Loregem (3.5e Equipment)

These tiny gems hold the formula for different effects, allowing the bearer to gain access to knowledge far beyond what they would normally have, and are especially prized by spontaneous casters. Each loregem holds a single spell (determined randomly for randomly found loregems) and once a character has carried a loregem on his person for at least 24 hours they may add the spell to their list of spells known, as long as the spell appears on their class's spell list and the gem is on their person. They may then cast the spell normally, as though they knew it, as long as they have the spell slots and caster level to do so.

The price, crafting specifics and aura of a loregem depend on the spell that it stores.


 * Psionics Variant

Psigems work exactly the same way as a normal loregem, but contain a psionic power rather than a spell. The power must still be on the character's class list of powers before being usable, and the character must have a base manifester level (before the use of anything similar to the Overchannel feat or a wilder's wild surge) to manifest the power from the psigem. Due to the versatility of powers, psigems cost four times the normal cost of an equal-level loregem.


 * Prerequisites: Craft Wondrous Item, must know the spell provided by the loregem
 * Cost to Create: 500gp, 40 XP, 1 day (1st); or 2,000gp, 160 XP, 4 days (2nd); or 4,500gp, 360 XP, 9 days (3rd); or 8,000gp, 640 XP, 16 days (4th); or 12,500gp, 1,000 XP, 25 days (5th); or 18,000gp, 1,440 XP, 36 days (6th); or 24,500gp, 1,960 XP, 49 days (7th); or 32,000gp, 2,560 XP, 64 days (8th); or 40,500gp, 3,240 XP, 81 days (9th)