Wisdom modifier.

Gem Cutting (Ex)

Starting at 3rd level, gemologists can increase the value of uncut gems and stones with a successful craft(gemcutting) check by 6% per level and of poorly cut gems or stones by 3% per level. Normally a successful craft(gemcutting) check only increases the value of an uncut gem by 10% and a poorly cut gem by 5%.
In addition, a gemologist adds half their gemologist level to appraise checks to appraise gems and stones.

Refract (Su)

In addition to incanting and amuleting gems, gemologists can use the magic focussing powers of gems to focus light and energy into rays to harm their enemies. A gemologist can refract a ray at an enemy a number of times each day equal to their gemologist level + Wisdom modifier.
Drawing the power within themself and the gem and focussing it into a ray requires a standard action that provokes an attack of opportunity. The rays have a close range (25 ft. + 5 ft./2 levels) and require a successful ranged touch attack, dealing 1d4 points of light damage + additional damage equal to the Gemologist's Wisdom modifier. The damage of a gemologist’s refraction increases by 1d4 points at every odd-numbered gemologist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Gemologists can learn new types of refractions as discoveries (see the Discovery ability) as they level up.

Superpotent Gem Components (Su)

Starting at 4th level, whenever a gemologist incants a gem or stone with a spell that requires a costly material component or a gem or gem dust, the gemologist may use a gem or gem dust costing half of what is normally required.

Master Jeweller (Ex)

Starting at 5th level, when making a craft (jewellery) check, a gemologist adds their Wisdom modifier to the check instead of their Intelligence modifier. They also may add half their gemologist level to the check if the piece of jewellery features gems of semiprecious stone value or higher.

Grand Discovery (Su)

At 20th level, the gemologist makes a grand discovery. They immediately learn two normal discoveries, but also learns a third grand discovery chosen from the list below, representing a truly astounding gemological breakthrough of significant import. For many gemologists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.


Discoveries

Only one discovery with the word "ray" in its name can be applied to a refraction at a time.

Table: Gemologist Discoveries
Discovery Prerequisites Benefits
Acid Ray - Deal acid damage with your refractions
Anarchic Ray Gemologist 8 Create refractions which deal chaotic divine damage, possibly staggering lawful creatures for 1 round if they fail a will save. Anarchic rays deal 1/2 damage vs. rational or social creatures and such targets are not affected by the staggering effect. Anarchic rays have no effect on chaotic-aligned creatures.
Axiomatic Ray Gemologist 8 Create refractions which deal lawful divine damage, possibly staggering chaotic creatures for 1 round if they fail a Will save. Axiomatic rays deal 1/2 damage vs. rational or social creatures and such targets are not affected by the staggering effect. Axiomatic rays have no effect on lawful-aligned creatures.
Blinding Ray Gemologist 8 Blind enemies with your rays if they fail a Will save.
Bling - You gain a +3 competence bonus on Bluff, Diplomacy, and Intimidate checks while wearing or handling gems.
Civic Ray Gemologist 8 Create refractions which deal social divine damage, possibly staggering chaotic creatures for 1 round if they fail a Will save. Civic rays deal 1/2 damage vs. lawful or rational creatures and such targets are not affected by the staggering effect. Civic rays have no effect on chaotic-aligned creatures.
Cognitive Boost - Create an amuletion that increases a mental score and decreases a physical score.
Collective Memory Cognitive boost discovery While under the effects of a cognitive boost amuletion, the gemologist adds half their class level on all Knowledge skill checks and may attempt all Knowledge skill checks untrained.
Combine Incantings Gemologist 8 Incant one gem with two spells. When the gem is triggered, both spells take effect. The encanting level for this gem is two levels higher than the highest level spell incanted.
Common Stone Amuletion - You can amulete common stones. While they give no bonus, they negate any magical penatly to a particular save, attack, or skill check.
Concussive Ray Gemologist 6 Deal sonic damage with your refractions
Confusing Ray Gemologist 8 Cause confusion with your refractions if your enemies fail a will save
Cursed Ray Gemologist 12 Deliver a curse with a refraction
Delay Spell - Delay the onset of a spell a number of rounds after you trigger it up to your Gemologist level
Democratic Ray Gemologist 8 Create refractions which deal social divine damage, possibly staggering lawful creatures for 1 round if they fail a Will save. Democratic rays deal 1/2 damage vs. chaotic or rational creatures and such targets are not affected by the staggering effect. Democratic rays have no effect on social-aligned creatures.
Dispelling Ray Gemologist 6 Dispell magic with your refractions
Dogmatic Ray Gemologist 8 Create refractions which deal lawful divine damage, possibly staggering rational creatures for 1 round if they fail a Will save. Dogmatic rays deal 1/2 damage vs. chaotic or social creatures and such targets are not affected by the staggering effect. Dogmatic rays have no effect on lawful-aligned creatures.
Eccentric Ray Gemologist 8 Create refractions which deal chaotic divine damage, possibly staggering social creatures for 1 round if they fail a Will save. Eccentric rays deal 1/2 damage vs. lawful or rational creatures and such targets are not affected by the staggering effect. Eccentric rays have no effect on chaotic-aligned creatures.
Elemental Amuletion - You can create an amuletion to gain you resistance to an energy type and a competence bonus on an associated skill check.
Extra Amuletion Gemologist 4 Amulete 1 more time per day. You can take this discovery multiple times.
Extra Refractions - Refract 2 more times per day. You can take this discovery multiple times.
Heat Ray - Deal fire damage with your refractions
Force Ray Gemologist 8 deal force damage with your refractions
Formulaic Ray Gemologist 8 Create refractions which deal rational divine damage, possibly staggering chaotic creatures for 1 round if they fail a Will save. Formulaic rays deal 1/2 damage vs. lawful or social creatures and such targets are not affected by the staggering effect. Formulaic rays have no effect on rational-aligned creatures.
Frost Ray - Deal cold damage with your refractions
Give Self - Incant self spells as give spells.
Grand Cognitive Boost Gemologist 14, greater cognitive boost discovery Create an amuletion that increases all mental scores and decreases all physical scores.
Grand Physical Boost Gemologist 14, greater physical boost discovery Create an amuletion that increases all physical scores and decreases all mental scores.
Greater Cognitive Boost Gemologist 10, cognitive boost discovery Create an amuletion that increases two mental scores and decreases two physical scores.
Greater Physical Boost Gemologist 10, physical boost discovery Create an amuletion that increases two physical scores and decreases two mental scores.
Healing Ray - heal damage with your refraction instead of dealing damage.
Holy Ray Gemologist 8 Deal good divine damage with your refractions. Evil creatures that take damage from a holy ray must make a Fort save or be staggered on their next turn. Against a neutral creature, a Holy ray deals half damage, and the target is not affected by the ray's staggering effect. A holy ray has no effect against good-aligned creatures.
Hysteric Ray Gemologist 8 Create refractions which deal social divine damage, possibly staggering rational creatures for 1 round if they fail a Will save. Hysteric rays deal 1/2 damage vs. chaotic or lawful creatures and such targets are not affected by the staggering effect. Hysteric rays have no effect on social-aligned creatures.
Improved Superpotent Gem Components Gemologist 8 Whenever a gemologist incants a gem or stone with a spell that requires a costly material component or a gem or gem dust, the gemologist may use a gem or gem dust costing one tenth of what is normally required.
Intuitive Divination Gemologist 4, Cognitive Boost discovery If you cast a spell of the divination school from an incanted gem while under the effect of a cognitive boost amuletion, your effective CL for casting that divination spell increases by +2. In addition, while under the effect of a cognitive boost amuletion, you may use augury once as a spell-like ability (caster level equal to your gemologist level). At 10th level, you can use divination instead.
Linear Refractions Gemologist 4 Instead of a ray, your refractions effect all creatures in a 20 ft. line who fail a reflex save. The line increases by 5 feet each level past gemologist 4 (5 feet per gemologist level).
Lingering Spirit Gemologist 4 You can take more damage before being killed; add the number of incanted spells you currently have not yet cast to your Constitution score for the purpose of determining how many hit points you can lose below 0 before dying.
Long Refractions - Your refractions have medium range (100 ft. + 10 ft./level). If you have the linear refractions discovery, add 20 ft. to the line. If you have the Wide Refractions discovery, add 10 ft. to the cone.
Madness Ray Gemologist 12 Deal Wisdom damage with your refractions
Manic Ray Gemologist 8 Create refractions which deal chaotic divine damage, possibly staggering rational creatures for 1 round if they fail a Will save. Manic rays deal 1/2 damage vs. lawful or social creatures and such targets are not affected by the staggering effect. Manic rays have no effect on chaotic-aligned creatures.
Material Mastery - By expending an incanting of the same school and level as a spell prerequisite when crafting a magic item, you take only a –2 penalty for ignoring that requirement, instead of –5.
Neutralising Ray - When the gemologist reflects a ray, he can choose to give it the potential to end certain ongoing effects instead of dealing damage.
Noocratic Ray Gemologist 8 Create refractions which deal rational divine damage, possibly staggering lawful creatures for 1 round if they fail a Will save. Noocratic rays deal 1/2 damage vs. chaotic or social creatures and such targets are not affected by the staggering effect. Noocratic rays have no effect on rational-aligned creatures.
Physical Boost - Create an amuletion that increases a physical score and decreases a mental score.
Profane Ray Gemologist 8 You can have your refraction deal evil profane damage. Good creatures that take damage from a profane ray must make a Fort save or be staggered on their next turn. Against a neutral creature, a profane ray deals half damage, and the target is not affected by the ray's staggering effect. A profane ray has no effect against evil-aligned creatures.
Reattune - Reattune your incanted gems to another's aura, so that that creature can trigger them.
Remote Trigger Gemologist 4 Trigger your incanted gems from a close range distance.
Shock Ray - deal electricity damage with your refractions
Stoic Ray Gemologist 8 Create refractions which deal lawful divine damage, possibly staggering social creatures for 1 round if they fail a Will save. Stoic rays deal 1/2 damage vs. chaotic or rational creatures and such targets are not affected by the staggering effect. Stoic rays have no effect on lawful-aligned creatures.
Sundering Ray Gemologist 8 Sunder objects with your refractions as a sunder offensive combat maneuver using your Wisdom modifier instead of your Strength modifier.
Sunlight Ray Gemologist 10 Create a bright sunlight effect with your refraction
Systematic Ray Gemologist 8 Create refractions which deal rational divine damage, possibly staggering social creatures for 1 round if they fail a Will save. Systematic rays deal 1/2 damage vs. chaotic or lawful creatures and such targets are not affected by the staggering effect. Systematic rays have no effect on rational-aligned creatures.
Toss - The gemologist can toss a gem incanted with a give spell to another creature.
Wide Refractions Linear refractions discovery Instead of a ray or line, your refractions effect all creatures in a 15 ft. cone who fail a reflex save. The cone increases by 5 feet every two levels past gemologist 6 (5 feet per two gemologist levels).
Table: Gemologist Grand Discoveries
Grand Discovery Prerequisites Benefits
Awakened Wisdom Grand discovery Gain 2 points of Wisdom

Gemologist Spell List

1st-Level Gemologist Spells
Spell Name Delivery Description
Abjuration
Abjuring Step Self You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Endure Elements Give Exist comfortably in hot or cold regions.
Entropic Shield Self Ranged attacks against you have 20% miss chance.
Line in the Sand Display Increase your attacks of opportunity per round.
Protection from Chaos/Evil/Good/Law/Reason/Society Give +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear Display Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Sickness Touch Suppress disease, nausea, and the sickened condition.
Rite of Bodily Purity Self You energize your body’s immune system, improving your ability to resist toxins and ailments.
Rite of Centered Mind Self You heighten your awareness of your own thoughts, allowing you to more easily resist outside influences.
Sanctuary Self Opponents can’t attack you, and you can’t attack.
Shield Self Invisible disc gives +4 to AC, blocks magic missiles.
Shield of Faith Give Aura grants +2 or higher deflection bonus.
Stunning Barrier Self Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Conjuration
Cure Light Wounds Touch Cures 1d8 damage + 1/level (max +5).
Mage Armour Give Gives subject +4 armor bonus.
Divination
Anticipate Peril Give Target gains a bonus on one initiative check.
Detect Charm Display Detect strength and location of charms, compulsions, and possession auras on creatures in the area.
Detect Thoughts Display Allows “listening” to surface thoughts.
Diagnose Disease Display Detect and identify diseases.
Heightened Awareness Self Your recall and ability to process information improve.
Identify Display Gives +10 bonus to identify magic items.
Karmic Blessing Give The target treats one skill of your choice as a class skill.
Know the Enemy Self Gain +10 on a monster Knowledge check.
Mindlink Touch You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and isn’t language-dependent.
See Alignment Display Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
True Strike Self +20 on your next attack roll.
Enchantment
Bungle Give Target takes a -20 penalty on its next attack roll or check.
Charm Person Display Makes one person your friend.
Compel Hostility Self Compels opponents to attack you instead of your allies.
Fairness Display Prevent creatures from cheating while trading.
Hermean Potential Give You gift the target with the ability to perfect its actions via mental clarity.
Hypnotism Display Fascinates 2d4 HD of creatures.
Keep Watch You are treated as having a night’s rest even while staying awake
Unbreakable Heart Give Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.
Evocation
Burning Hands Display 1d4/level fire damage (max 5d4).
Divine Favour Self You gain +1 per three levels on attack and damage rolls.
Flare Burst Display As flare, but affects all creatures in 10 ft.
Magic Missile Display 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illusion
Blurred Movement Self As blur, but only while you are moving.
Colour Spray Display Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self Self Changes your appearance.
Illusion of Calm Self You appear to be standing still, even when you take some actions.
Silent Image Display Creates minor illusion of your design.
Vanish Self As invisibility for 1 round/level (5 max).
Necromancy
Doom Give One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Inflict Light Wounds Touch Touch deals 1d8 damage +1/level (max +5).
Ray of Enfeeblement Display Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening Display Ray makes the subject sickened.
Transmutation
Ant Haul Give Triples carrying capacity of a creature.
Bomber's Eye Self Increases thrown weapon range; +1 attack.
Burst of Adrenaline Self Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.
Burst of Insight Self Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.
Crafter's Curse Give Subject takes –5 on Craft skill checks.
Crafter's Fortune Give Subject gains +5 on next Craft check.
Enlarge Person Give Humanoid creature doubles in size.
Expeditious Retreat Self Your base speed increases by 30 ft.
Feather Fall Give Objects or creatures fall slowly.
Feather Step Give Ignore movement penalty in difficult terrain.
Jump Give Subject gets bonus on Acrobatics checks.
Keen Senses Give Gain +2 Perception and low-light vision.
Liberating Command Display Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Linebreaker Self Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun.
Long Arm Self Your arms lengthen, giving you extra reach.
Longshot Self Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Mirror Strike Self You may strike multiple opponents with a single attack.
Monkey Fish Self Gain a climb speed and a swim speed of 10 ft. for a time.
Negate Aroma Give Subject cannot be tracked by scent.
Polypurpose Panacea Self Gain a relaxing or entertaining effect.
Recharge Innate Magic Self Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Reduce Person Give Humanoid creature halves in size.
Stone Fist Self Your unarmed strikes are lethal.
Touch of Gracelessness Give Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
2nd-Level Gemologist Spells
Spell Name Delivery Description
Abjuration
Abeyance Give You suppress the effects of a curse on a creature.
Endure Elements, Communal Give As endure elements, but you may divide the duration among creatures touched.
Enshroud Thoughts Self You are warded against the mental prying of others.
Grace Self Movement doesn’t provoke attacks of opportunity.
Protection from Arrows Give Subject gains DR 10/magic against ranged attacks.
Protection from Chaos/Evil/Good/Law/Reason/Society, Communal Give As protection from chaos/evil/good/law/reason/society, but you may divide the duration among creatures.
Protection from Outsiders Give This spell wards a creature from attacks by outsiders with a specific racial subtype, from mental control exerted by creatures of the chosen subtype, and from summoned creatures of that subtype.
Resist Energy Give Ignores first 10 (or more) points of damage per attack from specified energy type.
Shield of Fortification Give You create a magical barrier that protects a target’s vital areas.
Shield Other Give This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you.
Suppress Charms and Compulsions Display You can grant a bonus to saving throws against charms and compulsions or suppress an existing, in-effect charm or compulsion.
Surmount Affliction Self Temporarily suppress one condition.
Undetectable Alignment Give Conceals the alignment of an object or a creature from all forms of divination.
Conjuration
Blessing of Courage and Life Give +2 on saves vs. fear and death.
Cure Moderate Wounds Touch Cures 2d8 damage + 1/level (max +10).
Delay Disease Give Gain immunity to disease for 24h.
Delay Poison Give Stops poison from harming target for 1 hour/level.
Instant Armour Self You instantly wrap your body in a suit of armor made from opaque force for 1 min / level.
Remove Paralysis Display Frees creatures from paralysis or slow effect.
Restoration, Lesser Touch Dispels magical ability penalty or repairs 1d4 ability damage.
Divination
Anticipate Thoughts Self Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Augury Self Learns whether an action will be good or bad.
Build Trust Give Gain various bonuses when interacting with the target.
Comprehend Languages Self You understand all spoken and written languages.
Detect Desires Display Learn what creatures desire.
Detect Magic, Greater Display As detect magic, but learn more information.
Diminish Resistance Give Weaken a creature’s energy resistance.
Early Judgement Display Show creatures a glimpse of their judgement in the afterlife. This fascinates good, confuses neutral, and shakes evil creatures.
Find Traps Self Notice traps as a rogue does.
Focused Scrutiny Self Gain skill bonuses when interacting with the target.
Lay of the Land Self In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.
Mindshock Self You charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past.
See Invisibility Display Reveals invisible creatures or objects.
Sense Fear Display Perceive nearby creatures that are experiencing fear.
Sense Madness Display Determine mental disturbances in nearby creatures.
Share Memory Touch Share one memory with the target.
Status Give Monitors condition, position of allies.
Enchantment
Aid Give +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Animal Trance Display Fascinates 2d6 HD of animals.
Aphasia Give Prevent a target from understanding language.
Bestow Insight Give Target gain insight bonus on skill checks and is considered trained in that skill.
Bestow Weapon Proficiency Give Grants a creature proficiency in a single weapon for short period of time.
Calm Emotions Display Calms creatures, negating emotion effects.
Compassionate Ally Display Target is compelled to help injured ally.
Compulsive Liar Give Prevent target from speaking the truth.
Confess Give Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
Daze Monster Display Living creature of 6 HD or less loses its next action.
Daze, Mass Display
Delay Pain Give Ignore Pain for 1 hour/level.
Enthrall Display Captivates all within 100 ft. + 10 ft./level.
False Belief Give Temporarily plant a false memory.
Hidden Presence Give Prevent creatures from noticing your presence.
Qualm Display Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Shamefully Overdressed Give Force target to remove equipment.
Sleep Display Puts 4 HD of creatures into magical slumber.
Suggestion Display You influence the actions of the target creature by suggesting a course of activity.
Tactical Acumen Display You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Touch of Idiocy Touch Subject takes 1d6 penalty to Int, Wis, and Cha.
Zone of Truth Display Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies.
Evocation
Admonishing Ray Display You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage.
Blinding Ray Display Ranged touch attack that blinds and deals damage to light sensitive creatures, + 1 ray/four levels (max 3).
Burst of Radiance Display Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures.
Continual Flame Touch Makes a permanent, heatless light.
Defensive Shock Self Electricity damages your attackers.
Elemental Touch Self Gain energy damage touch attack.
Pain Strike Display Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level.
Scorching Ray Display Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Illusion
Blur Give Attacks miss subject 20% of the time.
Ghostly Disguise Self You look like a ghost of yourself.
Hypnotic Pattern Display Fascinates 2d4 + level HD of creatures.
Invisibility Self Subject is invisible for 1 min./level or until it attacks.
Mad Hallucination Display Target takes penalties to mental actions.
Placebo Effect Give The subject temporarily ceases to feel the ill effects of a single ongoing affliction or condition.
Necromancy
Blindness Display Makes subject blinded.
False Life Self Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch Touch Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict Moderate Wounds Touch Touch attack, 2d8 damage + 1/level (max +10).
Sands of Time Give Target temporarily ages.
Scare Display Frightens creatures of less than 6 HD.
Stricken Heart Touch Touch attack deals 2d6 damage and staggers target.
Unliving Rage Give As rage, except affecting only undead.
Transmutation
Acute Senses Give Subject gains bonus on Perception checks.
Adoration Self You gain a bonus on Diplomacy checks and performance combat checks.
Alter Self Self Assume form of a Small or Medium humanoid.
Animal Aspect Self You gain some of the beneficial qualities of an animal.
Barkskin Give Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Give Subject gains +4 to Con for 1 min./level.
Bull's Strength Give Subject gains +4 to Str for 1 min./level.
Cat's Grace Give Subject gains +4 to Dex for 1 min./level.
Certain Grip Give You gain a +4 competence bonus on Acrobatics and Climb checks and to CMC.
Darkvision Give See 60 ft. in total darkness.
Eagle's Splendour Give Subject gains +4 to Cha for 1 min./level.
Effortless Armour Self Armor you wear no longer slows your speed.
Endure Elements, Communal Give As endure elements, but you may divide the duration among creatures touched.
Extreme Flexibility Self Gain a bonus to AC, on Escape Artist checks, and when grappling.
Fox's Cunning Give Subject gains +4 to Int for 1 min./level.
Glide Self You take no falling damage, move 60 ft./round while falling.
Human Potential Give The target chooses one ability score and gains a +2 enhancement bonus to that ability score. The bonus confers the usual benefit to skills and abilities based on the ability enhanced, but does not affect bonus spells or skill ranks.
Imbue With Aura Give Target emulates your aura.
Ironskin Self You gain a +4 enhancement bonus to your existing natural armor bonus for 1 min / level.
Owl's Wisdom Give Subject gains +4 to Wis for 1 min./level.
Perceive Cues Self Your senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the spell, you receive a +5 competence bonus on Perception and Sense Motive checks.
Spider Climb Give Grants ability to walk on walls and ceilings.
Visualisation of the Body Self You focus your mind on one aspect of your body, aligning the energies within your body to enhance that element.
Visualisation of the Mind Self You enhance a single aspect of your mind, nurturing and empowering it.
3rd-Level Gemologist Spells
Spell Name Delivery Description
Abjuration
Ablative Sphere Self An immobile, crystalline, globe provides you with improved cover but does not block line of sight or line of effect.
Dream Shield Give You ward the target’s mind against intrusion and influence while she is unconscious.
Guardian Monument, Lesser Give An unattended, non-magical object you touch emanates a shimmering aura that protects humans in the area. Humans gain DR 2/magic while in the area. If the object is touched or moves the effect is suppressed but resumes if the object is put back or when no longer touched. If the touched object is a monument to human achievement, the area increases to a 60-foot radius.
Magic Circle against Chaos/Evil/Good/Law/Reason/Society Give As protection spells, but 10-ft. radius and 10 min./level.
Nondetection Give Hides subject from divination, scrying.
Protection from Arrows, Communal Give As protection from arrows, but you may divide the duration among creatures touched.
Protection from Energy Give Absorbs 12 points/level of damage from one kind of energy.
Quell Energy Display You reduce the target creature’s ability to tap into a single energy type (acid, cold, electricity, fire, or sonic) of your choice. This reduces damage of the selected type the creature deals with spells, spell-like abilities, and supernatural abilities by 10 points.
Remove Curse Touch Frees object or person from curse.
Resist Energy, Communal Give As resist energy, but you may divide the duration among creatures touched.
Stunning Barrier, Greater Self Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Tough Crowd Give You fortify your allies against attempts to control or mislead them.
Conjuration
Ablative Barrier Give Create invisible armour that converts lethal damage to nonlethal damage.
Ash Storm Display Hamper vision and movement.
Cure Serious Wounds Touch Cures 3d8 damage + 1/level (max +15).
Delay Poison, Communal Give As delay poison, but you may divide the duration among creatures touched.
Gloomblind Bolts Display Ranged touch attack that deals 4d6 negative energy, 1 bolt +1/four levels (max 3).
Life Shield Self You surround yourself with positive energy that damages undead opponents.
Remove Blindness/Deafness Touch Cures normal or magical blindness or deafness.
Remove Disease Touch Cures all diseases affecting subject.
Silver Darts Display Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Divination
Analyse Aura Display Study your target's aura to gain infomation about their condition and nature.
Arcane Sight Display Magical auras become visible to you.
Aura Sight Display Alignment auras become visible to you.
Clairaudience/Clairvoyance Self Hear or see at a distance for 1 min./level.
Discern Value Self You can quickly analyze the monetary value of objects and identify which are most valuable to an average trader.
Find Fault Self You instantly learn many of the target’s weaknesses.
Guiding Star Self Know approximate distance from where you cast this spell.
Perfect Placement Give Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle.
Pierce Disguise Self See through low-level magical disguises.
See Beyond Self You attune your mind and your sight to the hidden world of spirits.
Seek Thoughts Self Detects thinking creatures’ thoughts.
Share Language Give Subject understands chosen language.
Enchantment
Charm Monster Display Makes monster believe it is your ally.
Heroism Give Gives +2 bonus on attack rolls, saves, skill checks.
Mantle of Calm Self Neutralize the rage effects of those who have attacked you.
Nixie's Lure Display Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them.
Prayer Self Allies get +1 bonus on most rolls, enemies –1 penalty.
Rage Give Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Reckless Infatuation Display Target is compelled to stay near another.
Stage Fright Display You fill your targets with the sudden fear of failure. A creature that fails its saving throw takes a –4 penalty on ability checks, skill checks, and any checks that require concentration (such as casting a spell in difficult circumstances or operating a complex device).
Evocation
Archon's Aura Self Aura penalizes enemy attacks and AC.
Borrow Fortune Self Retry attack or check, but do worse on next two.
Consecrate Display Fills area with positive energy, weakening undead.
Contingent Action Give Set the condition for triggering a target’s readied standard, move, or swift action.
Daylight Touch 60-ft. radius of bright light.
Desecrate Display Fills area with negative energy, making undead stronger.
Diamond Spray Display A cone of tiny, sparkling slivers as hard and sharp as filed diamonds springs from your outstretched fingers at tremendous speed.
Elemental Aura Self Creates an aura of energy around you.
Firestream Display 2d6 points of fire damage in a 20-ft. line, that can change each round.
Force Punch Touch Target takes force damage and is pushed away.
Heatstroke Display As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
Invisibility Purge Self Dispels invisibility within 5 ft./level.
Lightning Bolt Display Electricity deals 1d6/level damage.
Motes of Dusk and Dawn Display When you cast this spell, you create up to four motes that shed light or darkness in a 20-foot-radius, increasing or decreasing the illumination level by up to two categories. You decide whether each individual mote sheds light or darkness when the spell is cast.
Mydriatic Spontaneity Display You overstimulate the target with alternating flashes of light and shadow within its eyes, causing its pupils to rapidly dilate and contract.
Searing Light Display Ray deals 1d8/two levels damage (more against undead).
Spotlight Display You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it.
Illusion
Agonising Rebuke Display Creatures who attack you suffer such mental anguish that they take nonlethal damage.
Displacement Give Attacks miss subject 50% of the time.
Invisibility Sphere Give Makes everyone within 10 ft. invisible.
Minor Dream Give As dream but messenger is you or a gnome, and the message cannot be longer than 20 words.
Mirage Display Create illusory terrain.
Phantasmal Affliction Give Convince a target that it contracted an affliction.
Vision of Hell Display Illusory hellscape makes creatures shaken.
Necromancy
Animate Dead, Lesser Touch Create one skeleton or zombie.
Bestow Curse Touch –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Catatonia Give
Curse Terrain, Lesser Touch Curse an area with three mild hazards.
Gentle Repose Touch Preserves one corpse.
Halt Undead Display Immobilizes undead for 1 round/level.
Inflict Serious Wounds Touch Touch attack, 3d8 damage + 1/level (max +15).
Purge Spirit Display
Ray of Exhaustion Display Ray makes subject exhausted.
Speak With Dead Give Corpse answers one question/two levels.
Vampiric Touch Touch Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Transmutation
Age Resistance, Lesser Self Ignore penalties from middle age.
//Blessing of the Mole Give 1 ally/level gains darkvision and a +2 Stealth bonus.
Bloodhound Self Enhances sense of smell and grants the caster the scent special ability.
Burrow Give Target gains a burrow speed of 15.
Burst of Speed Self You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Channel Vigour Self You gain either a +4 competence bonus on Knowledge, Perception checks and ranged attack rolls, or, you gain the benefits of the haste spell, or, you gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks, or, you gain a +6 competence bonus on Fortitude saving throws and Concentration checks.
Darkvision, Communal Give As darkvision, but you may divide the duration among creatures touched.
Disable Construct Touch Touch attack makes a construct helpless for 1 round/level.
Feather Step, Mass Give
Haste Give One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Meld Into Stone Self You and your gear merge with stone.
Prehensile Pilfer Self Use tail to make a dirty trick or steal combat maneuver as a swift action when making full-attack action.
Spider Climb, Communal Give As spider climb, but you may divide the duration among creatures touched.
4th-Level Gemologist Spells
Spell Name Delivery Description
Abjuration
Conjuration Foil Display Interfere with nearby teleportation effects.
Dimensional Anchor Display Bars extradimensional movement.
Enchantment Foil Self Trick opponents who try to cast enchantments on you.
Firewalker's Meditation Self You focus your mind on blocking out pain, allowing your body to endure punishments that would be otherwise unbearable.
Protection from Energy, Communal Give As protection from energy, but you may divide the duration among creatures touched.
Stoneskin Give Grants DR 10/adamantine.
Conjuration
Dimension Door Self Teleports you a short distance.
Divination
Arcane Eye Self Invisible floating eye moves 30 ft./round.
Detect Scrying Self Alerts you to magical eavesdropping.
Scrying Self Spies on subject from a distance. Special: The gem for this spell must be a catseye and also serves as the focus.
Tongues Give Speak and understand any language.
Voluminous Vocabulary Give Grant ability to speak, read, and write one or more languages for 8 hours.
Share Language, Communal Give As share language, but you may divide the duration among creatures touched.
Enchantment
Confusion Display Subjects behave oddly for 1 round/level.
Deep Slumber Display Puts 10 HD of creatures to sleep.
Evocation
Sheet Lightning Display Deal electricity damage and daze creatures in a 20-foot spread.
Wall of Split Illumination Display An immobile curtain of illumination springs into existence.
Illusion
Major Image Display As silent image, plus sound, smell and thermal effects.
Mindscape Door Display
Wall of Nausea Display Creatures that pass through the wall are nauseated and might fall prone.
Necromancy
Animate Dead Touch Creates undead skeletons and zombies.
Transmutation
Fly Give Subject flies at speed of 60 ft.
Slow Display One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Water Breathing Give Subjects can breathe underwater.
Water Walk Give Subject treads on water as if solid.
5th-Level Gemologist Spells
Spell Name Delivery Description
Abjuration
Globe of Invulnerability, Lesser Self Stops 1st- through 3rd-level spell effects.
Divination
Tongues, Communal Give As tongues, but you may divide the duration among creatures touched.
Transmutation
Age Resistance Self Ignore penalties from middle and old age.
6th-Level Gemologist Spells
Spell Name Delivery Description
Enchantment
Charm Monster, Mass Display
Transmutation
Age Resistance, Greater Self Ignore penalties from middle, old and venerable age.
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