Craft Flare (3.5e Feat)

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Craft Flare [Item Creation]

You can create magical flares, items that hold two spells: an emanation and a targeted spell.
Prerequisite: Caster level 9th, Craft (alchemy) 5 ranks
Benefit: You can create a flare of any two spells you know. However, one of them must target one or more creatures and have a casting time of no more than 1 round. The other one must be a sphere-shaped emanation that has a timed duration (not concentration, instantaneous, or permanent). Crafting a flare takes one day for each 1,000 gp in its base price. The base price of a flare is the sum of the two spells' levels × its caster level × 75 gp. To create a flare, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any flare that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when crafting the flare.

About Flares: A flare is a magic object that releases fire-like magical energy when activated. A flare can only be used once. The character activating the flare doesn't get to make any descisions about the effect — the caster who created the flare has already done so. The person who activates the flare is the effective caster of the emanation, and any person who activates the targeted spell is the effective caster of that spell. Flares, when activated, radiate the emanation stored in them out to a 20 ft. radius (but see below). In addition, the flare can be used as a weapon and affect a target with the targeted spell by making a successful touch attack. The touch attack can be used a number of times equal to the emanation's level + 1. After this number of attacks or after the emanation's duration, whichever comes first, the flare is used up: it becomes a nonmagical object that does nothing. In most cases, an activated flare sheds light as a torch. However, if one of the two spells has the light descriptor, it emits the emanation out to 30 ft., bright illumination out to 30 ft., and shadowy illumination out to 60 ft. If both of the spells have the light descriptor, it emits the emanation out to 40 ft., bright illumination out to 40 ft., and shadowy illumination out to 80 ft. If one of the spells has the darkness descriptor, instead of shedding light, the flare emits shadowy illumination as the darkness spell, except that it's out to 30 ft. If both of the spells have the darkness descriptor, it emits the same sort of darkness out to 40 ft. If one spell has the light descriptor and the other has the darkness descriptor, the flare emits light as a torch, as normal. Activating a flare is a standard action that provokes attacks of opportunity and requires two free hands.



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