arguskos
2010-04-16, 09:49 PM
Ok, so, in honor of DragoonWraith's good ideas, and my Reserve Mage (http://www.giantitp.com/forums/showthread.php?t=147086) and Reservationist (http://www.giantitp.com/forums/showthread.php?t=149355) prestige classes, I thought it might be a good time to create some more reserve feats.
Here, have a few I've been fiddling with:
My Works:
Corpsewalk [Reserve]
"And when the dead walk the land... the living will fill these coffins...
Prerequisites: Able to cast 3rd level spells
Benefits: As long as you have an undead (http://www.giantitp.com/forums/showpost.php?p=8317560&postcount=36) spell of 3rd level or higher available to cast, you can take a full round action to animate a near-by corpse. This corpse animates as a zombie of hit dice equal to the level of the highest level evil spell you have available divided by two (rounded up). You may only control one such zombie at any time.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting undead spells.
Scorching Illumination [Reserve]
And he said, "let there be light," and there was light.
Prerequisites: Able to cast 3rd level spells
Benefits: As long as you have a light spell of 3rd level or higher available to cast, you can create a burst of scorchingly brilliant illumination anywhere within 25 ft + 5 ft/level of the highest available light spell you have. The burst is 10 ft in diameter, and every creature caught within it must make a Fortitude save or be blinded for 1 round.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.
Shattering Word [Reserve]
He spoke a word, and my blade just exploded! I never stood a chance.
Prerequisites: Able to cast 2nd level spells
Benefits: As long as you have a sonic spell of 2nd level or higher available to cast, you can speak a word and cause objects to suffer catastrophic disasters. You can deal an object damage up to the level of the highest level sonic spell you have available times two (so, from 2 damage up to 18). This damage ignores the object's hardness.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.
Guided Missile [Reserve]
They'll never know what hit 'em.
Prerequisites: Able to cast 2nd level spells
Benefits: As long as you have a telekinesis (http://www.giantitp.com/forums/showpost.php?p=8317560&postcount=36) spell of 2nd level or higher available to cast, you can gesture and hurl an object weighing no more than 10 lbs per level of the spell powering this feat at a distant target. Guided Missile does 1d6 damage per 10 lbs of the object, and requires a ranged attack roll to hit.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting telekinesis spells.
Shimmering Armor [Reserve]
I swung my blade, and suddenly, he was surrounded by this golden armor that hadn't been there a moment ago!
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have an abjuration spell of 1st level or higher available to cast, you can conjure shimmering plates of force to defend yourself from one attack. As an immediate action, you may gain an armor bonus to your AC equal to the level of the highest available abjuration spell you have against one attack. This armor bonus is made from force, meaning it applies to touch attacks and incorporeal attacks as well.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.
Cloud of Bees [Reserve]
He was just standing there, staring at the bandit, and then, with a flick of his wrist, a cloud of bees swarmed out of nowhere and coated the bandit, who screamed, "I'm covered in beees!!" until he died. It was horrible.
Prerequisites: Able to cast 2nd level spells
Benefits: As long as you have a summoning spell of 2nd level or higher available to cast, you can create a horde of bees to envelop your foes, stinging them to death. The target is allowed a Reflex save to avoid their stingy fate, and if failed, they suffer 1 point of damage per level of the highest available summoning spell you have, and must make a Fortitude save or suffer the effects of bee venom (1d4 Str/1d4 Str).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells.
Note: This feat is ENTIRELY tongue-in-cheek.
Enrage [Reserve]
I was just shoutin' at him, that's normal!
Jim, you're an apostle of peace. You threatened to rip his head off.
Yeah, so? Everyone gets angry.
Prerequisites: Able to cast 3rd level spells
Benefits: As long as you have an enchantment spell of 3rd level or higher available to cast, you can induce a brutal rage in other creatures, forcing them to attack madly. The target must make a Will save, or go berserk, attacking any living creature in a wild rage. This rage lasts until they have made 1 attack per level of the highest available enchantment spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.
Vanishing Act [Reserve]
The mage just... he was there, and then he wasn't! I can't explain it!
Prerequisites: Able to cast 2nd level spells
Benefits: As long as you have a glamer spell of 2nd level or higher available to cast, you can vanish for a short time. As a swift action, you can disappear for a number of rounds equal to the level of the highest available glamer spell you have divided by three (round down, minimum 1 round).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.
Telekinetic Disarm [Reserve]
I sprung out of hiding, and gave him the line about money or life. He just laughed, and suddenly, my blade was wrenched out of my hand and hurled into a distant bush. He asked, "what was that, again?"
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have a telekinesis (http://www.giantitp.com/forums/showpost.php?p=8317560&postcount=36) spell of 1st level or higher available to cast, you can disarm opponents with but a thought. You can disarm opponents with telekinetic force from up to 10 ft+5 ft/level of the the highest available telekinesis spell you have. You are treated as wielding a one-handed weapon, and always gain a +1+1/2 level the highest available telekinesis spell you have competence bonus on the disarm attempt. This does not provoke attacks of opportunity.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting telekinesis spells.
Bonechill [Reserve]
Cooold.... soooo... cooold.... brrrrrr
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have a cold spell of 1st level or higher available to cast, you can chill a foe to their very core. As a ranged touch attack with a bonus equal to 1/2 level the highest available cold spell you have, you can immobilize (as per the condition) the target for for a number of rounds equal to the of level the highest available cold spell you have. They get a Fort save to resist the effect.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.
Skinscorch [Reserve]
Dammit, that stings!
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have a fire spell of 1st level or higher available to cast, you can inflict horrible burns on a touched creature. As a touch attack, you can inflict a persistent burn that deals the touched creature 1+1/2 the level the highest available fire spell you have fire damage, for a number of rounds equal to the of level the highest available fire spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Deafening Roar [Reserve]
What? WHAT?
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have a sonic spell of 1st level or higher available to cast, you can create a momentary deafness in a targeted creature. The target gets a Fort save to resist the effects. If they fail, they are deafened for for a number of rounds equal to the of level the highest available sonic spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.
Slowing Shock [Reserve]
Iii aammm soooo sllooowww....
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have an electricity spell of 1st level or higher available to cast, you can forcibly slow a creature to a crawl. As a ranged touch attack, you can slow an opponent for 1/2 the level of the highest available electricity spell you have. They get a Fort save to resist the effects.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.
Blinding Spittle [Reserve]
It burns! I'm blind! Augh god, IT BURNS!
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have an acid spell of 1st level or higher available to cast, you can launch a blast of acid directly into your opponents eyes, blinding them temporarily. As a ranged touch attack, you can blind an opponent for for a number of rounds equal to the of level the highest available acid spell you have. They get a Fort save to resist the effects.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.
Contributor's Works
Bee Swarm [Reserve]
It takes a great deal of willpower not to flinch under a swarm of bees. Fortunately, if you do, you won't get stung.
Prerequisites: Ability to cast 2nd level spells
Description: You can form bees from simplistic magic, causing them to swarm over a target within 30ft. If the target remain still, he suffers no damage; should he take as much as a 5ft step, he suffers 1d6 damage per level of the highest level Summoning spell the caster has available, and must make a Fortitude save or become Nauseated by the poison of the bees.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells.
Credit: Mulletmanalive
Windlash [Reserve]
When a cold wind blows, it hurts.
Prerequsites: Ability to cast 2nd level spells
Description: You can whip a ring of stinging wind around yourself. Other characters within 5ft of you suffer 1d3 damage per level of the highest level [Air] spell you have memorised and all missile attacks made against you suffer an equal penalty to hit.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.
Credit: Mulletmanalive
Numbing Ray [Reserve]
I don't have to run fast, I just have to run faster than you
Prerequisites Ability to cast 1st level spells
Benefits As long as you have a cold spell of 2nd level or higher available to cast, you may make a ranged touch attack that creates a sheet of ice encasing the target. This sheet imposes a penalty to dexterity equal to 1+1/2 the level of the highest level [cold] spell you have prepared. For every 2 points of penalty added in this way the targets move speed is reduced by 5 feet and their flight maneuverability, if any, is lowered by one stage (perfect to good, good to average, etc....) These penalty's stack. As a full round action the a player targeted by this ray may attack the ice that coats them. The ice is effectively one inch thick for each point of penalty imposed, and the penalty is lessened by 1 point for each inch of ice removed in this manner.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.
Credit: ryleah
Smoulder: [Reserve]
With a glance and a gesture, you ignite some exposed cloth or hair on the target. It's effects are minimal, save the panicked flailing needed to put it out.
Prerequisites: Ability to cast 2nd level spells
Description: As long as you have a 2nd level fire spell or higher available, you may ignite a small amount of the clothing of a target within 30ft. The material smoulders and burns more like it was wicking oil and is itself not damaged; it does, however, hurt a lot and most people panic the moment they notice. at the beginning of each of its turns, the victim takes 1 point of Fire damage per level of your highest level Fire spell. The fire can be extinguished as a Standard action; those choosing to ignore it must make a Will save to avoid being compelled to extinguish the flames.
In addition, you gain +1 CL when casting spells with the Fire descriptor.
Credit: Mulletmanalive
Cuts Inside the Mind: [Reserve]
You can create painful phantasmal wounds that are convincing enough that the body reacts to them, wasting healing magic.
Prerequisites: 2nd level spells
Description: As long as you have a 2nd level or higher Phantasm spell available to cast, you can create nasty wounds on the self image of a target within 60ft. The target gains 3 temporary damage per level of highest level Phantasm spell you have available; a Will save negates. Temporary damage are the inverse of Temporary hp. They are healed first, last for 1 minute and if the target is killed while still possessing temporary damage, they are merely unconscious. They remain this way until the damage time limit elapses and then can be roused based on their hp after the fact. Multiple applications of this feat do not stack, though their durations can overlap.
In addition, you gain +1 CL when casting Phantasm spells.
Credit: Mulletmanalive
Motewall [Reserve]
Missed me!:smalltongue:
Prerequisites able to cast third level spells
BenefitsAs long as you have an abjuration spell of 3rd level or higher available to cast, you may create a wall-shaped patch of floating magical motes, which is 20 square feet per 3 levels of the spell prepared and lasts for 1 round per 3 levels of the spell prepared. This wall is very difficult to see and requires a spot check equal to the save DC for the spell it is based off of. The moats are inert unless a projectile or targeted spell passes through the field, at which point the condense to form a tiny wall of force precisely in front of the offending missile, negating the attack and cause reactive projectiles (alchemist's fires, tanglefoot bags, fireballs, etc) to react at the point at which they come into contact with the wall
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.
Credit: ryleah
Here, have a few I've been fiddling with:
My Works:
Corpsewalk [Reserve]
"And when the dead walk the land... the living will fill these coffins...
Prerequisites: Able to cast 3rd level spells
Benefits: As long as you have an undead (http://www.giantitp.com/forums/showpost.php?p=8317560&postcount=36) spell of 3rd level or higher available to cast, you can take a full round action to animate a near-by corpse. This corpse animates as a zombie of hit dice equal to the level of the highest level evil spell you have available divided by two (rounded up). You may only control one such zombie at any time.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting undead spells.
Scorching Illumination [Reserve]
And he said, "let there be light," and there was light.
Prerequisites: Able to cast 3rd level spells
Benefits: As long as you have a light spell of 3rd level or higher available to cast, you can create a burst of scorchingly brilliant illumination anywhere within 25 ft + 5 ft/level of the highest available light spell you have. The burst is 10 ft in diameter, and every creature caught within it must make a Fortitude save or be blinded for 1 round.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.
Shattering Word [Reserve]
He spoke a word, and my blade just exploded! I never stood a chance.
Prerequisites: Able to cast 2nd level spells
Benefits: As long as you have a sonic spell of 2nd level or higher available to cast, you can speak a word and cause objects to suffer catastrophic disasters. You can deal an object damage up to the level of the highest level sonic spell you have available times two (so, from 2 damage up to 18). This damage ignores the object's hardness.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.
Guided Missile [Reserve]
They'll never know what hit 'em.
Prerequisites: Able to cast 2nd level spells
Benefits: As long as you have a telekinesis (http://www.giantitp.com/forums/showpost.php?p=8317560&postcount=36) spell of 2nd level or higher available to cast, you can gesture and hurl an object weighing no more than 10 lbs per level of the spell powering this feat at a distant target. Guided Missile does 1d6 damage per 10 lbs of the object, and requires a ranged attack roll to hit.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting telekinesis spells.
Shimmering Armor [Reserve]
I swung my blade, and suddenly, he was surrounded by this golden armor that hadn't been there a moment ago!
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have an abjuration spell of 1st level or higher available to cast, you can conjure shimmering plates of force to defend yourself from one attack. As an immediate action, you may gain an armor bonus to your AC equal to the level of the highest available abjuration spell you have against one attack. This armor bonus is made from force, meaning it applies to touch attacks and incorporeal attacks as well.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.
Cloud of Bees [Reserve]
He was just standing there, staring at the bandit, and then, with a flick of his wrist, a cloud of bees swarmed out of nowhere and coated the bandit, who screamed, "I'm covered in beees!!" until he died. It was horrible.
Prerequisites: Able to cast 2nd level spells
Benefits: As long as you have a summoning spell of 2nd level or higher available to cast, you can create a horde of bees to envelop your foes, stinging them to death. The target is allowed a Reflex save to avoid their stingy fate, and if failed, they suffer 1 point of damage per level of the highest available summoning spell you have, and must make a Fortitude save or suffer the effects of bee venom (1d4 Str/1d4 Str).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells.
Note: This feat is ENTIRELY tongue-in-cheek.
Enrage [Reserve]
I was just shoutin' at him, that's normal!
Jim, you're an apostle of peace. You threatened to rip his head off.
Yeah, so? Everyone gets angry.
Prerequisites: Able to cast 3rd level spells
Benefits: As long as you have an enchantment spell of 3rd level or higher available to cast, you can induce a brutal rage in other creatures, forcing them to attack madly. The target must make a Will save, or go berserk, attacking any living creature in a wild rage. This rage lasts until they have made 1 attack per level of the highest available enchantment spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.
Vanishing Act [Reserve]
The mage just... he was there, and then he wasn't! I can't explain it!
Prerequisites: Able to cast 2nd level spells
Benefits: As long as you have a glamer spell of 2nd level or higher available to cast, you can vanish for a short time. As a swift action, you can disappear for a number of rounds equal to the level of the highest available glamer spell you have divided by three (round down, minimum 1 round).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.
Telekinetic Disarm [Reserve]
I sprung out of hiding, and gave him the line about money or life. He just laughed, and suddenly, my blade was wrenched out of my hand and hurled into a distant bush. He asked, "what was that, again?"
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have a telekinesis (http://www.giantitp.com/forums/showpost.php?p=8317560&postcount=36) spell of 1st level or higher available to cast, you can disarm opponents with but a thought. You can disarm opponents with telekinetic force from up to 10 ft+5 ft/level of the the highest available telekinesis spell you have. You are treated as wielding a one-handed weapon, and always gain a +1+1/2 level the highest available telekinesis spell you have competence bonus on the disarm attempt. This does not provoke attacks of opportunity.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting telekinesis spells.
Bonechill [Reserve]
Cooold.... soooo... cooold.... brrrrrr
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have a cold spell of 1st level or higher available to cast, you can chill a foe to their very core. As a ranged touch attack with a bonus equal to 1/2 level the highest available cold spell you have, you can immobilize (as per the condition) the target for for a number of rounds equal to the of level the highest available cold spell you have. They get a Fort save to resist the effect.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.
Skinscorch [Reserve]
Dammit, that stings!
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have a fire spell of 1st level or higher available to cast, you can inflict horrible burns on a touched creature. As a touch attack, you can inflict a persistent burn that deals the touched creature 1+1/2 the level the highest available fire spell you have fire damage, for a number of rounds equal to the of level the highest available fire spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Deafening Roar [Reserve]
What? WHAT?
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have a sonic spell of 1st level or higher available to cast, you can create a momentary deafness in a targeted creature. The target gets a Fort save to resist the effects. If they fail, they are deafened for for a number of rounds equal to the of level the highest available sonic spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.
Slowing Shock [Reserve]
Iii aammm soooo sllooowww....
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have an electricity spell of 1st level or higher available to cast, you can forcibly slow a creature to a crawl. As a ranged touch attack, you can slow an opponent for 1/2 the level of the highest available electricity spell you have. They get a Fort save to resist the effects.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.
Blinding Spittle [Reserve]
It burns! I'm blind! Augh god, IT BURNS!
Prerequisites: Able to cast 1st level spells
Benefits: As long as you have an acid spell of 1st level or higher available to cast, you can launch a blast of acid directly into your opponents eyes, blinding them temporarily. As a ranged touch attack, you can blind an opponent for for a number of rounds equal to the of level the highest available acid spell you have. They get a Fort save to resist the effects.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.
Contributor's Works
Bee Swarm [Reserve]
It takes a great deal of willpower not to flinch under a swarm of bees. Fortunately, if you do, you won't get stung.
Prerequisites: Ability to cast 2nd level spells
Description: You can form bees from simplistic magic, causing them to swarm over a target within 30ft. If the target remain still, he suffers no damage; should he take as much as a 5ft step, he suffers 1d6 damage per level of the highest level Summoning spell the caster has available, and must make a Fortitude save or become Nauseated by the poison of the bees.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells.
Credit: Mulletmanalive
Windlash [Reserve]
When a cold wind blows, it hurts.
Prerequsites: Ability to cast 2nd level spells
Description: You can whip a ring of stinging wind around yourself. Other characters within 5ft of you suffer 1d3 damage per level of the highest level [Air] spell you have memorised and all missile attacks made against you suffer an equal penalty to hit.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.
Credit: Mulletmanalive
Numbing Ray [Reserve]
I don't have to run fast, I just have to run faster than you
Prerequisites Ability to cast 1st level spells
Benefits As long as you have a cold spell of 2nd level or higher available to cast, you may make a ranged touch attack that creates a sheet of ice encasing the target. This sheet imposes a penalty to dexterity equal to 1+1/2 the level of the highest level [cold] spell you have prepared. For every 2 points of penalty added in this way the targets move speed is reduced by 5 feet and their flight maneuverability, if any, is lowered by one stage (perfect to good, good to average, etc....) These penalty's stack. As a full round action the a player targeted by this ray may attack the ice that coats them. The ice is effectively one inch thick for each point of penalty imposed, and the penalty is lessened by 1 point for each inch of ice removed in this manner.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.
Credit: ryleah
Smoulder: [Reserve]
With a glance and a gesture, you ignite some exposed cloth or hair on the target. It's effects are minimal, save the panicked flailing needed to put it out.
Prerequisites: Ability to cast 2nd level spells
Description: As long as you have a 2nd level fire spell or higher available, you may ignite a small amount of the clothing of a target within 30ft. The material smoulders and burns more like it was wicking oil and is itself not damaged; it does, however, hurt a lot and most people panic the moment they notice. at the beginning of each of its turns, the victim takes 1 point of Fire damage per level of your highest level Fire spell. The fire can be extinguished as a Standard action; those choosing to ignore it must make a Will save to avoid being compelled to extinguish the flames.
In addition, you gain +1 CL when casting spells with the Fire descriptor.
Credit: Mulletmanalive
Cuts Inside the Mind: [Reserve]
You can create painful phantasmal wounds that are convincing enough that the body reacts to them, wasting healing magic.
Prerequisites: 2nd level spells
Description: As long as you have a 2nd level or higher Phantasm spell available to cast, you can create nasty wounds on the self image of a target within 60ft. The target gains 3 temporary damage per level of highest level Phantasm spell you have available; a Will save negates. Temporary damage are the inverse of Temporary hp. They are healed first, last for 1 minute and if the target is killed while still possessing temporary damage, they are merely unconscious. They remain this way until the damage time limit elapses and then can be roused based on their hp after the fact. Multiple applications of this feat do not stack, though their durations can overlap.
In addition, you gain +1 CL when casting Phantasm spells.
Credit: Mulletmanalive
Motewall [Reserve]
Missed me!:smalltongue:
Prerequisites able to cast third level spells
BenefitsAs long as you have an abjuration spell of 3rd level or higher available to cast, you may create a wall-shaped patch of floating magical motes, which is 20 square feet per 3 levels of the spell prepared and lasts for 1 round per 3 levels of the spell prepared. This wall is very difficult to see and requires a spot check equal to the save DC for the spell it is based off of. The moats are inert unless a projectile or targeted spell passes through the field, at which point the condense to form a tiny wall of force precisely in front of the offending missile, negating the attack and cause reactive projectiles (alchemist's fires, tanglefoot bags, fireballs, etc) to react at the point at which they come into contact with the wall
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.
Credit: ryleah