Arcana Fundamentum (3.5e Equipment)
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The arcana fundamentum is less of a traditional graft than it is a base augmentation of a pre-existing organ. Through arcane rituals used to create living spells and other strange physical incarnations of magic, the essence of a particular spell is brought into reality and fused with the organs which produce breath attacks in breath-weapon possessing creatures. Thus unlike most grafts this graft does not replace the breath-weapon producing organ, but rather augments it. Creatures must possess a breath weapon in order to recieve this graft.
The graft causes a secondary spell effect carried on the breath attack. Area of effect, such as fireball, have their effect applied to all those affected by the breath weapon. Spells which have multiple targets (such as confusion or multiple-touch spells like chill touch) affect the closest target, then the next closest, and so forth until the number of targets is expended. Single target, ray spells, and touch spells only effect one creature out of however many were affected by the breath attack. Spells which have a casting time of longer than a standard action, or spells which do not have a target or otherwise produce an effect, object, or creature (such as summon spells and divination) cannot be turned into arcana fundamentums. Though the breath weapon possessed is likely supernatural or extraordinary and does not provoke attacks of opportunity, its riding spell effect can still be affected by spell resistance as per the original spell. Spells retain their saving throws, though the DC of the saving throw is based on that of the breath attack. Spells which offer the same save as the spell (typically Reflex) only need to make one save for both effects, while spells which have a different save had both the save against the breath attack and the spell effect. Spells which offer no save now use the breath weapon's saving throw for half (if dealing damage) or to negate the riding spell effect (if not dealing damage, such as with slow). Successfully saving or using spell resistance against the spell effect does not save you against the breath weapon. The caster level of the spell is equal to your character level.
You may choose to use or not use the spell effect when you use your breath weapon, being limited only by how rapidly you may use your breath attack. The cost varies depending on the level of spell being imbued. The formula is:
Spell Level x Caster Level x 3600 (0th level spells count as 0.5 spell level)
In addition of the spell has expensive material components, add the cost of the components x100. If the spell has experience cost, the gold value cost added is the experience cost x500. If the spell uses a focus add the cost of the focus only once. Once bound the effect does not use expensive material components, foci, or experience cost. You may possess more than one arcana fundamentum, but you may only apply a single spell effect per breath attack regardless how many you have grafted. Metabreath feats do not affect the riding spell effect, though imbuing the spell as a metamagic spell is possible (a maximized fireball would cost the price of a 6th level spell), as well as effects which spontaneously add metamagic to spells such as the Sudden Empower feat. Costs are guidelines, certain spells may simply be difficult to work with at DM discretion. Below is an example table with the cost and recharge penalties of each level of spell, assuming no expensive material components, experience cost, or focus.
Spell Level | Cost |
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0th | 1800 gp |
1st | 3600 gp |
2nd | 21,600 gp |
3rd | 54,000 gp |
4th | 100,800 gp |
5th | 162,000 gp |
6th | 237,600 gp |
7th | 327,600 gp |
8th | 432,000 gp |
9th | 550,800 gp |
Graft Flesh (Any), the spell being imbued; Price Variable
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