Prepared cantrips can be cast without expending a slot. That is, any prepared (or known, for innate casters) can be cast as at-will spell-like abilities.

Replace Cure Minor Wounds with Stabilize: The dying touched creature is stabilized. If the creature is already stable but is still unconscious due to negative hps, it gains consciousness instead.


Produces full darkness (not shadowy). Darkvision (whether magical or mundane) can see normally in this darkness. Continual Flames in the area produce light like a candle (5' of shadowy).
Deeper Darkness
Produces full darkness. Darkvision suffers 20% miss chance in this deeper darkness. Continual Flames are completely occluded.
Lasts 2 hours/level.
+Siphon Magic Item (Sor/Wiz 3, Clr 3, Drd 4)
This spell allows you to drain magical enchantment power from existing magical items in order to power your own item creation.

With regards to this spell, magical power is equivalent to a magic item's market price. You can drain the magical power from a magic item and hold the charge. This process takes one hour and leaves the drained item disenchanted/non-magical. You must correctly identify a magical item (or decipher it, in the case of scrolls) before you can drain it. The item must be in your possession for the duration of the drain. Intelligent items and artifacts cannot be drained.

Assuming you have the appropriate item creation feat and meet all other appropriate prerequisites, you can then create a magical item using up to 1/2 the magical power you are holding in place of the raw material costs (not including any mundane, focus, or material component costs required). Any magical item can be created in 1 hour through this process. All raw material costs related to the enchanting must be paid from the held charge, however.

Holding a charge requires constant attention, so, while powerful, this siphoning process is also potentially dangerous. The degree of charge is equal to √(the total market price of all items drained so far / 1,000gp), rounded up. If the siphoning processes is interrupted, the caster makes a Concentration check, DC 20 + degree of charge held. On a success, the caster manages to stabilize the charge and can resume work later the same day. On a mild failure, the charge is harmlessly dispersed and lost. However, on a failure of 5 or more, the entire charge is lost in a powerful explosion of raw magical energy, dealing 1d6 x degree of charge of non-lethal damage in a Medium-ranged burst. In addition, strange magical effects may occur (DM's whim, though usually limited to a spell level equal to the degree of charge and related to the schools of magic involved in the drain).

A charge cannot be held past the end of an 8-hour work day. Therefore, a maximum of 7 items may be drained to produce a single new item. Any unspent charge may be dispersed harmlessly in a controlled manner after the project.

Example: A caster wishes to create a +1 flaming longsword (8,315gp). The caster has the Craft Arms and Armor feat, is 10th lvl, knows the fireball spell, and has a masterwork longsword handy (315gp), so all the prerequisites are met. All she needs are the enchantment costs: 8,000gp market price, which is 4,000gp of raw materials.

The caster has a +1 shortsword (2000gp enchantment) and a sustaining spoon (5,400gp). However, the total enchantment of these two items is not enough (7,400gp), since the entire cost must be paid from drained items. However, the caster then finds a potion of haste (750gp), for a total of 8150gp. Draining these three items takes 3 hours in a quiet, secluded location, followed by 1 hour of enchanting. The extra 150gp of charge is then harmlessly lost.

If the caster had been interrupted after draining the 3rd item, she would have been holding the full charge of 8,150gp, which has a +3 degree of charge (since 8,150 is more than 4,000gp but less than 9,000gp). The Concentration check would be DC23 to stabilize the charge. A roll of 18 or less would result in a dangerous mishap.