Tuesday, January 4, 2011

General Rules: Feats - Fuse with item

Fuse with Item [Alvari, Changeling, Eldritch, Gnome] (from the Book of Eldritch Might III)
Using your skill with magic, you absorb a magic item into your body, taking on its essence and powers.
    Prerequisite: Alvari or Changeling or Gnome, Charisma 19+, caster level 10th+.
    Benefit: You can absorb a magic item and make its powers inherent within you. You cannot fuse with magic weapons or armor, nor can you fuse with potions or scrolls. You can fuse with any other item. Activating or using an item that is fused with you works the same as for a normal item. A fused wand of wall of ice allows you to cast wall of ice as a spell-like ability using the item's caster level 50 times, or however many charges it had left at the time of the fusing. Bonus types do not change. A fused amulet of health +4 grants you a permanent enhancement bonus (not an inherent bonus) of +4 to your Constitution.

Fusing with an item first requires an experience point cost equal to the item's value in shillings. Then, you must make a Spellcraft check with a DC equal to 20 plus the item's caster level for each of the item's separate abilities. Failure means that you cannot use that power. You may try only once per ability. Even if you are unable to use any of the powers of a fused item, the item is consumed and the experience points lost.

Once consumed, a fused item cannot be taken away from you. It does not need to be drawn to be wielded, and it is not visible in any way. It takes up no space on your body, so if you have fused with an amulet, you can wear another amulet without problems. Like all spell-like abilities, using a fused item requires no components and draws no attacks of opportunity.

Items that logically grant no benefit from being absorbed - mainly because their power comes from being independent from the user, such as a figurine of wondrous power or dust of tracelessness - cannot be fused.

Woda's disjunction removes the item from you, restoring it to its normal state.

Intelligent Items: Fusing with an intelligent item forces you to make a Will save at the beginning of each day with a DC equal to the item's level plus the item's Charisma bonus. If you succeed, you are in control for the day and can use the items abilities, skills, and feats (if applicable). If you fail, the item remains in control of you for the day and can use your abilities, skills, and feats. Items fused with a character cannot gain levels.

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