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Minecraft: Java Edition
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An official expansion pack for the BlissGems plugin. Thirty-three new gems, each with its own abilities and passive effects.
Resource pack (V5.9 or newer) at https://discord.gg/egg4X2yHVu in "#blissgems-resource-pack"

Thirty-three gems built on the BlissGems addon API. Each one has four abilities and two passives.
Gems come in two tiers. A Tier 1 gem gives you its first ability and its first passive. Upgrading to Tier 2 unlocks the other three abilities and the second passive.
Abilities draw on the same energy pool as the base plugin and show up in the same cooldown bar.
Every gem is configurable in config.yml without touching the jar: cooldowns under abilities.cooldowns, and damage, radius, range, duration and potion levels of every ability under gems.<gem>.<ability>. That covers over 400 values across all 33 gems. Leave a line out and the built-in value is used.
Area attacks skip players you have trusted, so a Blizzard or a Meteor will not land on your own team. Anything an ability spawns, such as turrets, clones and orbiting boulders, is removed when it expires, when the server stops, and on the next startup after a crash.
Many of the newer gems interact with the world itself: bridges of light, crystal walls, iron cages, painted ink, holes blown through walls, trees that burst out of the ground. Every one of those blocks is temporary. They cannot be mined, blown up or pushed with pistons, they never drop items, containers and unbreakable blocks are never touched, and everything is put back exactly as it was when it expires, when the server stops, or on the next startup after a crash. Other effects, such as X-Ray Window, Mirage, Fake World and Blackout, only change what the target sees on their own screen.
Controls
Every gem uses the same four inputs:
| Input | Ability |
|---|---|
| Right Click | First |
| Shift + Right Click | Second |
| F (swap hands) | Third |
| Shift + F | Fourth |
Passives only apply while the gem is in your off hand.

Frost Gem
Control ice and freeze your enemies.
Abilities:
- Ice Wall (15s): Builds a 5x3 wall of packed ice in front of you, block by block. It shatters after 5 seconds.
- Frost Nova (30s): A ring of frost expands 6 blocks around you, dealing damage and applying Slowness V and freezing.
- Blizzard (60s): A snow tornado rages for 3 seconds, damaging everything within 8 blocks and encasing survivors in ice.
- Avalanche (40s): Five expanding shockwaves launch, freeze and damage everyone around you.
Passives:
- Chilling Touch: Water you walk over turns into frosted ice.
- Ice Shield (Tier 2): Permanent Fire Resistance.
Terra Gem
Control the earth itself.
Abilities:
- Earthquake (15s): A wave of erupting terrain travels 12 blocks forward, launching and slowing anyone it hits.
- Stone Skin (30s): Resistance III for 8 seconds, at the cost of Slowness II.
- Rock Shield (45s): Three boulders orbit you for 10 seconds, damaging and knocking back anything they touch.
- Meteor (50s): Calls a magma meteor onto the block you are looking at. 15 damage in an 8 block radius, ignites targets, and leaves a crater of fire that burns out after 8 seconds.
Passives:
- Grounded: Permanent Slow Falling.
- Tremor Sense (Tier 2): While you stand on the ground, you see the footfalls of creatures within 10 blocks. Nobody else does.
Aqua Gem
Master the tides.
Abilities:
- Tsunami (15s): A wave rolls 15 blocks forward, pushing enemies back, dealing damage and putting out fires.
- Riptide (8s): Launch yourself forward like a trident, damaging everything you pass through.
- Drown (30s): Traps the entity you are looking at for 5 seconds with Slowness IV, Blindness and Poison.
- Whirlpool (45s): A 5 second vortex drags everything within 6 blocks towards you.
Passives:
- Water Breathing: Permanent.
- Tides: Speed II and Strength while you are in water or out in the rain.
- Dolphin's Grace (Tier 2): Permanent.
Toxic Gem
Wield venom and disease.
Abilities:
- Acid Geyser (15s): Fires an acid bolt. Where it lands it leaves an acid pool for 6 seconds, giving anyone inside Poison III and Slowness III.
- Toxic Tornado (30s): A growing tornado of venom for 7 seconds, applying Weakness, Blindness and Levitation.
- Vampiric Swarm (20s): Five bats hunt down your target. Every bite heals you for 1 HP.
- Pandemic (45s): A plague spreads out to 15 blocks, infecting everyone with Wither II, Poison III and Nausea for 10 seconds.
Passives:
- Poison Immunity: Poison and Nausea cannot stick to you.
- Thorns of Decay (Tier 2): Anyone who strikes you in melee is poisoned.
Illusion Gem
Deceive and confuse your enemies.
Abilities:
- Shadow Clones (30s): Three clones wearing your head hunt the nearest enemy and explode on contact for 6 damage and Wither.
- Switch (20s): Swap places with the entity you are looking at, up to 20 blocks away. They are left with Nausea and Slowness.
- Dark Room (30s): Everyone within 12 blocks gets Blindness, Darkness and Slowness III for 7 seconds.
- Paranoia (45s): Blinds your target while phantom sounds and souls swirl around them for 5 seconds.
Passives:
- Invisibility: Permanent.
- Night Vision (Tier 2): Permanent.
Mecha Gem
Harness the power of ancient machines.
Abilities:
- Evoker Fangs (15s): Rings of evoker fangs erupt outwards up to 10 blocks.
- Turret (30s): Deploys a turret for 5 seconds that fires arrows at anything within 15 blocks.
- EMP (45s): A dome expands to 15 blocks, dealing 5 damage and applying Blindness and Slowness III.
- Block Golem (90s): Assembles a golem construct for 35 seconds with Speed II, Strength III and Resistance III. It chases targets, fires arrows and slams the ground.
Passives:
- Haste: Permanent Haste II.
- Resistance (Tier 2): Permanent Resistance I.
Chrono Gem
Your past is a place you can still go back to.
The gem quietly records where you have been for the last five seconds, and two of its abilities spend that recording.
Abilities:
- Rewind (30s): Your trail unspools backwards and drops you where you stood five seconds ago, with the health you had then — capped at your current maximum, so it heals but never overheals. Needs a full recording, so it does nothing in the first seconds after you log in.
- Stasis (30s): Freezes the foe in your sights for 3 seconds — they cannot walk and cannot jump. Costs nothing if you are not aiming at anyone.
- Time Dilation (45s): A field 8 blocks wide holds for 10 seconds. Inside it you keep Speed II and Haste II while everyone else drags under Slowness III and Mining Fatigue II.
- Echo (60s): A copy of you walks your recorded path from five seconds ago, hitting anything within 2 blocks of it for 4 damage twice a second.
Passives:
- Quickened: Permanent Haste.
- Reversion (Tier 2): Permanent Regeneration.
Gravity Gem
Weight is a weapon.
Abilities:
- Crush (15s): Slams the foe in your sights into the ground for 6 damage and pins them there for 4 seconds with Slowness IV and no ability to jump. Looks for a target before it spends the cooldown.
- Levitate (30s): Lifts one foe helplessly for 2.5 seconds, then cuts the effect and drops them.
- Singularity (45s): A well opens and drags everything within 10 blocks towards it for 5 seconds, then collapses for 12 damage to anyone still within 6 blocks.
- Inversion (60s): A dome 12 blocks wide holds for 8 seconds and takes gravity away from everyone inside it. When it ends they all come down at once.
Passives:
- Light Step: Permanent Jump Boost II.
- Heavy Presence (Tier 2): Anything within 4 blocks of you is slowed.
Storm Gem
The sky answers to you.
Abilities:
- Chain Lightning (15s): A bolt jumps between up to 5 foes, each within 6 blocks of the last. The first takes 8 damage and every jump after that carries a quarter less.
- Static Field (30s): A charged ring 4 blocks wide follows you for 10 seconds, giving you Speed and shocking anything inside it for 2 damage a second.
- Downburst (45s): Everything within 8 blocks takes 5 damage and is thrown into the air, followed by a shockwave that races out along the ground.
- Thunderdome (60s): A storm dome 12 blocks wide holds for 10 seconds, striking a random foe inside it for 6 damage every second.
Passives:
- Windswept: Permanent Speed.
- Storm Born (Tier 2): Permanent Strength, but only while it is raining or storming where you stand.
Sonic Gem
Sound that armour cannot stop.
Every point of damage this gem deals goes through the same channel the Warden uses, which means armour and shields do not reduce any of it.
Abilities:
- Sonic Boom (15s): A 40 degree cone reaching 12 blocks. Everyone caught in it takes 8 piercing damage and is thrown back.
- Echolocation (30s): For 15 seconds you alone see every living thing within 30 blocks, straight through walls. Nothing is revealed to anyone else.
- Deafen (30s): Strips one foe of their senses for 8 seconds with Blindness, Nausea II and Darkness. Costs nothing if you are not aiming at anyone.
- Resonance (60s): Four pulses, one a second. The first three deal 2 piercing damage each; the fourth reaches 10 blocks for 10 piercing damage and throws everyone clear.
Passives:
- Silent Step: Mobs within 16 blocks lose interest in you.
- Deep Hearing (Tier 2): You feel every living thing within 12 blocks, through walls.
Wood Gem
Grow the forest around you.
Abilities:
- Vine Grapple (10s): A vine shoots up to 25 blocks and grabs the first thing it touches. Hit a block and it swings you to it; hit a foe and it drags them to you for 3 damage.
- Bark Armor (30s): Four bark plates orbit you for 8 seconds while you have Absorption III and Resistance I.
- Grasping Roots (40s): Roots grow round the legs of every foe within 7 blocks and hold them in place, dealing 2 damage a second. Players break free by jumping 5 times; everything is released after 5 seconds at most.
- Seed Bomb (55s): Throw a seed. Two seconds after it lands, a whole oak tree bursts out of the ground, throwing foes within 3.5 blocks into the air for 7 damage. The tree disappears after 10 seconds.
Passives:
- Photosynthesis: Regeneration while you stand in daylight under open sky.
- Deep Roots (Tier 2): Permanent Saturation.
Spirit Gem
A gem full of spirit energy.
Abilities:
- Soul Tether (14s): Chains the foe in your sights to you for 6 seconds. Whenever they get more than 8 blocks away they are yanked back and take 3 damage.
- Guardian Orb (30s): A spirit orb circles you for 12 seconds and destroys up to 3 projectiles that come close.
- Spirit Pack (45s): Three spirit wolves appear for 15 seconds and go after foes within 16 blocks.
- Possession (60s): Ride the mob you are looking at for 12 seconds. It walks wherever you look, jumps ledges and attacks foes near it. Mobs never turn on their possessor. Players cannot be possessed.
Passives:
- Soul Sight: Every player within 16 blocks has their health floating over their head. Only you see it.
- Ethereal (Tier 2): Permanent Slow Falling.
Light Gem
Bend the light to your will.
Abilities:
- Ricochet Beam (14s): A beam that bounces off walls up to 3 times over 40 blocks. It hits each foe once for 7 damage, a quarter more after every bounce, and makes them glow.
- Flashbang (28s): Throw a flash that goes off a second after it lands. Only foes who are looking at it (and can see it) are blinded and dizzied for 4 seconds, so a quick player can turn away.
- Light Bridge (30s): A 3-wide bridge of solid light builds itself 20 blocks in the direction you look, up or down, and fades after 10 seconds.
- Judgment (60s): Pillars of light gather over every foe within 12 blocks and strike a second later for 10 damage.
Passives:
- Radiance: Speed while you stand in daylight under open sky.
- Purity (Tier 2): Blindness and Darkness cannot stick to you, and invisible foes within 12 blocks glow.
Windy Gem
Ride the wind.
Abilities:
- Gust (12s): A 60 degree cone of wind reaching 10 blocks. 3 damage and a strong knockback. Arrows, other projectiles and dropped items in front of you are blown away too.
- Wind Wall (28s): A wall of wind 6 blocks wide stands in front of you for 6 seconds. Every projectile that flies into it turns around and becomes yours; foes walking into it are pushed back.
- Tornado (45s): A tornado forms where you look and drifts toward whatever you keep looking at for 8 seconds, spinning foes and loose items in it for 1.5 damage a second. Walk into it yourself to ride it upward safely.
- Gale Force (60s): Flings every foe within 10 blocks into the air, then slams them down a second later for 6 damage plus the fall.
Passives:
- Tailwind: Permanent Speed.
- Featherfall (Tier 2): No fall damage, and you can double jump.
Metal Gem
Forged in iron.
Abilities:
- Disarm (18s): Rips the metal weapon or tool (iron, gold, chainmail, netherite, maces, shears) out of the hand of the player you are looking at. It drops at their feet and only they can pick it back up. Against anything else, 4 damage, Slowness and Weakness.
- Reflective Plating (30s): Resistance II for 8 seconds. Anyone who hits you in melee takes back half the damage.
- Iron Maiden (40s): Real iron bars close round your target for 5 seconds, biting them for 1.5 damage a second while they stay inside.
- Heat Metal (60s): For 8 seconds, every piece of metal armor worn by foes within 12 blocks burns them for 1 damage a second. Taking the armor off stops it.
Passives:
- Hardened: Permanent Resistance.
- Forged (Tier 2): Permanent Strength.
Death Gem ✦ Mythic
The end comes for everyone. Black and blue, and it hits very hard, but nothing it does is an instant kill.
Abilities:
- Reaper's Scythe (20s): A 120 degree sweep reaching 5 blocks for 10 damage and Wither II. Foes at 25% health or less take triple damage.
- Death Mark (35s): A skull hangs over the foe in your sights for 8 seconds. They glow and take 50% more damage from every source.
- Raise Dead (50s): Three gravestones rise around you and skeletons climb out of them. They fight for you for 20 seconds, never target you or your trusted players, and drop nothing.
- Life Ledger (70s): For 5 seconds every hit you take is written in a ledger over your head. When it closes, every attacker takes back exactly what they dealt.
Passives:
- Soul Eater: Every kill heals you for 2 hearts.
- Unholy (Tier 2): Permanent Strength.
Sun Gem ✦ Legendary
Wreck havoc with the power of a star.
Abilities:
- Solar Flare (18s): A 30 block beam that pierces every foe for 9 damage and 5 seconds of fire. Where it lands the ground turns to magma and ice melts, for 6 seconds.
- High Noon (40s): Every foe within 30 blocks is dragged into blazing midday for 15 seconds and weakened. Undead burn. Your Solar Charge fills up instantly.
- Corona (55s): A burning aura 5 blocks wide follows you for 10 seconds, dealing 2 damage a second. You get Fire Resistance while it lasts.
- Supernova (180s): Hurls a real, rotating sun made of blocks. It follows wherever you look for up to 50 blocks and detonates on the first block or foe it meets: up to 20 damage within 8 blocks, 8 seconds of fire, and a crater of magma that cools after 10 seconds.
Passives:
- Sunborn: Permanent Fire Resistance.
- Solar Charge (Tier 2): Standing in sunlight fills a charge bar. Your next Solar Flare, Corona or Supernova spends it for up to 50% more damage.
Diamond Gem
Unbreakable brilliance.
Abilities:
- Diamond Shards (12s): A fan of 5 diamonds flies 20 blocks. Each one hits for 4 damage.
- Crystal Wall (28s): A crystal wall 5 blocks wide and 3 high rises in front of you, row by row, and stands for 10 seconds.
- Crystal Cage (35s): Cages the foe in your sights for up to 6 seconds. Anyone can smash it open with 6 hits.
- Shatter (45s): Every crystal wall block and cage you have standing explodes into shards: 7 damage around each wall and 10 to anyone still caged. With nothing standing, you burst yourself for 7 damage within 6 blocks.
Passives:
- Glimmer: Permanent Haste.
- Ore Sense (Tier 2): Ores within 6 blocks glow through walls. Only you see them.
Ink Gem
Paint the world black. Ink abilities paint the ground and walls. The paint is temporary.
Abilities:
- Ink Splash (10s): Sprays ink in a 50 degree cone reaching 8 blocks, painting the ground. 3 damage and 2 seconds of Blindness.
- Ink Bomb (22s): Throws a bomb that bursts into a pool of ink 4 blocks wide. 5 damage and Blindness.
- Ink Flood (40s): A wave of ink 7 blocks wide rolls 14 blocks forward, painting the ground and every wall it runs into. 6 damage, 5 seconds of Darkness, and foes are swept along.
- Blot (55s): Every player within 15 blocks gets an ink splat across their whole screen for 4 seconds (mobs are blinded) and 4 damage, and the ground under them is painted.
Passives:
- Inkling: You get Speed II on your own ink; foes standing on it are slowed.
- Ink Swim (Tier 2): Sneak on your ink to vanish into it with Speed III, and walk up inked walls.
Glass Gem
Sharp, clear and fragile.
Abilities:
- Glass Shards (12s): A shotgun blast of glass in a 50 degree cone reaching 8 blocks. 6 damage and 2 seconds of bleeding (Wither).
- X-Ray Window (30s): For 6 seconds every block in a cone 16 blocks deep in front of you turns to glass on your screen only. Ores, chests and spawners stay visible, so they stand out.
- Glass Floor (35s): The ground under your target turns to glass, cracks for a second, then shatters. They drop two blocks for 4 damage and Slowness. The ground comes back after 8 seconds.
- Mirror Clone (50s): A copy of you appears, reflected across the direction you were facing, and mirrors every step you take for 12 seconds. Whoever hits it takes 7 damage, Blindness and Wither as it shatters.
Passives:
- Clarity: Permanent Night Vision.
- Transparent (Tier 2): Invisibility while you sneak.
Thermo Gem
Master of heat and cold. Every target has a heat gauge and a cold gauge, shown over their head. Fill both past half at the same time and they suffer a thermal shock: 10 damage, 4 to anyone next to them, Slowness III and Weakness II.
Abilities:
- Thermal Shock (14s): Burns the foe in your sights for 5 damage (+40 heat), then a second later freezes them solid (+40 cold).
- Overheat (24s): Everyone within 6 blocks takes 3 damage, burns and gains 35 heat. Ice and snow around you melt.
- Deep Freeze (32s): Everyone within 6 blocks takes 3 damage, freezes with Slowness IV and gains 35 cold. Water freezes to ice and lava to obsidian around you.
- Thermal Collapse (60s): A dome 8 blocks wide swings between scorching and freezing every second for 6 seconds. 3 damage and 30 heat or cold every pulse, so shocks come fast.
Terrain changes last 12 seconds.
Passives:
- Insulated: Permanent Fire Resistance.
- Temperate (Tier 2): You cannot freeze.
Powder Gem
Everything goes boom. Explosions never break blocks, except Breach, and its hole always grows back.
Abilities:
- Sticky Bomb (14s): Throws a bomb that sticks to the first foe it touches and goes off after 3 seconds for 9 damage within 3 blocks. Hot potato: whoever carries it passes it on by hitting someone, even back to you.
- Remote Charges (25s): Each use plants a charge on the block you look at, up to 3. Use it again with nothing in sight (or with all 3 planted) to set them off one after another for 8 damage each. The cooldown starts on detonation.
- Rocket Jump (12s): An explosion under your feet launches you forward and up, dealing 4 damage to foes within 3 blocks. It does not hurt you.
- Breach (45s): Blows a hole through the wall you look at, dealing 6 damage around it. The blocks come back exactly as they were after 15 seconds. Containers, unbreakable blocks and obsidian are never touched.
Passives:
- Blast Proof: Explosions deal half damage to you.
- Bomb Suit (Tier 2): Explosions deal no damage to you.
Desert Gem
The endless dunes obey you.
Abilities:
- Sand Blast (12s): A 50 degree cone of sand reaching 10 blocks. 5 damage and Blindness for 2 seconds.
- Bury (30s): The ground gives way under your target and sandstone closes round their waist. They are stuck for 4 seconds and take 4 damage.
- Mirage (40s): For 8 seconds every player within 20 blocks sees sandstone walls and cacti rise around them, and three copies of you. None of it is real and nobody else sees it.
- Sandstorm (60s): A sandstorm 10 blocks wide follows you for 10 seconds, dealing 1.5 damage a second with Blindness and Slowness II. You get Speed II inside it.
Passives:
- Nomad: Permanent Fire Resistance.
- Dune Runner (Tier 2): Speed II on sand, red sand and sandstone.
Techno Gem
Harness technological power.
Abilities:
- Laser (12s): A 30 block laser that pierces every foe in its path for 7 damage.
- Jammer (30s): Players within 5 blocks of your target have their shields, ender pearls, wind charges, rockets, chorus fruit and tridents put on a 6 second cooldown, and take 3 damage. Anyone gliding within 30 blocks falls out of the sky.
- Teleport Pads (40s): The first use places pad A at your feet; the second places pad B and starts the cooldown. You and your trusted players step on either pad to reach the other. Pads last 30 seconds.
- Orbital Strike (75s): Marks the block you look at, up to 40 blocks away. Two seconds later a beam from orbit hits for 16 damage within 5 blocks.
Passives:
- Efficiency: Permanent Haste.
- Night Optics (Tier 2): Permanent Night Vision.
Bubble Gem
Bubbles!
Abilities:
- Bubble Trap (14s): A bubble that flies 20 blocks and traps the first foe it hits, floating them up for 4 seconds. Anyone can pop it early with 3 hits; when it pops they drop and take 4 damage.
- Bubble Steps (25s): A rising staircase of 8 bubbles you can walk on appears in front of you for 10 seconds.
- Bubble Armor (30s): For 10 seconds every projectile bounces off you and back at whoever shot it, and the first melee blow is absorbed completely.
- Bubble Prison (60s): Every foe within 8 blocks floats inside a bubble for 4 seconds, then the bubbles pop for 7 damage and drop them.
Passives:
- Floaty: Permanent Slow Falling.
- Bubbly (Tier 2): Permanent Dolphin's Grace.
ERROR Gem
Missing texture. Magenta and black glitches that corrupt screens, inventories and what people see.
Abilities:
- Rubberband (14s): Marks where your target stands. Two seconds later they snap back there, as if they lagged, and take 5 damage.
- Inventory Scramble (35s): Every player within 8 blocks has their hotbar shuffled and their held slot changed, takes 3 damage and gets Nausea. Nothing is lost, only moved.
- Fake World (40s): For 8 seconds every player within 14 blocks sees magenta and black blocks appear in the air and parts of the ground vanish around them. It is all on their screen; the world does not change.
- System Crash (75s): For 6 seconds foes within 10 blocks stop seeing every other player, glitch around, are blinded and take 2 damage a second.
Passives:
- Unstable: Permanent Speed.
- Desync (Tier 2): A 15% chance to dodge any hit.
Shadow Gem
Drain the light from the world.
Abilities:
- Shadow Step (10s): Teleport onto any block you can see up to 30 blocks away, as long as it is dark there (light level 7 or less). Foes near where you land take 4 damage and Darkness.
- Steal Shadow (30s): Your target's own shadow stands up behind them and strikes them every second for 8 seconds, 2 damage and Darkness each time.
- Blackout (40s): For 10 seconds every torch, lantern, glowstone and other light near each foe goes out on their screen, and they get Darkness. The lights stay on for everyone else.
- Colorless (55s): Steals every good potion effect from foes within 10 blocks and gives it to you, then leaves them with Weakness II and Mining Fatigue II for 10 seconds.
Passives:
- Umbra: Invisibility while you stand in darkness (light level 7 or lower).
- Dark Sight (Tier 2): Permanent Night Vision.
Plasma Gem
The fourth state of matter.
Abilities:
- Charged Shot (10s): Use once to start charging, again to fire (it fires by itself when full after 2.5 seconds). Damage and range grow with the charge, up to 12 damage; a full charge burns through up to 2 blocks of wall, which grow back after 8 seconds.
- Plasma Whip (18s): Lashes a 60 degree cone reaching 6 blocks for 6 damage and drags foes toward you.
- Arc (30s): Strikes the foe in your sights for 6 damage. If they are in water or standing on copper, iron or chains, they take double and the current leaps to every other foe within 10 blocks that is conducting too.
- Plasma Cannon (70s): Charges for 1.5 seconds, then fires a 40 block beam that pierces every foe for 14 damage and tunnels through up to 5 blocks of wall (they grow back).
Passives:
- Charged: Permanent Speed.
- Superheated (Tier 2): Permanent Fire Resistance.
Flesh Gem
Flesh bends, flesh mends.
Abilities:
- Tentacle (15s): A fleshy tentacle grabs the foe in your sights for 5 seconds. They cannot get more than 4 blocks away from you and take 2 damage a second.
- Regrowth (30s): Heals 4 hearts at once, then Regeneration II for 5 seconds.
- Parasite (35s): A parasite feeds on your target for 10 seconds, dealing 1.5 damage a second and healing you as much. If its host dies it leaps to the nearest foe, up to 3 times.
- Disguise (60s): For 20 seconds you vanish for everyone else and the mob you are looking at (a zombie if none) walks in your place. Attacking anything drops the disguise; hits on the mob land on you.
Passives:
- Regenerative: Permanent Regeneration.
- Hunger (Tier 2): Every melee hit heals you for half a heart.
Magnet Gem
Harness magnetic energy.
Abilities:
- Magnetic Pull (12s): Yanks the foe in your sights, up to 25 blocks away, toward you for 3 damage.
- Arrow Catch (25s): For 6 seconds every projectile that comes within 8 blocks of you stops dead in the air. When the field ends, they all fly wherever you are looking, now yours.
- Polarity (40s): The two nearest foes are charged + and − and pulled into each other for 4 seconds. When they collide both take 8 damage. With only one foe around, they are pulled to you.
- Scrap Storm (60s): Ten pieces of scrap metal rise around you, orbit, then fly at foes within 15 blocks one after another for 4 damage each.
Passives:
- Attraction: Dropped items within 8 blocks drift toward you.
- Repelling Field (Tier 2): A 50% chance to deflect any projectile that would hit you.
Gas Gem
Choke the air itself. The gas really fills space: it spreads block by block through the air, fills rooms and flows round corners, but never through walls. Any flame touching a cloud, whether fire, lava, a lit campfire or a burning creature, sets the whole cloud off for 10 damage to everyone inside.
Abilities:
- Gas Cloud (15s): Floods the space where you look, up to 20 blocks away, with 120 blocks of gas for 10 seconds: Poison II and 1 damage a second.
- Nerve Gas (30s): A 60 degree spray reaching 8 blocks. Slowness III, Mining Fatigue II and Nausea for 6 seconds.
- Toxic Trail (40s): For 8 seconds you leave pockets of Poison II gas behind you wherever you walk.
- Chemical Bomb (70s): Lobs a bomb that floods 350 blocks of air with gas for 12 seconds: Poison III, Wither and 1.5 damage a second.
Passives:
- Gas Mask: Poison cannot stick to you.
- Miasma (Tier 2): Foes within 3 blocks of you are poisoned.
Ghost Gem
Neither here nor there.
Abilities:
- Poltergeist (18s): For 5 seconds, the doors, trapdoors and gates within 8 blocks of your target bang open and shut (iron ones are left alone, and everything is put back afterward), their vision flickers, and their held item may slip out of their hand. Only they can pick it back up.
- Phantom Rush (25s): You turn invisible and rush forward through your foes. Everyone you pass takes 5 damage and Slowness II.
- Wail (40s): Everyone within 10 blocks takes 5 damage, is weakened for 6 seconds and is thrown back.
- Astral Projection (90s): You leave your body for 8 seconds and roam freely as a spirit (spectator mode). Your body stays behind with your name over it. Go further than 30 blocks and you snap back. You always return to your body, even if you log out or the server stops mid-projection.
Passives:
- Phasing: Sneak while facing a wall up to 2 blocks thick to pass through it. Once every 3 seconds.
- Spectral (Tier 2): Permanent Night Vision.
Phoenix Gem
Rise from the ashes.
Abilities:
- Phoenix Fire (15s): A 50 degree cone of flame reaching 8 blocks. 6 damage and fire for 4 seconds.
- Wings of Fire (30s): Real gliding for 8 seconds, no elytra needed. Look where you want to go; foes you fly past take 4 damage and catch fire.
- Phoenix Egg (60s): Plant a phoenix egg that lasts 60 seconds. If you die while it stands, you respawn beside it with Regeneration and Fire Resistance. Foes can smash it with 5 hits.
- Inferno Ascension (75s): You rise into the air, then crash down a second later for 12 damage within 8 blocks and 6 seconds of fire.
Passives:
- Ember Heart: Permanent Fire Resistance.
- Rebirth (Tier 2): Your second life. Once every 10 minutes, a killing blow leaves you at half health instead, with Regeneration II and Fire Resistance, and a burst of flame that burns and throws back foes within 5 blocks.
Installation
- Install the main BlissGems plugin (5.0.0 or newer) on your server.
- Download
BlissGemsExpansion.jar. - Put it in your server's
plugins/folder. - Apply the resource pack (V5.9 or newer) from the Discord link above. The gems use custom model data on Amethyst Shards, so without it they all look like plain shards, and the cooldown bar icons will not render.
- Restart your server.
Requirements
- Paper 1.21.11 or 26.1.2
- Java 21+
- BlissGems 5.0.0 or higher


