Spell Capsules

A specialty out of Shan Lun, spell capsules are small devices that produce its effect when broken. A spell capsule can only be used once. It can duplicate the effect of a spell of up to 2nd level that has a casting time of less than 1 minute and affects an area.   Spell capsules are like spells cast upon the area in which they break. The person using a spell capsule doesn't get to make any decisions about the effect; the creator of the capsule has already done so.   Spell capsules act much like Potions, but the types of spells contained are different, and they are triggered by throwing them rather than ingesting. They are crafted using the Craft Spell Capsule feat, and have a cost of 50gp for 1st level capsules and 200gp for 2nd level capsules. The Caster Level for spell capsules is always the minimum level required for the spell, and only 1st or 2nd level spells can be crafted into spell capsules. See Magic Item Creation for more details on crafting spell capsules.   Capsules are treated as thrown weapons with a range increment of 10 ft. and break on impact, triggering the contained spell. Regardless of the spell contained, capsules cannot affect an area larger than a 10 ft. cube, and have a duration of no longer than 1 minute. A list of common spell capsules and their price is provided on the spell capsules table.  

Physical Description

A typical spell capsule consists of a small ceramic or glass orb 1 to 2 inches in diameter. It has an Armor Class of 13, 1 hit point, Hardness 1, and a break DC of 6.  

Identifying Spell Capsules

Spell capsules appear to be mundane orbs without the use of some form of magic detection. Due to their rarity and the secrecy behind their creation, they are difficult to identify, requiring 1 minute of study using a Detect Magic spell and a DC 30 Spellcraft check, with no retry. Alternatively, an Identify spell or equivalent can determine the nature of them.  

Activation

A spell capsule is a Use-Activated Item, activating when broken, however that may occur. Typically, they are thrown, having a range increment of 10 feet and being delicate enough to break on impact with most surfaces. If thrown or dropped at least 10 feet, a spell capsule will break even if caught unless the catcher succeeds on a DC 15 Reflex Save (this may be increased or reduced based on the circumstances of the catch, such as while wearing soft fur gloves or a steel gauntlet). Doing so would require a Standard Action, usually needing to be a prepared action.  

Special

A spell capsule cannot affect an area larger than a 10 ft. cube, and have a duration of no longer than 1 minute. Any spell with a larger area or longer duration is reduced to meet these limitations.

Contents


Comments

Please Login in order to comment!
Powered by World Anvil