Crystal Clear Glamour: The Energetic Magic of Gemstones

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Gem glamor energy magic combines the use of gemstones and crystals with the practice of harnessing and manipulating energy. It is a form of magic that focuses on the inherent energies and properties of gemstones in order to achieve a desired outcome or goal. Gemstones and crystals are believed to have their own unique energies and vibrations that can be utilized for magical purposes. Each gemstone is associated with different properties and characteristics, such as healing, protection, love, abundance, and more. These energies can be harnessed and directed through various magical techniques to bring about positive changes in one's life. Gem glamor energy magic typically involves working with gemstones in different ways, such as wearing them as jewelry, creating gemstone grids, using them in rituals and spells, or simply meditating with them.


Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn t require concentration in this case; the spell lasts for its full duration. I d like to warn you that a few of these could wreck your campaign, due to doing stuff like having the nearest city razed to the ground, or having it deserted or conquered by Orcs or Undead.

D10000 wild magic table

Gem glamor energy magic typically involves working with gemstones in different ways, such as wearing them as jewelry, creating gemstone grids, using them in rituals and spells, or simply meditating with them. The practitioner may choose specific gemstones based on their intended purpose and the desired outcome. For example, if one is seeking love and romance, they may choose to work with rose quartz, known as the stone of unconditional love.

DND 5th Edition

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Source: Player's Handbook

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Wild Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You regain all expended sorcery points.

Gem glamoru energy magic

The magic practitioner will often cleanse and charge the gemstones before using them in their magical practice. Cleansing removes any negative or stagnant energies that may be present in the gemstone, while charging enhances and aligns its energy with the practitioner's intention. This can be done through various methods, such as smudging, placing the gemstones under moonlight or sunlight, or using other cleansing and charging techniques. Once the gemstones are ready, the practitioner can begin incorporating them into their magical practice. This may involve creating a gemstone grid, where the gemstones are arranged in a specific pattern or layout to amplify their energies and intentions. The practitioner may also use visualization techniques, where they mentally project their desired outcome onto the gemstone or crystal, infusing it with their intention and energy. Gem glamor energy magic can be used for a wide range of purposes, including healing, protection, manifesting abundance, attracting love and relationships, enhancing intuition and psychic abilities, and more. It is a versatile and accessible form of magic that can be practiced by anyone with an interest in working with gemstones and harnessing their energies for positive change..

Reviews for "The Radiant Energy of Gemstones: Delving into their Glamorous Properties"

1. Karen - 2/5 - I was really disappointed with "Gem Glamoru Energy Magic." I found the book to be incredibly dull and repetitive. The author seemed to go on and on about the same topic without providing any new or useful information. I was also hoping for more practical tips and techniques, but the book was filled with vague and abstract ideas that were hard to implement. Overall, I wouldn't recommend this book if you're looking for a practical guide on gem energy magic.
2. Mike - 1/5 - "Gem Glamoru Energy Magic" was a complete waste of time and money. The author's writing style was convoluted and hard to understand. The book was filled with esoteric and mystical ideas that felt more like myths than anything based in reality. The lack of scientific evidence and logical explanations made it difficult for me to take anything in the book seriously. I couldn't connect with the author's perspective and found the book to be a frustrating read. Save your money and look for a more grounded and practical book on the subject.
3. Sarah - 2/5 - I was initially intrigued by the concept of "Gem Glamoru Energy Magic," but unfortunately, the book fell flat for me. The author made grand claims about the power of gem energy but failed to provide substantial evidence or personal experiences to back them up. The book felt more like a collection of random thoughts and ideas rather than a cohesive guide. It lacked structure and organization, making it difficult to follow along. Overall, I was left feeling underwhelmed and unsatisfied with this book.

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