> [!Warning] This Bastion Facility is from the [Eberron: Forge of the Artificer](https://www.dndbeyond.com/sources/dnd/efota/bastions-in-khorvaire#Chapter3BastionsInKhorvaire) source book!
> Eberron is a much more high tech setting than our own and many of it's Facilities are either high tech or build on lore very specific to that setting, meaning this Bastion facility may not make much sense in Caledon and may require significant adjustment before it can be used in our game!
_Level 13 [[Bastions|Bastion Facility]]_
**Prerequisite:** Ability to use a [[Spellcasting Focus]]
**Space:** Vast
**Hirelings:** 1
**Order:** Empower
A Bastion with a Manifest Zone is infused with the planar energy of one of Eberron’s planes of existence. Choose the plane when you build this facility.
**_Empower: Manifest Charm._** When you issue the Empower order to this facility, the facility’s hireling conducts magical rites for the next 7 days. At the end of that period, you gain a special Charm (see “[Supernatural Gifts](https://www.dndbeyond.com/sources/dnd/dmg-2024/dms-toolbox#SupernaturalGifts)” in the [Dungeon Master’s Guide](https://www.dndbeyond.com/sources/dnd/dmg-2024)) called a Manifest Charm, which lasts until you use it. You don’t need to be in the Bastion while the rites are performed to gain their benefit. The effects of the Charm depend on the facility’s linked plane:
- **Daanvi, the Perfect Order.** You can expend the Charm (no action required) to end the [[Blinded]], [[Deafened]], [[Paralyzed]], or [[Poisoned]] condition on yourself.
- **Dolurrh, the Realm of the Dead.** When you use a spell slot to cast a spell from the Necromancy school, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
- **Fernia, the Sea of Fire.** When you use a spell slot to cast a spell that deals Fire damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
- **Irian, the Eternal Dawn.** When you use a spell slot to cast a spell that restores Hit Points or deals Radiant damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
- **Lamannia, the Twilight Forest.** When you use a spell slot to cast a spell that conjures or summons a [[Beast]], an [[Elemental]], or a [[Fey]] (including [[Conjure Animals]], [[Conjure Elemental]], [[Conjure Fey]], [[Conjure Minor Elementals]], [[Conjure Woodland Beings]], [[Find Steed]], [[Summon Beast]], [[Summon Elemental]], or [[Summon Fey]]), you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
- **Mabar, the Endless Night.** When you use a spell slot to cast a spell that animates or summons an Undead (including [[Animate Dead]], [[Create Undead]], or [[Summon Undead]]), you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
- **Risia, the Plain of Ice.** When you use a spell slot to cast a spell that deals Cold damage, you can expend the Charm (no action required) to treat the spell as if it were cast using a spell slot 1 level above the slot expended.
- **Shavarath, the Battleground.** When you score a Critical Hit, you can expend the Charm (no action required) to deal an extra 10 damage of one of the types dealt by the attack.
- **Syrania, the Azure Sky.** You can expend the Charm as a Bonus Action to gain a Fly Speed equal to your Speed for 1 minute.
- **Thelanis, the Faerie Court.** When you cast a spell from the [[Enchantment Magic|Enchantment]] or [[Illusion Magic|Illusion]] school, you can expend the Charm (no action required) to give one target of the spell Disadvantage on its saving throw against the spell.
- **Xoriat, the Realm of Delirium.** When you use a spell slot to cast a spell, you can expend the Charm (no action required) to roll on the [Wild Magic Surge table](https://www.dndbeyond.com/sources/dnd/phb-2024/character-classes-continued#WildMagicSurge) in the [Player’s Handbook](https://www.dndbeyond.com/sources/dnd/phb-2024).
If your Bastion is mobile, its connection to the linked plane of existence is suspended while the Bastion moves, and you can’t issue the Empower order to this facility while it is in transit. When the Bastion reaches a destination, you can issue the Empower order to establish a new planar connection, linking the Bastion either to the same plane of existence or to a different one you choose. Establishing the new connection takes 7 days, after which you can issue the Empower order normally.