IGTN (talk) | |
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Date Created: | 2010 |
Status: | Essentially complete |
Editing: | Mechanical changes on talk, please |
Balance: | Wizard |
Fortress Mage [Spellcasting]
Summary::You're good at building magic items that stay in one place.
{{#set:Prerequisite=None}} Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
- 0: You gain the Trapfinding ability of a Rogue.
- 1: You can craft any magic item that is not man-portable and does not move under its own power as if you had all required Item Creation feats. This does not include all nonportable wondrous items (Crystal Balls, for instance, are not included).
- 3: You can craft any nonportable wondrous item as though you had the feat. Also, with a 24-hour ritual, you can declare a Sanctum filling one 10-foot cube per hit die. While you are in your Sanctum, any spells you cast have their caster level and save DCs increased by one.
- 6: While in your Sanctum, you may store a spell that you can cast as a free action if you cast spontaneously, or as part of preparing spells if you prepare spells, up to a limit of a total number of stored spell levels equal to the square of your highest castable spell level. Storing a spell consumes its spell slot as if it was cast. If you have a spell stored may, as a free action once per round if you prepare spells, swap any single prepared spell or spell slot that you can prepare a spell into that you have with a stored spell. If you cast spontaneously, you can cast a stored spell without expending a spell slot. Once cast, no matter how, the spell is no longer stored. If you move your Sanctum, you lose all stored spells.
- 9: You can create an item-bound demiplane. Once you do, you can't create another one for as long as the first one exists. The entire item-bound demiplane is treated as an extension of your Sanctum. All parameters for the creation of the demiplane as as the Genesis spell.{{#set:Type=Spellcasting}}
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