Implant Gambit

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Source: Complete Book of Eldritch Might

Description: You put a secret "trick" into an item that you create

Prerequisites: 12th Level Caster, Any Item Creation Feat


You can add a gambit into the powers of a magic item that you create using another feat. The item must be one that you create, must have a market price of at least 1000 gp, and you must put the gambit in place during the item's initial creation. Implanting a gambit requires the caster to spend more money and experience (see below) and adds a day to the item's creation time.

A gambit in this sense is one of the following:

Fail-Safe: You put a special command into the item that allows you - and only you - to say a word (using a standard action) that permanently drains it off all power. This gambit adds 1,000 gp and 40 xp to the item's creation cost.

Back Door: You put a special command into the item that allows you - and only you - to control it when it falls into the hands of another. You must be within 25 ft and have line of sight to the item. Using this gambit requires a standard action and a successful Concentration check (DC 20). The item must be a command or spell-trigger item. This adds 5000 gp and 200 xp to the item's creation cost.

Recall: You put a special command into the item to return it to your hand when you desire it. The item must be on the same plane as you are, and if it is currently within someone's grasp (and not sitting unattended or stowed in a pack), the character holding the item gets a will save to hold onto it (DC 15 + Charisma Modifier). This adds 15000 gp and 600 xp to the item's creation cost.

Conditional Fail-Safe: You put a special function into the item that permanently drains it of all power if a specific condition arises. Conditions could include "if a character of evil alignment holds the item for more than 1 round" or "if the item enters the land of Tared-Ul" or - in the case of an intelligent item - "if the item so wishes." This gambit adds 10,000 gp and 400 xp to the item's creation cost.

Conditional Recall: You put a special function into the item that returns it to your hand if specific conditions arises. Conditions could include "if a character of evil alignment holds the item for more than 1 round" or "if the item enters the land of Tared-Ul" or - in the case of an intelligent item - "if the item so wishes." This gambit adds 20,000 gp and 800 xp to the item's creation cost.