Spell Trigger Items

Eberron's artificers have made a number of advancements to spell trigger items such as wands and staves, most notably eternal wands (ECS p265).

There is a 30% chance of any randomly-generated spell trigger item possessing a charge reservoir (see below).

Wandslingers often enchant their spell trigger items as weapons in addition to their spellcasting abilities. A wand is treated as a club and a staff as a quarterstaff, and they can be crafted as masterwork weapons for the normal +300gp cost. Spell trigger weapons have their own variants of the Lucky and Lucky, Greater firearm enchantments. A spell trigger item retains its properties as a weapon after its charges have been expended.

Charge Reservoir

Aura: minor transmutation; CL 1st; Price +400gp
This special ability can be applied to any item with a limited number of charges (but not single-use items). The item is equipped with a backup power source, not great enough to activate it with. When the item's charges are expended, it does not lose its magical properties but is instead treated as having 0 charges. For most items this has no benefit unless its wielder has a way to activate an item without expending charges, such as the wandslinger's Eternal Charge deed.
Construction Requirements: magic weapon, creator must have the item creation feat required for an item of that type.

Lucky

Aura: moderate transmutation; CL 8th; Price +1 bonus
This special ability can only be placed on spell trigger items which have been enchanted as weapons. A lucky item has its own magical reservoir of grit. Usually this grit is stored within the marks of an engraving or in a trinket that hangs from the item. Often these marks take the form of holy symbols or fetishes, but such a reservoir can take just about any form. This reservoir holds 1 grit point, which is refreshed at the start of each day. Whether or not the wielder of a lucky item has any deeds (see page 10), she can always spend 1 grit point from the lucky item to reroll a Use Magic Device check involving the item that would result in a failure. When the wielder does so, she must take the second result, even if that Use Magic Device check also results in a failure.
Construction Requirements: Craft Magic Arms and Armor, heroism, creator must be a grit user

Lucky, Greater

Aura: moderate enchantment; CL 12th; Price +3 bonus
This special ability can only be placed on spell trigger items which have been enchanted as weapons. A greater lucky item is nearly identical to a lucky item, but its reservoir holds 3 grit points instead of 1. An item cannot have both this special ability and the lucky special ability.
Construction Requirements: Craft Magic Arms and Armor, greater heroism, creator must be a grit user

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