TEXT:  
   
   
  
   
  - 2 - 
   
  Preface 
  Socket Items & Gem Effects 
   
  This system is meant to add low level effects 
  and abilities to items, without, in theory, 
  overpowering them.  
   
  Although 
  not 
  needed, 
  the 
  Gemstone 
  Generator by Ennead Games is the perfect 
  companion product to this publication. 
   
  Note the term gem here is used to apply to 
  any gemstone, valuable material or even 
  precious metal that has an “inherent” ability, 
  but is designed mainly around gemstones. 
   
  Credits & Legal 
   
   
  Produced by 
  Ennead Games 
  www.enneadgames.com 
   
  Go here for free rpg resources, samples 
  and news about upcoming products 
   
  Twitter: @enneadgames 
   
  Page Background & Cover Outline 
  Publishers Choice Quality Stock art 
  ©Rick Hershey/Fat Goblin Games 
   
  Copyright 
  Ennead Games ©2013 
   
   
   
  Products available at: 
   Paizo 
  Drivethru 
  D20pfsrd 
   
   
   
   
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying 
  Game 
  from 
  Paizo 
  Publishing, 
  LLC. 
  Seehttp://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not 
  guarantee 
  compatibility, 
  and 
  does 
  not 
  endorse this product. 
  Pathfinder is a registered trademark of Paizo 
  Publishing, 
  LLC, 
  and 
  the 
  Pathfinder 
  Roleplaying 
  Game 
  and 
  the 
  Pathfinder 
  Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game 
  Compatibility 
  License. 
  See http://paizo.com/pathfinderRPG/compati
  bility for 
  more 
  information 
  on 
  the 
  compatibility license. 
   
  This product uses material from one or more 
  of the following: 
   
  Pathfinder® Roleplaying Game Core 
  Rulebook™ (PZO1110) 
   
  Pathfinder® 
  Roleplaying 
  Game: 
  GameMastery Guide™ (PZO1114) 
   
  Pathfinder® 
  Roleplaying 
  Game: 
  Ultimate Equipment™ (PZO1123) 
  
   
   
  - 3 - 
   
  Contents 
  Preface ........................................................- 2 - 
   
  Credits & Legal ............................................- 2 - 
   
  Introduction ................................................- 4 - 
   
  Adding sockets to items at creation .......- 4 - 
   
  Adding sockets to existing items .............- 4 - 
   
  Preparing gems .......................................- 4 - 
   
  Removing gems from socket ...................- 5 - 
   
  Existing Items ..........................................- 5 - 
   
  Sockets Limits ..........................................- 5 - 
   
  Non-Gemstone materials ........................- 5 - 
   
  Effects .........................................................- 6 - 
   
  Effect type ...............................................- 6 - 
   
  Effect strength ........................................- 6 - 
   
  Gem/Socket Locations ............................- 7 - 
   
  List of Effects ...........................................- 7 - 
  AC/Dodge ............................................- 7 - 
  Acid .....................................................- 7 - 
  Aquatic Actions ...................................- 7 - 
  Arrow ..................................................- 7 - 
  Cold .....................................................- 7 - 
  Critical .................................................- 7 - 
  Damage ...............................................- 8 - 
  Detection .............................................- 8 - 
  Electricity .............................................- 8 - 
  Energy Drain prevention .....................- 8 - 
  Fire ......................................................- 8 - 
  Grip/locked ......................................... - 8 - 
  Hardness ............................................. - 8 - 
  Healer .................................................. - 8 - 
  Hitting ................................................. - 8 - 
  Illumination ......................................... - 8 - 
  Incorporeal Resistance ........................ - 9 - 
  Knowledge/Inspiration ....................... - 9 - 
  Mental Attacks .................................... - 9 - 
  Nimbleness ......................................... - 9 - 
  Poison ................................................. - 9 - 
  Saving Throw ....................................... - 9 - 
  Sight .................................................... - 9 - 
  Silent Movement ................................ - 9 - 
  Slayer ................................................ - 10 - 
  Sleep Bonus ....................................... - 10 - 
  Social Interactions ............................. - 10 - 
  Sonic .................................................. - 10 - 
  Speed ................................................ - 10 - 
  Vampiric ............................................ - 10 - 
   
  Stacking effects ..................................... - 10 - 
   
  OPEN GAME LICENSE ......................... - 11 - 
   
   
   
  
   
  - 4 - 
   
  Introduction 
   
  The process of adding sockets to items so that 
  gems or other valuable items can be added is 
  not a new one.  A few races have used it as a 
  forerunner to true magical item creation. 
  Some cultures embrace Socketing and treat it 
  as a viable method of weapon, armour and 
  trinket enhancement.  
   
  These abilities only manifest when the gem is 
  socketed. They have no other magical abilities 
  outside the socketed item. The power comes 
  from the combination of the socket and the 
  gem.  
   
  In fact a gem with any magical ability is much 
  more likely to break and become unusable 
  when prepared for being a socketed gem. 
   
   
   
  Adding 
  sockets 
  to 
  items 
  at 
  creation 
   
  This is in addition to whatever is required to 
  make the item in the first place, such as feats, 
  skills and equipment. 
   
  Each socket desired adds +2 to the DC of 
  making the item. Failure at this point is the 
  same as failure for the item in question. 
   
  +5 if item is to have other magical abilities 
  (any number) 
   
  GP cost = (n x n) x 500 where n = number of 
  sockets 
   
   
   
   
   
   
   
   
   
   
   
  Adding sockets to existing items 
   
  Adding sockets to items later is risky, but 
  doable. A crafting attempt is made as normal 
  with the modifiers listed in adding sockets to 
  creation and below as well. 
   
  +5 to DC for adding socket later 
  +5 to DC per socket already present 
  +5 to DC per ability/spell the item possess 
  already 
  +5 to DC if item is small 
   
  Failure = Attempt at adding a socket to this 
  item failed but may be attempted again with a 
  +2 penalty to the DC 
   
  Failure +5 = no sockets can be ever added to 
  this item 
  Failure +10 = Item broken and unusable until 
  repaired 
  Failure +15 = item destroyed  
   
  GP cost = (n x n) x 500  
  Where n = number of sockets that will be on 
  the item 
  Preparing gems 
   
  Gem must be suitable for working as a socket 
  gem and need to be prepared. Preparing a 
  gem for socketing reduces its value by 1d4+1 
  x 10% and prevents it from being used again 
  as a component in a magic item. 
   
  Crafting (Jewellery) is used here vs. a base DC 
  of 15.  
  + Gem grade to DC 
  + 15 if gem has any magic at all, even a simple 
  aura. 
   
  Cost = (g x g) x 20 where g is the grade of the 
  gem being prepared. 
  Time = 1 day per grade of the gem 
  Failure + 5 reduces gem value by 1 tier and 
  20% of original value 
  Failure +10 results in destruction of gemstone 
   
  Success of 10+ means you have prepared the 
  gem perfectly and is treated as 1 tier higher. 
  
   
   
  - 5 - 
   
  Removing gems from socket 
   
  This is an Optional Rule that allows the gems 
  to be removed and swapped over. Doing so is 
  a full round action, but there is a 5% chance 
  the socket becomes damaged and unusable 
  when doing so due to the clasps becoming 
  damaged/loose etc. This is easy enough to 
  repair 
  and 
  anyone 
  with 
  a 
  Crafting 
  (jewellery/metal smith etc.) skill with the 
  appropriate tools can make the socket 
  useable again. Remember that gems that 
  have been socketed are worth 1d4+1 x 10% 
  gp less than normal. 
   
  There is also a flat 10% chance the gem has 
  become unusable. If this happens the gem(s) 
  have fractured or broken and cannot be used 
  in jewellery or sockets ever again. 
   
  Existing Items 
   
  There is a 10% chance an item will have a 
  socket. Of those 10% will 2, of those 10% will 
  have 3 and of those 10% will 4. No item can 
  have more than 4 sockets. See below for more 
  information on socket limits. 
   
  Sockets Limits 
   
  Not all items are suitable to have sockets 
  applied to them, even by the greatest of 
  masters. 
   
   
  Ammunition 
   
  Potions 
   
  Scrolls 
   
  Books or tomes 
   
  Anything else considered “disposable” 
   
  Some small items are limited in the number of 
  sockets they can have due to their size. 
   
   
  Rings, I socket per ring 
   
  Earing, 1 per earing 
   
  Misc. other Jewellery – 1 socket, 2 if 
  the item is particularly large 
   
  Small weapons – 2 sockets 
   
  Rods, wands etc. – 3 sockets 
   
   
   
  As a further option, you may allow small item 
  to have 1 more than the socket limit listed 
  above, but at an increase of +5 per socket to 
  the Crafting DC due to the difficulty in adding 
  another socket to such a small item. The item 
  is treated as being 1 socket higher for gp cost 
  determination. 
   
  Particularly large items, such as shields or 
  armour, are still limited to 4 sockets 
  Non-Gemstone materials 
   
  This is an optional rule to provide more 
  options for socketing, but requires more work 
  and judgement calls by the GM. Making a 
  socket able to accept non-gemstone material 
  adds +5 to any DC rolls made when adding 
  sockets and the cost is treated as being 1 
  socket higher. 
   
  If using something valuable other than gems 
  to be placed in a socket, then you need to 
  know what grade-equivalent it belongs to. It 
  still needs to be prepared and have some kind 
  of “inherent” value. E.g. Silver vs Werewoves.  
  Each socket can only be configured to one 
  particular material, so one designed for silver 
  will not work with gold etc. 
   
  This is worked out by valuing a gem sized 
  piece of the material and consulting the chart 
  below. Items with a value less than 5 gp 
  cannot be used.  
   
   
  Value range (gp) 
  Grade 
  5 - 24 
  1 
  25 - 100 
  2 
  101 - 199 
  3 
  200 – 499 
  4 
  500 – 2499 
  5 
  2500 - 5000 
  6 
  5001 + 
  7+ (*) 
   
  *See “Gemstone Generator” by Ennead 
  Games for more details on G7+ gems, 
  otherwise assume 6 is the maximum. 
  
   
  - 6 - 
   
  Effects 
   
  The nature of the gems abilities comes from 
  its inherent abilities. The very nature of the 
  gem holds these abilities and thus it is not 
  magic. 
   
  Effect type 
   
  Before finding out the nature of the gems 
  inherent abilities, you need to decide on how 
  the effects they possess are decided on: Fixed, 
  Variation or Randomised. 
   
  Fixed 
  A ruby always has a fire effect; a diamond has 
  an ice effect. This makes things easier to work 
  with as you will know what gems can do as 
  soon as you see them, but it does mean low-
  level characters and gems cannot use certain 
  effects. You may decide what these effects 
  are randomly as you go along, but once 
  decided they don’t change. 
   
  A few of the effects listed have a suggested 
  gem type to go with them. 
   
   
  Variation 
   
  Ruby may have ice in one world or region and 
  luck in another. This will result in more record 
  keeping, but raises interesting questions such 
  as why one gem in one region has one ability, 
  but in another has another effect one region 
  over. 
   
   
  Randomised 
   
  One ruby may have an ice effect, another may 
  have  electricity. If this method is used, then 
  any identification skills or spells will reveal 
  what the gem properties are, randomly 
  decided at time of identification. This is the 
  recommended option as it allows for lower 
  level gems to have effects that would 
  normally only be found on the hard to get or 
  expensive gems, but does have the downside 
  of a lack of consistency amongst gem types. 
   
   
  Effect strength 
   
  The grade of the gem determines how strong 
  the effects of the socketed gem are. This is 
  worked out as half the gem grade, rounded up 
  (min of 1) as the effect, as shown below.  
   
  If the effect is a duration, then this is how 
  many minutes it lasts once activated. 
   
  If the effect is uses per week etc. then the 
  number reflect how many 
   
  Grade 
  1 
  2 
  3 
  4 
  5 
  6 
  Effect 
  1 
  1 
  2 
  2 
  3 
  3 
   
  So, for example, if a gem gives a bonus to fire 
  resistance, at G2 it would give a +1 bonus, at 
  G5 it would be +3. If it was a mythic G8 gem 
  then the bonus would be +4. 
   
  Option: 
   
  If you wish to increase the value of gems and 
  their effects, then use the grade of the gem to 
  provide the bonus/effect strength, but this 
  may overpower some characters and should 
  be used only after careful consideration. If 
  you do this, then it’s recommended that NPCs 
  are given socketed-items as well. As an 
  addition you may wish to increase the DC to 
  use and cost to craft as if it was one grade or 
  socket higher. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  - 7 - 
   
  Gem/Socket Locations 
   
  The effect of the gem is also partial 
  determined by the location of the socket. A 
  gem that gives a bonus to fire resistance in a 
  socket on say armour, will grant a bit of fire 
  damage on a weapon. The 3 location types 
  are: 
  Weapon/armour – Any weapon being used or 
  currently equipped 
  Item – Same as the above, but for anything 
  else being used or currently equipped, like 
  rings or wands or jewellery etc. 
   
  A few are universal effects, in that they work 
  the same no matter where they are slotted. 
  List of Effects 
   
  D100 
  Example Effects 
  01 – 03 
  AC/Dodge 
  04 – 06 
  Acid 
  07 – 09 
  Aquatic Actions 
  10 – 12 
  Arrow Deflection 
  13 – 15 
  Cold 
  16 – 18 
  Critical 
  19 – 21 
  Damage  
  22 – 24 
  Detection 
  25 – 27 
  Electricity 
  28 – 30 
  Energy Drain prevention 
  31 – 33 
  Fire 
  34 – 36 
  Grip/locked 
  37 – 39 
  Hardness 
  40 – 42 
  Healer 
  43 – 45 
  Hitting 
  46 – 54 
  Illumination 
  55 – 57 
  Incorporeal Resistance 
  58 – 60 
  Knowledge/Inspiration 
  61 – 63 
  Mental Attacks 
  64 – 66 
  Nimbleness 
  67 – 69 
  Poison 
  70 – 72 
  Saving Throw  
  73 – 76 
  Sight 
  77 – 80 
  Silent Movement 
  81 – 83 
  Slayer 
  84 – 86 
  Sleep Bonus 
  87 – 90 
  Social Interactions 
  91 – 93 
  Sonic 
  94 – 97 
  Speed 
  98 - 00 
  Vampiric 
   
   
  EL = Effect level based on grade as mentioned 
  before. 
  U = Universal (E.G. same effect no matter 
  where slotted) 
  AC/Dodge 
  Weapon: Ignores EL worth of AC 
  Armour: Adds EL to AC 
  Item: Adds EL to AC 
   
  Acid 
  Weapon: Changes EL worth of the damage 
  done to Acid damage but does not increase 
  damage amount – So an Acid (EL 2) effect on a 
  weapon doing 2d6 damage would mean that 
  2 of those points do Acid damage and the 
  remainder do whatever the weapon would 
  normally do. 
  Armour: Increases AC by EL vs. Acid 
  Item: Reduces Acid damage by EL amount 
   
  Aquatic Actions 
  Weapon: Negates the penalty for underwater 
  combat by an amount equal to EL 
  Armour: Bonus to AC check when underwater 
  Item: Can hold breath for a number of extra 
  rounds equal to EL before having to make a 
  constitution check 
   
   
  Arrow Deflection 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: Gives a bonus to AC when vs. ranged 
  attacks 
   
  Cold 
  Weapon: As acid effect but with cold/ice 
  Armour: As acid effect, but with cold/ice 
  Item: As acid effect, but with cold/ice 
   
  Critical 
  Weapon: Adds EL as a bonus to critical 
  confirmation roll.  
  Armour: Reduces confirmation roll if hit by EL 
  amount 
  Item: Reduces confirmation roll if hit by EL 
  amount 
   
  
   
  - 8 - 
   
  Damage 
  Weapon: Adds EL to damage rolls but only up 
  to normal max amount for the weapon. For 
  example, you a 2d6 weapon and an EL of 2. If 
  you rolled a 7, the damage would go to 9, but 
  if you rolled 11, the damage would only go to 
  12. 
  Armour:  Reduces damage dice rolls by EL, but 
  not below the minimum possible so a 2d6 
  weapon would never drop below 2 points of 
  damage. 
  Item: Same as weapon effect above but 
  applies to any spell like abilities, but does not 
  increase the maximum possible. 
   
  Detection 
  Weapon: U (See below) 
  Armour: U (See below) 
  Item: Gives a bonus to Perception checks 
  equal to the EL. 
   
  Electricity 
  Weapon: As Acid effect, but for electricity 
  Armour: As Acid effect, but for electricity 
  Item: As Acid effect, but for electricity 
   
  Energy Drain prevention 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: Gives a bonus to DC checks when 
  checking for energy drain reversal and saving 
  throws 
  associated 
  with 
  energy 
  drain 
  resistance. 
   
  Fire 
  Weapon: As Acid effect, but for fire/heat 
  Armour: As Acid effect, but for fire/heat 
  Item: As Acid effect, but for fire/heat 
   
  Grip/locked 
  Weapon: The weapon gains a bonus equal to 
  EL for checks against being dropped or shot 
  out of hands etc. 
  Armour: While the gem is in place the armour 
  cannot be removed without breaking it or the 
  gem. 
  Item:  As Weapon 
   
  Hardness 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: Increases the Hardness and HP of the 
  item by EL amount. This has the side effect as 
  well of making repairs and alterations, such as 
  sockets harder by increasing the DC to do so 
  by an amount equal to EL. 
   
  Healer 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: Any healing spells or abilities used on 
  the user of this item that have a random 
  element (such as healing 2d4 HP) gain an 
  extra amount up to the maximum that would 
  normally occur – E.G. a 2d4 healing spell, with 
  an EL of 2, if a 2 was rolled would be come 4, 
  but if a 7 was rolled only be 8. 
  Hitting 
  Weapon: Gains the EL as a bonus to hit 
  Armour: Any attempt to hit the user is 
  reduced by an amount equal to EL. 
  Item: As armour 
   
  Illumination 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: The gem glows with a soft light (of a 
  colour appropriate to the gem) that can only 
  be turned off by removal of the gem. The EL 
  of the gem determines how bright the light is.  
   
  EL 
  Light Equivalent 
  1 
  Candle 
  2 
  Lamp 
  3 
  Lantern, hooded 
   
   
   
   
   
   
   
   
   
  
   
   
  - 9 - 
   
  Incorporeal Resistance 
  Weapon: Any spell/spell like abilities gain a 
  bonus to damage vs. incorporeal creatures up 
  to maximum allowed for spell etc. If weapon 
  is also magical then the weapon gains a bonus 
  to hit incorporeal creatures 
  Armour: Gives a bonus to AC when fighting 
  incorporeal creatures 
  Item: Same as weapon, but without the 
  secondary effect. 
   
  Knowledge/Inspiration 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: Grants a bonus equal to EL to one 
  random area of expertise. This bonus changes 
  each time the gem is removed/slotted. 
   
  Mental Attacks 
  Weapon: Gives a bonus to hit vs. any 
  creatures that has used a mental attack on 
  the user within a number of rounds equal to 
  the EL.  
  Armour: Gives a bonus to AC vs. creatures 
  that have used an EL attack within a number 
  of rounds equal to EL 
  Item: Gives a bonus to mental attack 
  resistances/saving throws equal to EL 
   
  Nimbleness 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: Gives a bonus to initiative rolls equal to 
  EL. 
   
  Poison 
  Weapon: As Acid effect, but for poison 
  Armour: As Acid effect, but for poison 
  Item: As Acid effect, but for poison 
   
   
   
   
   
   
   
   
  Saving Throw  
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: U (see below) 
   
  Before making any saving throw the user may 
  expend a charge to gain a bonus to the saving 
  throw equal to the current EL 
   
  The EL also indicates the amount of charges 
  left and each use reduces the strength of 
  effect/EL by 1 as well, so first use of a EL3 gem 
  would give a +3 bonus to a saving throw on 
  first use, +2 on second, +1 on last then 
  crumble to dust. 
   
  Sight 
  Weapon: Gives a bonus equal to EL to hit 
  beings who are concealed. 
  Armour: Gives a bonus to AC vs. any attacks 
  made by those who are concealed or invisible 
  Item: Reduces penalty for fighting in lowlight 
  by amount equal to EL, but not when in 
  darkness (EG perception checks) 
   
   
  Silent Movement 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: While this item is being used or 
  equipped, any noise made by the user is 
  reduced by a % equal to the EL x 10.  
   
  This does have the side effect of reducing 
  their voice levels as well. Can only be turned 
  off by not using the item or removing the gem 
  from its socket. 
   
  Option 
  Any spells with a verbal component have a 
  chance equal to the EL of failure due to the 
  words not being uttered at the correct volume 
   
   
   
   
   
   
   
   
  
   
  - 10 - 
   
  Slayer 
   
  These effects are only when fighting a random 
  creature type, which is chosen when then 
  gem is found and can be discovered by any 
  identification spell or skill. 
   
  Weapon:  Add the EL to any damage dice 
  rolls, up to the weapons maximum. 
  Armour:  Increases AC by EL when fighting the  
  Item: Adds the EL to any spell like abilities 
  damage rolls, up to the normal maximum for 
  the spell/skill 
   
   
  Sleep Bonus 
  This bonus is only gained if the armour with 
  the gem socketed is worn for the entire time. 
  For the Weapon/Item bonus, this item must 
  have been worn or equipped for a number 
  hours equal to (8 – EL) in the 24 hours before 
  sleeping.  
   
  If the gem/item is lost or removed before this 
  time has passed, no penalty is given. 
   
  Weapon: Reduces amount of sleep needed 
  for a full nights rest by a number of hours 
  equal to EL. 
  Armour:  Can sleep in the armour for a 
  number of days equal to the EL before 
  becoming fatigued the next day 
  Item: See Weapon 
   
   
  Social Interactions 
   
  To gain the bonus to social interactions, this 
  item must be equipped and the gem visible to 
  the person to whom the character is 
  interacting with. 
   
  A social interaction can be (but not limited to) 
  Haggling, Diplomacy, Bluff, Intimidate etc. 
   
  Weapon: U (see above) 
  Armour: U (see above) 
  Item: U (see above) 
   
   
  Sonic 
  Weapon: As Acid effect, but for sonic 
  Armour: As Acid effect, but for sonic 
  Item: As Acid effect, but for sonic 
   
  Speed 
  Weapon: U (see below) 
  Armour: U (see below) 
  Item: Each 24 hour period (resets at sunrise) 
  the user may move an extra number of 
  squares/5 feet equal to the EL. This may be in 
  one round or separate rounds with the 24 
  hour period. Any leftover “moves” are not 
  carried over to the next day. 
   
   
  Vampiric 
   
  Each of the effects below has a secondary 
  effect that will heal the user. The healing 
  effect listed below has a chance of occurring 
  that is equal to the EL x 5. The amount healed 
  is the EL (doubled if a critical is confirmed). 
   
  Weapon: Adds the EL to any weapon damage 
  rolls, up to the maximum.   
  Armour:  Increase AC/DC  vs any attacks that 
  drain HP by amount equal to EL. 
  Item: As weapon, but for any spell like 
  abilities  
   
   
  Stacking effects 
  If you have more than 1 of the same type of 
  effect – What happens? 
  Option A 
  If you have one or more gems with the same 
  effect, then the gem with the highest grade 
  takes precedence and others of the same type 
  can be used 
  Option B 
  Each extra copy of the same effect increases 
  the EL of the highest grade gem by 1 
  Option C 
  They cancel out and none work 
  Option D 
  Each works independently 
   
   
  
   
   
  - 11 - 
   
  OPEN GAME 
  LICENSE 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other 
  computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" 
  means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or 
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  Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
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  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
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  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
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  5.Representation of Authority to Contribute: If You are 
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  6.Notice of License Copyright: You must update the COPYRIGHT 
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  9. Updating the License: Wizards or its designated Agents may 
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  15 COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
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  Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. 
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  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
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SOURCE: textdata/thevault/Tables & Charts/Curious Details/Sockets and Gem Effects.pdf