Halcyon_Dax
2006-10-04, 06:19 PM
This would either be a feat or a PRC's bonus feature Im working on.
Hold Spell
Prerequisites:
Benefits: You may cast an offensive spell into your hand prior to use. The spell appears in one of your hands and can be cast as an immediate action thereby expending the spell. Normal spellcasting rules apply when casting a spell into your hands. For example, arcane failure chance still applies, and you must have your hands free to cast (you need to be holding nothing) and you may cast a quickened spell into your hand, allowing you to hold 2 spells at once.
After spending a turn casting the spells into your hand(s) you cannot cast other spells until you have used the ones in hand.
The spells are still have the same range/ duration.
Example: Turn one, cast fireball and quickened fireball into hands. Enemies turn, enemy does whatever, you throw 2 fireballs. Turn two: You backflip and then summon a cup of tea.
Every round after the second that you spend holding spells like this there is a cumulative 10% chance the spell would go off in your hand.
When holding a spell the caster gets a 5+Spell Level Bonus to intimidate checks.
The caster may disapate spells held without firing them off without harm, but they loose those spells as if they cast them.
Visual Description: A ball of energy with a size corresponding to the level of spell. For instance, a cantrip would be the size of a golfball. A ninth level spell would be the size of a beach-ball. Obviously the spell would appear similar to the damage or effect delt. Lightning- sphere of crackling lightning, Rays held might appear like atoms, or similarly, like a beam shooting very fast around the outside of an invisible sphere.
Thoughts? ;D
Hold Spell
Prerequisites:
Benefits: You may cast an offensive spell into your hand prior to use. The spell appears in one of your hands and can be cast as an immediate action thereby expending the spell. Normal spellcasting rules apply when casting a spell into your hands. For example, arcane failure chance still applies, and you must have your hands free to cast (you need to be holding nothing) and you may cast a quickened spell into your hand, allowing you to hold 2 spells at once.
After spending a turn casting the spells into your hand(s) you cannot cast other spells until you have used the ones in hand.
The spells are still have the same range/ duration.
Example: Turn one, cast fireball and quickened fireball into hands. Enemies turn, enemy does whatever, you throw 2 fireballs. Turn two: You backflip and then summon a cup of tea.
Every round after the second that you spend holding spells like this there is a cumulative 10% chance the spell would go off in your hand.
When holding a spell the caster gets a 5+Spell Level Bonus to intimidate checks.
The caster may disapate spells held without firing them off without harm, but they loose those spells as if they cast them.
Visual Description: A ball of energy with a size corresponding to the level of spell. For instance, a cantrip would be the size of a golfball. A ninth level spell would be the size of a beach-ball. Obviously the spell would appear similar to the damage or effect delt. Lightning- sphere of crackling lightning, Rays held might appear like atoms, or similarly, like a beam shooting very fast around the outside of an invisible sphere.
Thoughts? ;D