TEXT: Gemancy is not a word spellcasters like. Arrogant 
  and aloof for the most part, mages especially prefer to 
  think of hedge magic as, at best, a craft, and their own 
  spellcasting as an art. Although druids and clerics of 
  Ertha merely smile when they hear the name (many 
  are actually practitioners), earth elementalists often get 
  downright angry at what they see as an infringement into 
  their sphere of study. Anyone who mistakenly refers to 
  the topic as geomancy in front of an earth elementalist 
  can guarantee a rude response.
  All spellcasters know that the threads of magic touch 
  every object in Rassilon. By cutting and polishing certain 
  gems exactly right, one can actually focus the threads of 
  magic to produce very minor magical effects.
  Earth elementalists, druids, and Ertha’s clergy, as well 
  as Arcanologists, have studied the phenomenon of ge-
  mancy for centuries, yet no definitive answers on how 
  this works have been unveiled. Gemancers, those who 
  practice gemancy, believe gemstones contain something 
  called sympathetic magic. That is, each stone resonates 
  with a certain magical harmonic.
  In essence, the gemstone holds the magical vibration 
  made by tugging on certain threads of magic. By steeping 
  a gem in acids and alkalis, heating and cooling, and cut-
  ting and polishing in very exacting manners, this sound, 
  and its resulting sympathetic magic, can be brought back 
  into the world. It is important to note that gemancers 
  rarely believe they have created a magic item—in their 
  eyes, all they have done is unleashed existing magic.
  If the harmonic storage theory is correct, and if the 
  secret of how this works could be discovered, it might 
  perhaps open the way for spellcasters to create true 
  relics, such as magical swords and rings and wands of 
  power. That said, since the magic is contained in the gem 
  and not the jeweler, any mortal with a good eye, basic 
  knowledge of alchemy, and careful hand could in theory 
  work this craft. For the Convocation especially, having 
  the creation of relics in mundane hands is a double-
  edged sword and subject to much lively debate.
  Stones of the same type always produce the same ef-
  fect. Why this should be is unknown, but many mages 
  and clerics are now beginning to suspect that gems are 
  similar to plants and animals—each type shares com-
  mon properties which in turn affect the threads of magic 
  touching them. An onyx, for example, simply can never 
  contain the powers of another type of gemstone.
  Gems enchanted in through gemancy are referred to 
  as “awakened gems,” and register as relics to the touch. 
  Note that the Reliquary considers such gems as much 
  true relics as magical swords or wands, and thus actively 
  hunts them down when they learn of their existence.
  Incidentally, many clerics, and a few mages, are more 
  inclined to see gemstones as containing divine energy, 
  since each type of stone which has proven capable of 
  being enchanted is closely tied to one deity. Of all the 
  various types of gemstones known, only 24 have thus far 
  proven workable by gemancy, and these have long been 
  linked to the 24 major gods. As a result, mundane gems 
  of the appropriate variety are often worn by clerics as 
  part of their holy symbol or in jewelry.
  Creation
  Any hero with the Hedge Magic Edge (and deep pock-
  ets) can perform gemancy—an Arcane Background is not 
  required.
  Cost: Because of the absolute purity required of the 
  raw stone, the gem being cut and polished costs 500 gs. 
  No stone, no chance to awaken it. Regardless of how 
  many gems the hero has in his possession, he may try 
  only one roll per advance (see below).
  Due to the great time involved in creating these items, 
  awakened stones are very rarely found for sale in markets 
  or high street shops. Those for sale typically cost at least 
  5,000 gs and are usually looted from tombs.
  Time: Steeping, warming, cooling, cutting, and pol-
  ishing a gem to the perfection required to awaken it 
  takes many long hours, with nothing the hedge mage can 
  do to speed up the process. Patience is the gemancer’s 
  watchword. Hence, the hero may make only one roll per 
  advance (see below).
  Use: Unlike herbal brews and alchemical potions, 
  gemstones require the user to attune. This also makes it 
  extremely easy to find an enchanted stone among mun-
  dane ones. Simply carrying an attuned enchanted gem 
  grants the bonus. If it is not carried, no bonus is gained. 
  Only one person at a time can benefit from a gem.
  Stacking: A hero can only benefit from one stone of 
  the same type at any one time. Carrying two ragestones 
  still only grants +1 to Intimidation rolls, for instance. 
  The bonuses stack with similar modifiers from Edges, 
  spell, or other relics.
  Creation: When the hero first takes the Hedge Magic 
  Edge and each time he advances thereafter, he may try to 
  awaken a gem in his possession (see below) by making 
  a Knowledge (Alchemy) roll at –4. This doesn’t use his 
  advancement—it’s a free benefit.
  A hero may delay making the roll to gain bonuses. For 
  each advance he deliberately misses making a Knowledge 
  (Alchemy) roll, he gains a +1 bonus to his Knowledge (Al-
  chemy) roll when he finally decides to try and awaken a 
  gem. This is a result of him spending more time and care 
  GemanCy
  optional rules
  
  
  on his work. There is no limit on this bonus. Whether he 
  succeeds or fails, any bonuses are lost after the creation 
  roll is made and must be accrued afresh.
  A hero who is delaying his roll must retain the same 
  gem from the moment he starts delaying, otherwise his 
  bonus his lost. For example, a hero acquires an alestone 
  and begins the process, eventually earning a +2 bonus 
  to his roll. He then loses the gem. If he acquires a new 
  alestone, he must begin the process from the beginning. 
  Likewise, a hero cannot delay two rolls, then go buy the 
  gem he wants to awaken, and claim the bonus.
  Once a hero awakens a gem, it can never be enhanced, 
  augmented, or improve. If you don’t roll a raise, for in-
  stance, you can never activate a gem’s true power.
  If the GM introduces this rule after the start of a cam-
  paign, he may retroactively allow hedge mages to begin 
  working on enchanting a gemstone. However, they must 
  hand over 500 gs for each backdated gemstone.
  Creation results
  Raise: The creator has touched the true power of the 
  gem. In addition to the sympathetic benefit, the possess-
  or can also use the signature spell of the associated deity, 
  using his Spirit as his arcane skill die. If the deity has 
  two signature spells (as Tiw does), the hedge mage must 
  pick one. This cannot be changed later. However, unlike 
  divine magic, this spell is subject to the Siphoning. 
  Success: The hero awakens the stone, gaining the 
  sympathetic ability it contains. See the table below for 
  details.
  Failure: A failure imparts no magic, but the gem can 
  be reused in future attempts. However, any bonuses 
  gained so far from delaying are lost.
  Critical Failure: With a critical failure, the gem is 
  ruined and can never be used for gemancy again. It can 
  be sold for half its cost as a mundane, flawed stone.
  sympatHetiC powers
  The table below lists each gem’s common name, its color, the associated deity, and the sympathetic bonus.
  Stone	
  Color	
  Deity	
  Bonus
  Alestone* 
  Purple to lavender 
  Vali 
  +1 to Vigor rolls to resist poison, disease, drunkenness, and addiction 
  (such as the Major Habit Hindrance)
  Beaststone 
  Lilac-red 
  Eostre 
  +1 to Riding rolls; +1 to Healing rolls (magical or mundane) with ani-
  mals and plants
  Bloodstone 
  Dark green with red 
  Eira 
  +1 to natural Healing rolls. The gem must be worn for the entire half 
  week in order for the user to benefit.
  Calmstone 
  Vibrant red 
  Hothar 
  +1 to resist Tests of Will
  Earthstone 
  Brown or gold 
  Ertha 
  +1 to Climbing & Survival rolls underground
  Fatestone 
  Bright red 
  The Norns 
  +1 benny per session. Can only be used for rerolls.
  Hearthstone 
  Deep gold 
  Kenaz 
  +1 to Vigor rolls to resist cold weather. The stone must be carried the 
  entire period before a Vigor roll is required. Thus, if your winter pro-
  tection requires you to make a Vigor roll every four hours, then you 
  have to carry the stone for those four hours to benefit.
  Heartstone 
  Deep blue with gold 
  Hela 
  +1 to Guts rolls and reduces rolls on the Fear Table by one
  Huntstone 
  Green 
  Ullr 
  +1 to Tracking rolls
  Icestone 
  Pale blue to glacial blue 
  Thrym 
  Reduces Vigor penalties to resist blizzards, freezing rain, icicle rain, and 
  leech snow by one (to a minimum of zero), and grants +1 to resist the 
  effects of the Hellfrost wind
  Luckstone 
  Green 
  Nauthiz 
  +1 to Gambling rolls
  Mindstone 
  Mottled pink to red 
  Hoenir 
  +1 to Common Knowledge rolls
  Mockstone 
  Pink 
  Unknowable One 
  +1 to Taunt rolls
  Moonstone 
  Milky-white 
  Maera 
  +1 to opposed rolls to resist arcane powers
  Nihtstone 
  Black, opaque 
  Niht 
  +1 to Stealth rolls
  Ragestone 
  Black 
  Dargar 
  +1 to Intimidation rolls
  Seastone 
  Light blue-green 
  Neorthe 
  +1 to Boating and Swimming rolls
  Shieldstone 
  Crimson to pale rose 
  Scaetha 
  +1 Toughness vs. supernatural evil foes
  Sightstone 
  Murky green 
  Rigr 
  +1 to Notice rolls
  Speechstone 
  White or colorless 
  Var 
  +1 to Streetwise rolls
  Sunstone 
  Pale orange 
  Sigel 
  Negates penalties for Dim lighting
  Walkstone 
  Apple green 
  Freo 
  +1 Pace
  Warstone 
  Turquoise 
  Tiw 
  +1 to recover from being Shaken
  Windstone 
  Blue 
  Thunor 
  Ignore first 20’ when calculating falling damage
  * Also known as healthstone, poxstone, and sickstone.
  © 2009 Triple Ace Games
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Gemancy.pdf