Prerequisite: Intelligence or Wisdom of 13 or higher. Artificer
You have learned a number of Schemagics that you can cast as rituals. These spells are written in a Schemagic book, which you must have in hand while casting one of them.
- When you choose this feat, you gain the ability to create single use items that deal the effects of any of your known Artificer Spells that do not require concentration.
- Creating the schemagics from a spell requires the same length of time and materials cost as a wizard scribing a spell scroll and requires a DC 12 Arcana Check.
- You can use a ritual from your Schemagics Book to imbue the items from your Magical Tinkering feature with a single use of one of your prepared spells. This operation counts as a ritual and does not use a spell slot during the creation of the item. All other Magical Tinkering rules apply. You must have any required material components on hand.
- If you come across a magic item, you may attempt to create a Schemagic for that item by dismantling it. Doing so requires the same length of time and materials cost as Crafting a Magic Item, and a successful Arcana check based in the item's rarity. Common DC15, Uncommon DC18, Rare DC21, Very Rare DC24, Legendary DC27, Artifact DC30. A failed check results in the irreparable destruction of the item as well as double the DC in a damage type appropriate to the item. (DM discretion).
- Successful Schematics are added to your Available Infusable Items list.
- You can also use a ritual from your Schemagics Book to imbue one of the items from your Magical Tinkering feature with a single use of one of Magic Item Schemagics. A single use item must include key material components from the original item or something similar. The maximum duration of any single use item is 10 minutes, or the length of the spell effect associated, whichever is shorter. All other Magical Tinkering rules apply.
- Because of the instability of magic itself, these items are inherently dangerous. Anyone is using or carrying one of your Schemagic Items that rolls a Critical Fail on an Attack Roll, Saving Throw, or Ability Check triggers a wild magic surge. Roll once on the Wild Magic Surge table. The item is destroyed during the surge.
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