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==What Is A Spelljar?== A spelljar is a crystalline bottle designed to store magical resonance within them for later use. They are similar to potions, except that spelljars do not need to be drunk to activate their effects (and frequently their effects are hostile rather than beneficial). Spelljars have Hardness 1 and 3 HP. All spelljars have one rechargeable effect activated by uncorking the bottle and a second effect activated by the destruction of the bottle itself. Most often, this secondary effect is activated by throwing the bottle, though occasionally it is activated accidentally by damage to the bottle while it is still in the wielder's possession. These two effects are determined by the spell cast during creation. This spell must be of at least third level and have an appropriate energy descriptor (acid, cold, earth, electricity, fire, force, sonic, water). Corking or uncorking a spelljar is a standard action that provokes attacks of opportunity. Uncorking a charged spelljar releases the magical energies within the bottle in a 60' line, dealing 1d6 damage of the appropriate energy type, plus 1d6 points of damage per spell level of the spell used to create the jar. A spelljar used as a thrown weapon is treated as a splash weapon (that is, like a flask of alchemist's fire or an acid flask), and it releases a 20' radius spread effect on shattering, dealing 2d6 points of the appropriate energy type, plus 1d6 points of damage per caster level of the spell used to create the jar, and an additional 2d4 slashing damage from the shards of the bottle. ===Creating Spelljars=== {|border=1px !Item !!Feat !!Item Cost !!Material !!XP !!Magic Supplies Cost !!Base Price |- | Spelljar || Craft Spelljar || 150 gp || *50 (usually none) || *50 (usually none) *5 gp || 87.5 * Spell level * Caster level || 175 * Spell level * Caster level |} ====Craft Spelljar==== ''Prerequisites:'' Caster Level 5 ''Benefit:'' You can create any spelljar whose prerequisites you meet. Crafting a spelljar takes one day for each 1,000 gp in its base price. To craft a spelljar, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some spelljars incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the spelljar's base price.
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