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Improvised Arcane Device (Sp) [Magic]

Prerequisite: Ability to cast spells
Use: See text
Action: 1 minute per spell level sacrificed; see text
Target: See text
Duration: See text
Saving Throw DC: 10 + PMA + Spell Proficiency + spell level sacrificed
Spell Resistance: Yes

With this ability a character can create impromptu magical items customized to the creator's needs. These devices can damage, heal, stun, blind, and so on. To create an Improvised Arcane Device (IAD), the user must sacrifice a spell slot for the day. Every spell level in that slot can be spent on damage, healing, or one of the effects below. Damage and effects can be mixed and matched, but the same spell level cannot be spent twice.

Every spell level spent on damage or healing adds 1d6 + the creator's Spell Proficiency. So if 5 spell levels are spent on corrosive damage, the device will deal 5d6 + (Spell Proficiency × 5) corrosive damage. Those levels can be split up as well. A 5th-level spell slot could deal 4d6 + (Spell Proficiency × 4) corrosive damage and stun for 1 round. Four spell levels are spent on damage and the last is spent on the stun.

The DC is always 10 + PMA + Spell Proficiency + the level of the spell slot sacrificed. The 5th-level devices above both have a DC of 10 + PMA + Spell Proficiency + 5, no matter how those spell levels are spent.

The maximum number of IADs a character can have is 6. They take 1 minute per spell level sacrificed to create. These improvised items will vanish if they are more than 400 ft. from the creator.

Saving Throws

Damage allows a Reflex save for half. Stun, blind, and fatigue require a Fortitude save. Shaken requires a Will save. If the device has damage and an effect, each save is rolled separately against the same DC.

Effect Types

Stun: Spend 1 spell level to stun the target for 1 round. No more than 1 spell level can be spent on stun.

Blind: Blinds all creatures within 30 ft. of the device for 1 round per spell level spent on blind.

Fatigue: Fatigues the target for 1 round per spell level spent on fatigue.

Shaken: Leaves all creatures within 30 ft. of the device shaken for 1 round per spell level spent on shaken.

Damage and Healing Types

Cold: Deals cold damage.

Corrosive: Deals corrosive damage.

Electric: Deals electric damage.

Heat: Deals heat damage.

Negative Energy: Deals negative energy damage.

Positive Energy: Restores HP.

Sonic: Deals sonic damage.

Trigger Types

Trap: The device covers an area up to 10 ft. × 10 ft. and activates when a creature enters that area. Setting the trap takes a full-round action.

Grenade: The device is a thrown object with a range of 20 ft. Throwing it is a standard action and requires a ranged touch attack. It explodes in a 5-ft. radius.

VTT Instructions

The macro below is specifically for a grenade, but can also be used for a trap. It asks for the spell level sacrificed, damage type, and how many spell levels were spent on damage. Keep a note in your inventory of how each IAD is divided up.

Grenade VTT Description Macro:
@{character_name} throws a grenade-type IAD at their target with a [[1d20+@{magic_touch_attack}+(0?{Do you have any miscellaneous bonuses?|0})]] against touch AC. The grenade deals ?{Energy Type?} damage. A Reflex save halves the damage. Stun, blindness, and fatigue require a Fortitude save; shaken requires a Will save. Each save uses the device's save DC.

Grenade VTT Damage:

[[?{Spell levels spent on damage}d6+(@{spell_prof}*?{Spell levels spent on damage})]]

Device Save DC:

[[10+@{pma}+@{spell_prof}+?{Spell level sacrificed}]]