Prime

Passion Gems

By Thaddeus Howze
Sep. 1995

Since the dawn of time, man has been fascinated with gems, jewels and precious stones. Magi were not proof against such fascination and as a matter of course, use precious stones in the creation of Talismans and artifacts. One such set of stones were known as Passion Gems and were created by a puissant Enchanter, Divinor Mind-Seer.

It is said she created some of these jewels for her retainers and apprentices to better serve her. Others she created for her enemies, to better vex them. A few she created only for herself, to better wield her power more surgically, with less stress and effort. Starting when she was an apprentice, she made several sets of these jewels during her career. Other magi, seeing them and pleased with the results, attempted to emulate her success.

Divinor was often questioned about her placement of single emotional states within these gems and her response was to ensure that she could be able to counter their use if they should fall into the wrong hands. The other reason was they were easier to create if they did not have to run the entire emotional gamut. There are rumors she created stones with more than one emotion.

Stone Color Emotion Opposing
Ruby Red Anger Fear
Cats-eye Orange Apathy Desire
Citrine Yellow Fear Anger
Emerald Green Jealosy Temperance
Aquamarine/Sapphire Blue Hope Loss
Azurite Indigo Depression Inspiration
Amethyst Violet Disinterest Purpose
Diamond/Quartz White Kindness Thoughtlessness
Onyx Black Self Control Anarchy

Passion Gems: Hidden Gifts

These jewels were designed to be worn as close-fitting jewelry and would have the added benefit of having a coincidental effect that would be completely unnoticeable. They would have no effect on anyone other than the wearer. The effect will last as long as the jewel is worn.

A wearer may exert a Willpower point to resist the effects of a gem for 1 scene. These magical effects allow the wearers to resist other mind magic that may attempt to effect their altered state. Use the Arete rating in dice to roll for countermagic against changing their altered emotional state. Any normal condition that may cause a change in emotional state forces the device to attempt to reapply the magic.

This device recharges itself slowly and constantly, from a primal connection established during its creation. This device does not use quintessence in the normal sense. As a result, it may not reduce its difficulty to control emotions which are always at a difficulty of 6.

Example: A chamberlain with an Envy/Greed stone on a necklace is confronted with a chance to steal a coveted tome of Law. The Storyteller rolls 3 dice and if there are any successes, the chamberlain will attempt to, as quietly and as inconspicuously as possible, gain the tome. If the chamberlain is frightened by a HIT Mark that was hiding in the shadows, the Storyteller rolls again to see if the chamberlain would forget his envy and greed and run for his life.

Spheres used in creation: Mind 2, Prime 3

Background Information: Arete 3, Number of Effects 3, Continuous Recharge

Special requirements: None

  1. Emotion Control (Mind)
  2. Obscure Magical Nature (Mind)
  3. Quintessence Recharge (Prime)
  1. Single Emotion (-4)
  2. No Range for Effects (-1)
  • Level of Talisman — 3
  • Arete — 3
  • Quintessence: Continuous recharge — 3
  • 5 points in Spheres — 2
  • Limitations — -5

Passion Gems: Radiant Passions

These jewels have a radiant area that affects everyone in the scene, including the holder. Such an effect could be overcome if the mage had his own Mind magick or countermagical capabilities. It could also be overcome with a stone that had an opposing power. The stone's effects would only be active in the presence of the stone. Such a stone might be worn by a leader or warrior who needed his troops in a certain mindset, or to demoralize or terrify the enemy.

These jewels were made with Prime 4 so they never need to be energized in any way and could continuously output their emotion modifying magick in an area. They would simply work in the presence of the right circumstances or with the proper control phrase or gesture. It pleased Divinor to create several of these gems without any proper controls to see how they are used by enterprising magi.

Examples: Increase moral for warriors with the gem embedded in a sword pommel. Fear and cowardice with the gem hidden in the money pouch of an enemy leader. Apathy in the staff of a senator, placed in a piece of office sculpture.

Spheres used in creation: Mind 3, Prime 4

Background Information: Arete 4, Number of Effects 4, Continuous Recharge & Output

Special requirements: None (Command word or gestures possible)

  1. Emotion Control (Mind)
  2. Area Effect (more than one mind)
  3. Obscure Magical Nature (Mind)
  4. Quintessence Recharge (Prime)
  1. Single Emotion (-4)
  2. Continous Effects (-1)
  3. Uncontrolled Effect (-3)
  • Level of Talisman — 4
  • Arete — 4
  • Quintessence: Continuous recharge, Continuous output — 4
  • 7 points in Spheres — 3
  • Limitations — -8

Passions Gems: Chamberlain's Keys

With Mind 4 used in their creation, the possessor now has the option of causing the emotional state of the jewel in a target creature or creatures. This effect will last as long as the Passion Jewel remains in the presence of the targets. This effect will counter any other emotional state except for one directly opposing the power of the jewel. Given to desired retainers for controlling underlings or to special agents in his employ to sow dissent. With 2 successes the emotion created will last one scene. With 3 successes, a day against a difficulty of 6.

This device is usually bound to a ring, sword, pendant or broach.

Spheres used in creation: Mind 4, Prime 4

Background Information: Arete 4, Number of Effects 4, Continuous Recharge & Output

Special requirements: None (Command word or gestures possible)

  1. Emotion Control (Mind)
  2. Area Effect (more than one mind)
  3. Obscure Magical Nature (Mind)
  4. Quintessence Recharge (Prime)
  1. Single Emotion (-4)
  • Level of Talisman — 4
  • Arete — 4
  • Quintessence: Continuous recharge, Continuous output — 4
  • 8 points in Spheres — 4
  • Limitations — -4

Passion Gems: Sword of the Seneschal

These most powerful Passion Gems are found only in the hands of the most powerful and dangerous of magi and their servants. At Mind 5, the Passion Gems can completely overcome the will of the subject. With 2 successes the emotion created will last one scene. With 3 successes, a day. 4 successes, a week against a difficulty of 6.

This emotional state will overcome all other emotions and can only be reduced with the expenditure of a Willpower point to temporarily delay the effect for one scene. In the case of a single scene, it is just delayed, it will take effect next scene. In the Mind 5 jewel, there is a powerful flaw. If a subject, proves immune (no successes are made), the subject is completely immune to this jewel and can never be subject to its power again. No one is sure why this takes place and can only subscribe it to a flaw in the spell design.

This device is usually worn in a ring or crown. It can sometimes be found bound to a scepter or staff. Any device of rulership can be used as a base for this gem.

Spheres used in creation: Mind 5, Prime 5

Background Information: Arete 5, Number of Effects 5, Continuous Recharge & Output

Special requirements: Command word or gestures

  1. Emotion Control (Mind)
  2. Area Effect (more than one mind)
  3. Obscure Magical Nature (Mind)
  4. Quintessence Recharge (Prime 4)
  5. Usable by non-mages (Prime 5)
  1. Single Emotion (-4)
  2. Resistance Flaw (-2)
  • Level of Talisman — 5
  • Arete — 5
  • Quintessence: Continuous recharge, Continuous output, non-mage use — 5
  • 10 points in Spheres — 5
  • Limitations — -6

I wanted to experiment with a project that could show how something designed at differing power levels could allow for the same devices to be used very differently. Such is the case with these Passion Gems.

Addenda to Prime for Talismans

This is an addenda I created for self-powered Talismans and artifacts. I do not think they will unbalance the game unduly. I wrote these to be used with the Gems of Power. These effects are counted as powers for Prime for the creation of Talismans and artifacts.

Prime 1

Needed to hold any extra quintessence.

Prime 2

Limited uses with slow recharge — This device may recharge by a set standard time such as 6 hours, 24 hours or 1 month. This period can be set when the device is created. It usually means the power cannot be used after a set number of uses without allowing the device to recharge. As an example, a device may have a limited number of uses that once used, cannot be used again until the period has elapsed. This is a way of creating low-powered magic with a major limitation of charges.

Prime 3

Continuously powered magic — This device runs continuously with no need to recharge but it cannot get reduced difficulty rolls using the device's internal quintessence store. This device does not have an internal quintessence storage area. This will power any magic set up to run continuously. At least one success per scene is required. If the device achieves 3 successes it will run nonstop for one day. If the flow of the device is interrupted, it will attempt to restart its magic in the next scene or as soon as possible. The mage may still use his personal quintessence to reduce difficulty rolls.

Prime 4

Continuously output magic — This device is able to output a higher level of magick than level 3. This is required to perform magick that has an area effect or multiple targets capable of being affected. A conduit to the primal quintessence pool is opened and any active magick is able to be continuously run without use of quintessence. No reduced difficulty rolls are possible using device's quintessence since none is actually available to be used. The mage may still use personal quintessence to reduce difficulty rolls.

Prime 5

Completely self-powered and recharging — This is a self-powered artifact that is able to be wielded by non-magi. This device will recharge itself at a rate of 1 point of quintessence per day. This device will be able to hold a maximum of 25 quintessence points that are accessible by the wielder of the device. If the device has any continuous powers, magick or effects, they will run completely independently of any internal quintessence. This artifact will also be able to use its internal quintessence to reduce any difficulty rolls, but only in the hands of a magus. Non-magi cannot reduce their difficulties.