[School] Feats & other stuff.
Posted: Fri Apr 02, 2010 1:25 am
So I finally got finished writing these.
First things first, the template:
0: Benefit gained by being able to cast level 0 spells.
1: Benefit gained by being able to cast level 1 spells.
3: Benefit gained by being able to cast level 3 spells.
6: Benefit gained by being able to cast level 6 spells.
9: Benefit gained by being able to cast level 9 spells.
Spell like abilities also count for these benefits, so creatures that can cast, say, Gate can take one of these feats and receive all the benefits. The only exception to this is wish and other universal type spells.
Evocation!
Battle Mage
You enter battle with a weapon in one hand and a fireball in the other.
0: You are immune to damage caused by your own evocation spells with the burst, emanations, spreads or line type area.
1: You may sacrifice any evocation spell in your spellbook as a swift action. Add +X to your attack bonus and +xd6 (you can have this damage be either fire, cold or electricity) to damage where x is the level of the spell you sacrificed for one minute. These bonuses do not stack and the most recent use of this ability overrides the previous one.
3: You can cast any evocation spell you know as part of a standard action attack provided the casting time is no longer than a standard action and the spell in question deals damage. The spell will manifest even if the attack misses and its point of origin will always be centered on the target of the attack. Spells cast this way do not provoke attacks of opportunity.
6: Same as above but now you may cast spells as part of a full attack action. If you attack multiple targets, pick one of them to be center of the spell.
9: As long as even one attack hits your target, the evocation spells you cast as part of an attack or full attack bypass the targets spell resistance and denies it its saving throw if the spell allows one. If you hit more than one target during the same round this benefit applies to all of them.
Master Healer
Your powers allow you to save your allies even from the brink of death.
0: You can add your wisdom or charisma modifier to the number of hit points healed by your healing spells.
1: You can delay any healing spell you cast on an ally. The healing spell can be delayed for up to two hours and you can activate it as a free action at any point during this time, even when it is not your turn. A creature can only have one such delayed spell upon it at a time.
3: Any spell of the healing sub-school can affect a number of additional targets equal to the level of the spell, provided they are all within the spells range. If the spell range is touch then the targets need to be within your reach.
6: Your healing spells can actually heal more than a creature can have. These extra hit points persist for two hours but can never exceed half of the creatures maximum hit points.
9: All healing spells that have a casting time longer than a standard action have their casting time reduced to a standard action instead.
Note: Yea, I know. I went with the Healing in evocation rout. This will probably disappoint people... but you can still have this as a necromancy feat in your games instead.
Conjuration!
Master Summoner
You are the like the goddamn Pokemon Master!
These benefits apply only to the Summon Monster and Summon Natures Ally type spells.
0: All your summons have a minimum duration of 10 rounds.
1: All your summons receive a +4 enchantment bonus to strength and constitution.
3: All your summons are affected by the haste spell which cannot be dispelled.
6: Whenever you use Summon Monster or Summon Natures Ally you may cast two such spells as part of single standard action.
9: For the first turn that they are summoned your summons are immune to magic.
Master of Space
Your magic is in motion.
0: Conjuration spells you cast can originate from any square within 5 feet of you.
1: You may now select any one creature within 100 feet to be immune to your Area of Effect conjuration. The spell disappears and reappears as the creature passes through.
3: If you are within 100 feet of a conjuration area of effect spell that is still in effect and that was cast by you, you may dismiss this effect and cast the same spell again as standard action, effectively moving it to a new location so no actual spell slot is being wasted.
6: When you use a spell with the (Teleportation) descriptor you do not take damage if you teleport into a space occupied by a solid body. Additionally, if you teleport into a space occupied by a creature no more than one size category larger than you then the creature is violently displaced into the nearest free space, taking d6 damage equal to your HD and must pass a fortitude save or be dazed. Use the level of the teleport spell to determine the DC of this effect.
9: You can use spells with the (Teleportation) descriptor even in places where teleportation is normally impossible. You are also immune to Dimension Anchor and similar effects that block teleportation.
Necromancy!
Overlord
You really liked playing HoMM as the Necropolis faction.
0: Your undead count as having 3 more HD when other characters attempt to turn them.
1: Undead you create have 2 extra hp for each of their HD.
3: Undead you create have Evasion and Mettle.
6: You can select any template and apply it to one of your undead provided the LA is no greater than ¼ your level (rounded up).
9: The number of undead you can control through any means is doubled.
Reaper
You love killing. Finger of Death is your favorite spell.
0: Enemies affected by your Necromancy spells take a -2 penalty to SR until sunrise.
1: Your necromancy spells have their DC increased by 2.
3: You may opt to have a necromancy spell you cast deal an extra d6+1 dice of negative energy damage equal half your level. If the spell in question has a saving throw then this damage is halved on a successful saving throw.
6: If you kill a creature with a necromancy spell whose CR is equal or bigger than twice the spell level then that spell is not considered expanded from your spellbook or allotted spells per day.
9: If anything has immunity (natural or magic) to death effects then your necromancy spells may affect it as if it that was not the case but the target gains a +3 bonus on its save.
Transmutation!
Shapechanger
What you are becomes part of what you become.
0: You can turn your hands into tools or a weapon as a standard action which must be the same size as you hands.
1: When you use Alter Form, Polymorph, Polymorph any Object and Shapechange (or similar) on yourself the creature that comes to represent you gains DR 5/- that stacks with any other natural DR that it has.
3: When you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself you can move any enhancement bonuses to ability scores from spells or items on yourself to the creature that represents you.
6: When you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself you can move any enhancement and deflection bonus to AC on yourself to the creature that comes to represent you.
9: You can move any spells that currently effecting you to the creature that represents you when you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself.
Note: I am using the tome rules for shapechanging.
Catalyst
Move faster than time.
0: Add 3 to your CL to determine the duration of your Transmutation spells.
1: You gain an enhancement bonus to initiative equal to the highest level transmutation spell you can cast.
3: You receive an enhancement bonus to speed in feet equal to ten times the level of the highest transmutation spell you are able to cast.
6: While under the effect of the haste spell you gain an extra swift action.
9: You can use Celerity as a free action once per hour.
Illusion!
Teller of Lies
If enough people believe a lie, it becomes the truth.
0: You cast illusions spells at +1 CL.
1: Creatures do not receive a +4 bonus to their will save to disbelieve your illusions if someone else points it out to them
3: Each time you cast an illusion spell that was a will save to disbelieve you are allowed to make a bluff check as a free action. This represents a purely mundane action the character does to make the illusion more believable. Divide the bluff result by ten and add it to the save DC.
6: No divination spell can easily detect or pierce your illusions. Before spells like true seeing or arcane sight can have any effect you and the caster must make an opposed CL check. If he wins his divination works normally, if he loses then his divination fails to pierce the illusion.
9: Creatures are allowed to only make one save to disbelieve your illusions. If they fail they are stuck believing your illusion until it ends or is dispelled. Not even true seeing or similar cast at a later point can reverse this effect.
Nobody
People doubt that you even exist.
0: You can cast Disguise Self at will.
1: If somebody manages to pierce through one of your glamer spells with the aid of a divination spell they will still be unable to discern your true features, or even what race or gender you are (though size can still be seen). Only by dispelling the glamer will these details be revealed.
3: Glamer spells that you cast on yourself last until you dismiss them.
6: You can erase the memory of yourself from the minds of others. Once they are no longer able to detect you, creatures must make a will save or forget that you were ever there. The DC is 10 + half your level + your highest mental attribute modifier. The character can select any number of creatures that are exempt from this ability. If a creature makes its save it becomes immune to this ability for the rest of the day.
9: While you are under the effect one of your glamer spells you benefit from a constant mind blank effect.
Enchantment!
Dominion
Talk about control freaks.
0: You cast enchantment spells at +1 CL.
1: The DC Sense Motive check to see that a creature is charmed or dominated is increased by 10.
3: Creatures under the effect of a charm, dominate or suggestion type spell must make a second save at the end of the spells duration. If they fail this save then the spell continues for another full duration. This ability only functions once per spell.
6: Creatures no longer receive a bonus to their save when ordered to perform acts that go against their nature (they still get a second save) and you can order creatures to perform suicidal actions (this also allows them to make a second save).
9: You can posses any target that you have either charmed or dominated as a standard action. If the target dies or the spell end you return to your own body with no ill effect. While you posses a creature your own body is left completely inactive and is thus vulnerable. If your original body dies then you can continue to exist in the possessed body as long as it is under the effect of one of your charm or dominate spell.
Mind Reaver
No mind can deny you entry.
0: You can learn spells with the [fear] descriptor as enchantment spells.
1: Your enchantment spells have their DC increased by 2.
3: If a target saves against one of your enchantment spells it must make another save against the same DC or take a number d6 subdual damage equal to your HD.
6: You can stop the effect of an enchantment spell before its duration end as long as the duration is longer than one round. In this case the spell lies dormant within the creature and you can reactivate it as a free action at any time. While inside the creature your spells are completely undetectable and allow you to freely read the hosting creatures thoughts.
9: If a creature is immune to mind effecting (natural or magical) then your enchantment spells affect it as if that was not the case but it gains a +3 bonus to its saving throws.
Abjuration!
Countermage
I tap two islands...
0: You may attempt a counterspell as an immediate action. If you already have this ability then you gain an extra immediate action that can only be used for counterspell attempts.
1: You can counterspell with any abjuration spell that is of the same level or higher as the spell you are trying to counterspell.
3: You can take 10 on caster level checks. If you already have this ability you can take 15 instead.
6: If you successfully counter a spell you may bounce that spell back at the original caster as if it was affected by spell turning.
9: If you hit somebody with a dispel magic type spell you both make opposed CL checks (use challenge rating for creatures without spellcasting). If you win the target lose the ability to cast spells, use spell-like abilities and activate magic items that are not use activated for 1d4 turns. They can repeat the check on the following rounds as a free action to end the effect early.
Spell Defender
Because combat is a little too deadly for your liking.
0: As an additional benefit all your abjuration effects provide fast healing 1 for their duration (this does not stack).
1: Once per round you can sacrifice an abjuration spell to ignore a number of attacks of opportunity in a round equal to the spell level.
3: All your abjuration spells are much harder to dispel, giving you a +5 bonus to opposed caster level checks in these situations.
6: Once per day you can cast any abjuration spell that only targets you as an immediate action even when you are flat-footed.
9: Your abjuration spells can’t be dispelled. Instead they are only suppressed for 1d4 rounds. If a spell has permanent duration then it can only be permanently dispelled if you allow it or if you are dead.
Well that about wraps this up. I still want to write a few [Monster] feats and a few [Psionic] feats but that will come later.
First things first, the template:
0: Benefit gained by being able to cast level 0 spells.
1: Benefit gained by being able to cast level 1 spells.
3: Benefit gained by being able to cast level 3 spells.
6: Benefit gained by being able to cast level 6 spells.
9: Benefit gained by being able to cast level 9 spells.
Spell like abilities also count for these benefits, so creatures that can cast, say, Gate can take one of these feats and receive all the benefits. The only exception to this is wish and other universal type spells.
Evocation!
Battle Mage
You enter battle with a weapon in one hand and a fireball in the other.
0: You are immune to damage caused by your own evocation spells with the burst, emanations, spreads or line type area.
1: You may sacrifice any evocation spell in your spellbook as a swift action. Add +X to your attack bonus and +xd6 (you can have this damage be either fire, cold or electricity) to damage where x is the level of the spell you sacrificed for one minute. These bonuses do not stack and the most recent use of this ability overrides the previous one.
3: You can cast any evocation spell you know as part of a standard action attack provided the casting time is no longer than a standard action and the spell in question deals damage. The spell will manifest even if the attack misses and its point of origin will always be centered on the target of the attack. Spells cast this way do not provoke attacks of opportunity.
6: Same as above but now you may cast spells as part of a full attack action. If you attack multiple targets, pick one of them to be center of the spell.
9: As long as even one attack hits your target, the evocation spells you cast as part of an attack or full attack bypass the targets spell resistance and denies it its saving throw if the spell allows one. If you hit more than one target during the same round this benefit applies to all of them.
Master Healer
Your powers allow you to save your allies even from the brink of death.
0: You can add your wisdom or charisma modifier to the number of hit points healed by your healing spells.
1: You can delay any healing spell you cast on an ally. The healing spell can be delayed for up to two hours and you can activate it as a free action at any point during this time, even when it is not your turn. A creature can only have one such delayed spell upon it at a time.
3: Any spell of the healing sub-school can affect a number of additional targets equal to the level of the spell, provided they are all within the spells range. If the spell range is touch then the targets need to be within your reach.
6: Your healing spells can actually heal more than a creature can have. These extra hit points persist for two hours but can never exceed half of the creatures maximum hit points.
9: All healing spells that have a casting time longer than a standard action have their casting time reduced to a standard action instead.
Note: Yea, I know. I went with the Healing in evocation rout. This will probably disappoint people... but you can still have this as a necromancy feat in your games instead.
Conjuration!
Master Summoner
You are the like the goddamn Pokemon Master!
These benefits apply only to the Summon Monster and Summon Natures Ally type spells.
0: All your summons have a minimum duration of 10 rounds.
1: All your summons receive a +4 enchantment bonus to strength and constitution.
3: All your summons are affected by the haste spell which cannot be dispelled.
6: Whenever you use Summon Monster or Summon Natures Ally you may cast two such spells as part of single standard action.
9: For the first turn that they are summoned your summons are immune to magic.
Master of Space
Your magic is in motion.
0: Conjuration spells you cast can originate from any square within 5 feet of you.
1: You may now select any one creature within 100 feet to be immune to your Area of Effect conjuration. The spell disappears and reappears as the creature passes through.
3: If you are within 100 feet of a conjuration area of effect spell that is still in effect and that was cast by you, you may dismiss this effect and cast the same spell again as standard action, effectively moving it to a new location so no actual spell slot is being wasted.
6: When you use a spell with the (Teleportation) descriptor you do not take damage if you teleport into a space occupied by a solid body. Additionally, if you teleport into a space occupied by a creature no more than one size category larger than you then the creature is violently displaced into the nearest free space, taking d6 damage equal to your HD and must pass a fortitude save or be dazed. Use the level of the teleport spell to determine the DC of this effect.
9: You can use spells with the (Teleportation) descriptor even in places where teleportation is normally impossible. You are also immune to Dimension Anchor and similar effects that block teleportation.
Necromancy!
Overlord
You really liked playing HoMM as the Necropolis faction.
0: Your undead count as having 3 more HD when other characters attempt to turn them.
1: Undead you create have 2 extra hp for each of their HD.
3: Undead you create have Evasion and Mettle.
6: You can select any template and apply it to one of your undead provided the LA is no greater than ¼ your level (rounded up).
9: The number of undead you can control through any means is doubled.
Reaper
You love killing. Finger of Death is your favorite spell.
0: Enemies affected by your Necromancy spells take a -2 penalty to SR until sunrise.
1: Your necromancy spells have their DC increased by 2.
3: You may opt to have a necromancy spell you cast deal an extra d6+1 dice of negative energy damage equal half your level. If the spell in question has a saving throw then this damage is halved on a successful saving throw.
6: If you kill a creature with a necromancy spell whose CR is equal or bigger than twice the spell level then that spell is not considered expanded from your spellbook or allotted spells per day.
9: If anything has immunity (natural or magic) to death effects then your necromancy spells may affect it as if it that was not the case but the target gains a +3 bonus on its save.
Transmutation!
Shapechanger
What you are becomes part of what you become.
0: You can turn your hands into tools or a weapon as a standard action which must be the same size as you hands.
1: When you use Alter Form, Polymorph, Polymorph any Object and Shapechange (or similar) on yourself the creature that comes to represent you gains DR 5/- that stacks with any other natural DR that it has.
3: When you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself you can move any enhancement bonuses to ability scores from spells or items on yourself to the creature that represents you.
6: When you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself you can move any enhancement and deflection bonus to AC on yourself to the creature that comes to represent you.
9: You can move any spells that currently effecting you to the creature that represents you when you use Polymorph, Polymorph any Object and Shapechange (or similar) on yourself.
Note: I am using the tome rules for shapechanging.
Catalyst
Move faster than time.
0: Add 3 to your CL to determine the duration of your Transmutation spells.
1: You gain an enhancement bonus to initiative equal to the highest level transmutation spell you can cast.
3: You receive an enhancement bonus to speed in feet equal to ten times the level of the highest transmutation spell you are able to cast.
6: While under the effect of the haste spell you gain an extra swift action.
9: You can use Celerity as a free action once per hour.
Illusion!
Teller of Lies
If enough people believe a lie, it becomes the truth.
0: You cast illusions spells at +1 CL.
1: Creatures do not receive a +4 bonus to their will save to disbelieve your illusions if someone else points it out to them
3: Each time you cast an illusion spell that was a will save to disbelieve you are allowed to make a bluff check as a free action. This represents a purely mundane action the character does to make the illusion more believable. Divide the bluff result by ten and add it to the save DC.
6: No divination spell can easily detect or pierce your illusions. Before spells like true seeing or arcane sight can have any effect you and the caster must make an opposed CL check. If he wins his divination works normally, if he loses then his divination fails to pierce the illusion.
9: Creatures are allowed to only make one save to disbelieve your illusions. If they fail they are stuck believing your illusion until it ends or is dispelled. Not even true seeing or similar cast at a later point can reverse this effect.
Nobody
People doubt that you even exist.
0: You can cast Disguise Self at will.
1: If somebody manages to pierce through one of your glamer spells with the aid of a divination spell they will still be unable to discern your true features, or even what race or gender you are (though size can still be seen). Only by dispelling the glamer will these details be revealed.
3: Glamer spells that you cast on yourself last until you dismiss them.
6: You can erase the memory of yourself from the minds of others. Once they are no longer able to detect you, creatures must make a will save or forget that you were ever there. The DC is 10 + half your level + your highest mental attribute modifier. The character can select any number of creatures that are exempt from this ability. If a creature makes its save it becomes immune to this ability for the rest of the day.
9: While you are under the effect one of your glamer spells you benefit from a constant mind blank effect.
Enchantment!
Dominion
Talk about control freaks.
0: You cast enchantment spells at +1 CL.
1: The DC Sense Motive check to see that a creature is charmed or dominated is increased by 10.
3: Creatures under the effect of a charm, dominate or suggestion type spell must make a second save at the end of the spells duration. If they fail this save then the spell continues for another full duration. This ability only functions once per spell.
6: Creatures no longer receive a bonus to their save when ordered to perform acts that go against their nature (they still get a second save) and you can order creatures to perform suicidal actions (this also allows them to make a second save).
9: You can posses any target that you have either charmed or dominated as a standard action. If the target dies or the spell end you return to your own body with no ill effect. While you posses a creature your own body is left completely inactive and is thus vulnerable. If your original body dies then you can continue to exist in the possessed body as long as it is under the effect of one of your charm or dominate spell.
Mind Reaver
No mind can deny you entry.
0: You can learn spells with the [fear] descriptor as enchantment spells.
1: Your enchantment spells have their DC increased by 2.
3: If a target saves against one of your enchantment spells it must make another save against the same DC or take a number d6 subdual damage equal to your HD.
6: You can stop the effect of an enchantment spell before its duration end as long as the duration is longer than one round. In this case the spell lies dormant within the creature and you can reactivate it as a free action at any time. While inside the creature your spells are completely undetectable and allow you to freely read the hosting creatures thoughts.
9: If a creature is immune to mind effecting (natural or magical) then your enchantment spells affect it as if that was not the case but it gains a +3 bonus to its saving throws.
Abjuration!
Countermage
I tap two islands...
0: You may attempt a counterspell as an immediate action. If you already have this ability then you gain an extra immediate action that can only be used for counterspell attempts.
1: You can counterspell with any abjuration spell that is of the same level or higher as the spell you are trying to counterspell.
3: You can take 10 on caster level checks. If you already have this ability you can take 15 instead.
6: If you successfully counter a spell you may bounce that spell back at the original caster as if it was affected by spell turning.
9: If you hit somebody with a dispel magic type spell you both make opposed CL checks (use challenge rating for creatures without spellcasting). If you win the target lose the ability to cast spells, use spell-like abilities and activate magic items that are not use activated for 1d4 turns. They can repeat the check on the following rounds as a free action to end the effect early.
Spell Defender
Because combat is a little too deadly for your liking.
0: As an additional benefit all your abjuration effects provide fast healing 1 for their duration (this does not stack).
1: Once per round you can sacrifice an abjuration spell to ignore a number of attacks of opportunity in a round equal to the spell level.
3: All your abjuration spells are much harder to dispel, giving you a +5 bonus to opposed caster level checks in these situations.
6: Once per day you can cast any abjuration spell that only targets you as an immediate action even when you are flat-footed.
9: Your abjuration spells can’t be dispelled. Instead they are only suppressed for 1d4 rounds. If a spell has permanent duration then it can only be permanently dispelled if you allow it or if you are dead.
Well that about wraps this up. I still want to write a few [Monster] feats and a few [Psionic] feats but that will come later.