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| Stryfe_Raven02-27-07, 09:44 PM | This feat is designed to replace Craft Wand and Staff as well to a lesser extent Wonderous item and Ring. CONSTRUCT ARCANE BATTERIES [ ITEM CREATION ] You have mastered the greatest secret of the magical craftsman; you can harness raw magical energy and condense it into a physical object, a tiny lodestone which can power magical devices creating a power source more potent than anything imagined. Prerequisites: Spellcaster level 3rd Benefit: A spellcaster with this feat can create magical batteries; almost microscopic gems which glow with arcane energy, that can be used to power spells in and of themselves or be used to fuel more powerful magical artifacts. Using only this feat, a spell caster can create charged magical items, such as wands, which draw their power from a finite supply of magic. Some different uses for this feat are listed below. Craft Charged Items: Select any spell that you can normally cast; you can create a charged item (usually a wands, or similar device, though more unusual charged items are possible) using that spell as a base. Once the charged item is created, anyone who has been instructed in its operation may use it. Thus, a mage could create a wand which fires magic missiles and hand it over to a conventional soldier, increasing that soldier’s firepower. Each time the item is triggered, or the device is otherwise activated, one or more of the items charges are drained based on the level of the spell the item is storing. A arcane batteries that stores a 0, 1st, 2nd, 3rd or 4th level spell uses one charge, a 5th, 6th, or 7th level spell costs 2 charges and a 8th or 9th level spell costs 3 charges. When all the item’s charges are drained, it ceases to function, but can be recharged by any spellcaster with this feat. Successfully creating a housing for the device requires an appropriate craft check (Craft: Sculpture to create a wand, )or the mage can acquire a finished masterwork item to enchant. Crafting a charged item takes one day for every 1000gp in the items base purchase price. When the spellcaster first creates the item, she chooses the items caster level, which must always be sufficient to cast the spell in question. To craft a charged item, she must spend ½ the base price on raw materials and magical reagents, and imbue the item with a portion of her soul, expending a number of XP equal to 1/25th the base price. To determine the base price of a charged item, multiply the caster level by the spell level (s) (minimum 1st level, even if the component spell is 0 level) and than multiply the result by 900 gp for the highest level spell, for each additional spell the item stores multiply the caster level by the spell level (minimum 1st level, even if the component spell is 0 level) and than multiply the result by 450 gp. Any Arcane battery that stores a spell or spells with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend one hundred copies of the material component or pay one hundred times the XP cost. A newly created charged item has 50 charges Recharging Charged Items: Any spellcaster (even one from a different class than originally created the item) may recharge a spent charged item. The charged item must be completely drained before it can be recharged. To recharge a spent item, the spellcaster must possess this feat, and must touch the item while funneling his personal energies into it. For every 4 spell levels expended in this way allows the charged item to regain a single charge. Thus, if a wizard or cleric chose to sacrifice a 9th level prepared spell and a 3rd level prepared spell, the charged item in his hands would recover 3 charges. A sorcerer choosing to sacrifice three 3rd level spell slots and three 1st level spell slots would achieve the same result. A spell caster may sacrifice as much mystical energy in a single charging session as he or she is comfortable with losing. Charging a magical item requires 10 rounds of unbroken concentration per each charge recovered. Mages who attempt to charge items during the heat of battle must make concentration checks as if they were casting magic under fire, or lose the spell/slot without effect. At the game master’s discretion, the charged item might undergo minor cosmetic changes reflecting the personality of the magic user who recharged it, though its function and personality (if any) remain unchanged. |