Sequencers
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You may cast spells upon a staff, if allowed, it goes in, you can use it 1/rest. If not, it won't go in. Using it has 2 phases, target and activation, target is just click target, activation is when the ball of light travels to target. If the spell is banned, target phase is replaced with emptying sequencer.
Applying Spells
| When applying spells: | - The Sequencer item MUST be equipped. | - Hostile spells can now be stored. | - No items can be used. (Scrolls, wands, etc.) | - No feats can be used. (Yes, this includes epic spells.) | - Metamagic doesn't get stored.
Banned Spells
| Battletide | Blade Thirst | Bless Weapon | Dark Undertow | Divine Power | Greater Sanctuary | Divine Favor | Magic Vestment | Mass Haste | Gate | Holy Sword | Mordekainens Disjunction | Tenser's Transformation | Time Stop | War Cry
Party & Self target only Spell list
| Harm
When using the sequenced spells
| - Takes an action to use the Sequencer item, then half a round for the projectile. | - When activated, and before casting, the Sequencer will put you in targeting mode, this will let you select others in the case of hostile or target requiring spells for twelve (12) seconds. | - It will announce you are using the item and that it was a sequencer side by side. | - Once used, a Timer of ten (10) minutes will start, this works as per other time locked abilities where you cannot use any other Sequencer for this time.
The Spells & How they act
| - They are cast using your highest Caster level | - If Mundane, Caster level ten (10). | - Feats should count for the spell casting as per normal | - Wild Mage spells only work for wild mages.
Examining items with filled Sequencers:
|- They will now display text as follows: |"This object has an empowered sequencer matrix, it contains the spell: [Spell name]"
Removing sequenced spells:
| - Unless the item explicitly has a sequence emptier option, your choices are your own and final. | - Simply put, for the above items you cannot clear the sequencer spell.