Gem Glove

by Tilaurin BladeStorm

Feel free to use this resource as you wish, in fact I would appreciate notes on how you used it, what you modified, in what campaign, and how useful you thought it was. Of course I would request anyone asks permission before publishing this in any way.

Appear as a strange leather glove with a green gem in the back of the hand, this ultimate helm radiates an incredible amount of magic. When picked up or touched by any living creature of intelligence greater than 5 (or 3 if a PC), it will reshape it to be appropriate not only for their hand, but to fit itself to the hand they primarily use (It will be the hand touching it for an ambidextrous character). The glove automatically fits itself to appropriate size at this time also, and the gem enlarges/shrinks with it. When worn, it fits snugly and comfortably, and gives of a feeling of comfort to the wearer. Within 5 to 10 rounds, the persons hand is struck with a burning pain, and the glove slowly dissolves. The gem slowly burrows itself into the back of the wearers hand, taking about two rounds, and comes to rest halfway through. In this, it leaves an amount of itself exposed on either side of the persons hand. It causes no damage doing this.

Any attempt to stop the process fails, the offending person taking 2d8 damage from a small stroke of lightning from the gem. Dispel magic does naught to it, only making it glow brightly for about 20 seconds as it absorbs the damage. Even a wish spell does nothing, regardless of wording. PC's are free to waste wishes willy nilly if they wish, but the DM may give them hints to the fact that the gem is there to stay.

The gem moves appropriate bones and muscles within the persons hand while burrowing itself, and does not actually damage the hand. The pain is instead a sort of binding process, keeping the gem as a part of that person until death. The leather and other parts of the glove seem to dissolve into a smokey substance, which floats around in the air during the binding of the gem, and then seems to be sucked into the gem.

The gem has all the powers of an Ultimate Helm (permanent -1 to user's initiative, able to propel a ship or other object through spelljamming at will, possibly show the wielder visions of the spelljammer's location etc), and obviously cannot be removed until death. Upon death, it will fall out or can be removed. 2d4 hours later, it will re-grow the glove from the smokey substance. The gem does not interfere in any way with the persons normal hand activities, but is likely to attract thieves seeing it etc.

The helm has many powers, which should be revealed to a user slowly. Each should be used only when the wielder has the courage and strength of character, and need to call upon them (ie, a munchkin trying to meteor swarm an orc will be an abuse). Powers not needed will not fail (such as in the description above) but cause the gem to change to a disdainful color. The gem does not have an alignment as such, and will allow evil characters to perform evil deeds with it, its just that it reflects the usage and alignment of its wearer in his/her appearance. For example it will turn a dark, suitable color for an evil person (ie dark grey or burning red etc), while staying a nice color (ie light blue for a lawful good character, or emerald green for a neutral good). This color is the normal color of the gem, but it may change due to powers etc, or even the light shining upon it. The one major exception to the color thing is the gem will turn black with small speckling stars in it when the Spelljammer itself is nearby.

The gem has the following powers.

Healing: once per day, the wielder can heal another person who has taken any damage, no matter how severe, the only problem being that the user feels the pain of the wounds, and receives the HP of damage. Broken bones etc are not transferred (though they are healed), and the hit points return at a rate of 5% per round, but the character must have sleep within the next 4 hours or fall unconscious for 2 days. DM's should likely tell the wielder that they know not how long they can hold out after this healing, but just that they must rest.

Lightning Beam: in times of great need, the user can blast a great bolt of continuous lightning from his/her hand, usable to destroy a small area of wall/rock, throw someone, pick something up, or generally do anything a large hand could do. It appears as a long thin lightning bolt, with slight crackling from the persons hand, waving around a lot along the length of it, and ending in something like a lightning cage. A description could be crackles of lightning clawing around the target, with a few circles here and there holding on steadily. when it initially strikes it will deal 8d6 lightning damage, but after that its mainly pain-based (if the user is in a fit of rage). It could also be used to save someone from a falling death etc, without the damage, if needed. For a good idea of how the actual beam of lightning arcs around, try to remember the rays on the ghost buster's guns, and sort of how they enveloped a target, though this is just lightning and quite a lot more of it around the target.

Detection: The gem imparts detection of some things on the user, perhaps giving them a creepy feeling of something scratching at their hand when they are being scryed upon, or a sudden coldness when confronted with a shape-shifted, evil creature of some sort (DM's are suggested to be creative here, but logical, ie if a scratching is used once to show someone is scrying upon the PC, then this is what should happen next time the PC is scryed upon, and shouldn't happen at any other time). Maybe even a light tingling around intense magic, or someone normally shape shifted. In no way does the gem impart true seeing, however.

Starfury: Similar to the quest spell "Shooting stars", this is a last resort type effect, used when the lightning beam isn't enough, but instead the DM will have the targets of the four larger stars randomly determined (or possibly the largest Hit-Dice non-boss-like targets), and it will not do anything to non-enemies except knock them off their feet. Obviously, the stars will streak from the users hand, or more specifically, the gem. I believe DM's should use a time-slow-down cliche when doing this, as everyone turns to see the persons eyes go the color of the gem, and a silvery-blue spiral builds up in the air around the wielders hand. The stars would slowly trickle down these, and build up in the gem to be released with a loud crescendo of screaming noise. Being such a powerful effect, and so infrequently used, things such as this are highly suggested.

Spellturning: Again, not quite like the spell, but the same rough description, excepting that the spell reaches its target, but instead zips into their gem. The gem suddenly flashes with power, and shoots the spell back at the offending caster/item wielder. DM's may even use this on certain items, such as a necklace of missiles etc, having the missile attracted to the gem.

Meteor Swarm: Similar (again) to the existing spell, depending on the users needs, it can produce one to three of the large spheres, as the spell, in ether a V or a reversed V pattern. The damage is 20+3d10 for one sphere, 15+3d6 for sphere for two spheres, or 10+2d8 per sphere for three spheres.

Here, therefore, are the current powers, with rough role-playing descriptions.

Healing:
Emitting a blue glow around the casters hand, and silencing most activities outside the immediate area, for the target, healer, and anyone within 5'.
Lightning Beam:
Also blue, but an arc of lightning obviously.
Detection:
Not really colored, as it is more of a feeling etc.
Starfury:
Very silencing and attention drawing pre- explosion, stopping all activities within 100', as people just stop dead and stare at the awaiting the onslaught.
Spellturning:
Colored with some appropriate glow as the gem absorbs, holds, and sends out the magic again. The power of the spell when contained is such that it seems tangible around the persons hand, as though they are holding a colored ball of liquid nitrogen, giving off clouds of the appropriate color
Meteor Swarm:
Obviously the same as the Starfury, but pulling a great deal of red ash and dust from the air in a swirling pattern around the users hand, before expelling the meteors.