Usable by all classes. Emeralds are a type of precious gem. Emeralds are a rich green color. See also Generic Powers of Precious Gems.
Level 2. Burnout 20%. When this gem is activated, it emits a signal to all cold-based or cold-using creatures within 36". These creatures immediately move toward the gem to the best of their abilities. Intelligent cold creatures get a saving throw vs. mental to resist its influence. If an affected creature is prevented from moving toward the emerald, it gets an additional save each round it is so hindered. When a summoned creature reaches the user, it can be commanded to serve the user. A controlled creature serves until either it or the user dies, up to a maximum of 2 turns. If commanded to do something against its nature or obviously self-destructive, the creature gets another saving throw against the control. When its service ends, a summoned creature will attempt to return peacefully from whence it came, although it will react as usual if attacked. A cold creature that saves versus the emerald's control may decide to investigate anyway; such a creature is free to act according to its usual temperament if it encounters the user.
Level 2. Burnout 20%. This gem functions like an Emerald of Calling Cold Creatures with respect to summoning such creatures. However, any cold creature that reaches the user goes into a berserk rage, attacking the user until either it or the user dies, up to a maximum of 2 turns. At the end of this rage, any summoned cold creature is free to act as it wishes.
Level 1. Burnout 20%. This emerald enables the user to cast the mage spell Wizard Lock, in its Hard-to-Knock mode. The emerald acts as level 7 for level-vs-level battles.
Level 1. When worn or carried by a warm-blooded person or creature, this emerald reduces his body temperature to that of the surrounding air, without ill effects. This makes the user virtually invisible to infravision. If the air temperature is higher than the user's normal body temperature, the emerald has no effect. This gem has no burnout chance.
Level 2. Burnout 20%. The user of this emerald can cast Cool Object, as per the mage spell.
Level 2 S. Burnout 20%. When this emerald is activated, it enables the user to perform his scout abilities as a scout four levels higher than his true level. Each activation is good for 6 consecutive hours, and the gem must remain in the user's possession to be effective.
Level 1. Burnout 20%. Each use of this gem reveals to the user any hidden, invisible, or faded writing on a scroll or book. It also has a 5% chance per point of intelligence of the user of revealing the general nature of a magical book. Each activation of the emerald functions for only one book or scroll, and the effect lasts one day.
Level 2. This emerald appears to be a useful magical gem, but upon activating it the user is instantly frozen. If the user has resistance to cold or makes his physical saving throw, he is reduced to one-half his current hit points; otherwise, his hit points are reduced to zero.
Level 1 "F, C". This emerald can be implanted in a suit of chain or plate armor. The wearer of this armor is constantly affected by the clerical prayer Resist Cold.
Level 2 M. Burnout 20%. The possessor of this emerald can cast a 6D4 Snowball as per the mage spell.
Level 2 C. Burnout 10%. The user of this gem can see what occurred at a specific time up to 24 hours in the past. Past events are viewed at real speed and take the usual time to unfold. By looking through the gem, the user can see events he would have seen from his present location with his current vision. Each use of the gem lasts 1 hour and requires a burnout roll.
Level 2. Burnout 10%. The user of this emerald can cast Wizard Eye, as per the mage spell. He must look into the gem in order to see through the eye.
Last Modified on September 25,1995.
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