reddir
2012-05-17, 10:41 AM
I was trying to find a feat or feat chain that would allow a character to cast from a wand or other magic item and having all the character's feats/stats/abilities/etc apply to the spell as if they had cast it from their own spell slots.
No one the Homebrew Request thread offered one up, so I did my noob best...
I've since added different versions:
- 1.0 is the original.
- 2.x is a more liberal feat.
- the x.1 and x.2 versions have significantly different requirements, and are therefore appropriate to different situations.
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Original: Cast Through the Soul 1.0
Cast Through the Soul
The wand-user channels the energy of the spell through themselves before releasing it.
req: Craft Wand, UMD or Spellcraft 9, know the spell being cast.
Benefit: When the character triggers a wand holding a spell they know, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the wand-user before expressing a full spell, this uses 2 charges for each triggering of the wand, not including metamagic or other factors which might increase the charge cost. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a wand are set by the creator of the wand. A single trigger of a wand uses a single charge.
Basically: Craft Wand + UMD/Spellcraft 9 ranks + knowing the spell + this feat + 2 charges = cast as if from one's own spell slots.
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Cast Through the Soul 1.1
Cast Through the Soul
The wand-user channels the energy of the spell through themselves before releasing it.
req: Craft Wand or UMD 9 or Spellcraft 9, know the spell being cast.
Benefit: When the character triggers a wand holding a spell they know, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the wand-user before expressing a full spell, this uses 2 charges for each triggering of the wand, not including metamagic or other factors which might increase the charge cost. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a wand are set by the creator of the wand. A single trigger of a wand uses a single charge.
Basically: Craft Wand -or- UMD/Spellcraft 9 ranks + knowing the spell + this feat + 2 charges = cast as if from one's own spell slots.
This seems to follow the pattern of requirements set by other wand feats.
------------------
Cast Through the Soul 1.2
Cast Through the Soul
The wand-user channels the energy of the spell through themselves before releasing it.
req: Have the spell ready to cast through a Class-given spell slot.
Benefit: When the character triggers a wand holding a spell they know and are able to cast, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the wand user before expressing a full spell, this uses 2 charges for each triggering of the wand, not including metamagic or other factors which might increase the charge cost. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a wand are set by the creator of the wand. A single trigger of a wand uses a single charge.
Basically: having the spell ready to cast within oneself + this feat + 2 charges = cast as if from one's own spell slots.
This changes the requirements. It is no longer enough to know the spell, but one must have it ready to cast - including an unused spell slot of the appropriate level (and spell preparation if needed). In exchange, there are no other feat or skill requirements.
------------------
Cast Through the Soul 2.1
Cast Through the Soul
The magic-item user channels the energy of the spell through themselves before releasing it.
req: Relevant Item Creation Feat or UMD 9 or Spellcraft 9, know the spell being cast.
Benefit: When the character triggers a magic-item holding a spell they know, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the magic-item user before expressing a full spell, this uses 2 charges for each triggering of the item, not including metamagic or other factors which might increase the charge cost. If the item is an unlimited use item, it takes twice the normal time to activate. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a magic-item are set by the creator of the item. A single trigger of an item uses a single charge.
Basically: Relevant Craft Feat or UMD/Spellcraft 9 ranks + knowing the spell + this feat + 2 charges = cast as if from one's own spell slots.
This is an expanded version, applying to all sources of magic spells, including scrolls (I recall some type of scroll with multiple uses?), wands, staves, wondrous items, etc.
------------------
Cast Through the Soul 2.2
Cast Through the Soul
The magic-item user channels the energy of the spell through themselves before releasing it.
req: Have the spell ready to cast through a Class-given spell slot.
Benefit: When the character triggers a magic-item holding a spell they know and are able to cast, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the magic-item user before expressing a full spell, this uses 2 charges for each triggering of the item, not including metamagic or other factors which might increase the charge cost. If the item is an unlimited use item, it takes twice the normal time to activate. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a magic-item are set by the creator of the item. A single trigger of an item uses a single charge.
Basically: having the spell ready to cast within oneself + this feat + 2 charges = cast as if from one's own spell slots.
This changes the requirements. It is no longer enough to know the spell, but one must have it ready to cast - including an unused spell slot of the appropriate level (and spell preparation if needed). In exchange, there are no other feat or skill requirements.
This is an expanded version, as it also applies to all sources of magic spells, including scrolls, wands, staves, wondrous items, etc.
This feels more "natural", if one is thinking of magic as being shaped by the user from within. In this case, the "conduits" for the spell are all in place, and they tap an outside battery for the power. It also self limits in that a character cannot use this feat with a spell they either don't know or have too low a Caster Level to cast.
For the those who prefer a Hermetic view of magic, the removal of the Item Creation feat requirement may seem inappropriate.
------------------
No one the Homebrew Request thread offered one up, so I did my noob best...
I've since added different versions:
- 1.0 is the original.
- 2.x is a more liberal feat.
- the x.1 and x.2 versions have significantly different requirements, and are therefore appropriate to different situations.
----------------------
Original: Cast Through the Soul 1.0
Cast Through the Soul
The wand-user channels the energy of the spell through themselves before releasing it.
req: Craft Wand, UMD or Spellcraft 9, know the spell being cast.
Benefit: When the character triggers a wand holding a spell they know, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the wand-user before expressing a full spell, this uses 2 charges for each triggering of the wand, not including metamagic or other factors which might increase the charge cost. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a wand are set by the creator of the wand. A single trigger of a wand uses a single charge.
Basically: Craft Wand + UMD/Spellcraft 9 ranks + knowing the spell + this feat + 2 charges = cast as if from one's own spell slots.
------------------
Cast Through the Soul 1.1
Cast Through the Soul
The wand-user channels the energy of the spell through themselves before releasing it.
req: Craft Wand or UMD 9 or Spellcraft 9, know the spell being cast.
Benefit: When the character triggers a wand holding a spell they know, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the wand-user before expressing a full spell, this uses 2 charges for each triggering of the wand, not including metamagic or other factors which might increase the charge cost. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a wand are set by the creator of the wand. A single trigger of a wand uses a single charge.
Basically: Craft Wand -or- UMD/Spellcraft 9 ranks + knowing the spell + this feat + 2 charges = cast as if from one's own spell slots.
This seems to follow the pattern of requirements set by other wand feats.
------------------
Cast Through the Soul 1.2
Cast Through the Soul
The wand-user channels the energy of the spell through themselves before releasing it.
req: Have the spell ready to cast through a Class-given spell slot.
Benefit: When the character triggers a wand holding a spell they know and are able to cast, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the wand user before expressing a full spell, this uses 2 charges for each triggering of the wand, not including metamagic or other factors which might increase the charge cost. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a wand are set by the creator of the wand. A single trigger of a wand uses a single charge.
Basically: having the spell ready to cast within oneself + this feat + 2 charges = cast as if from one's own spell slots.
This changes the requirements. It is no longer enough to know the spell, but one must have it ready to cast - including an unused spell slot of the appropriate level (and spell preparation if needed). In exchange, there are no other feat or skill requirements.
------------------
Cast Through the Soul 2.1
Cast Through the Soul
The magic-item user channels the energy of the spell through themselves before releasing it.
req: Relevant Item Creation Feat or UMD 9 or Spellcraft 9, know the spell being cast.
Benefit: When the character triggers a magic-item holding a spell they know, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the magic-item user before expressing a full spell, this uses 2 charges for each triggering of the item, not including metamagic or other factors which might increase the charge cost. If the item is an unlimited use item, it takes twice the normal time to activate. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a magic-item are set by the creator of the item. A single trigger of an item uses a single charge.
Basically: Relevant Craft Feat or UMD/Spellcraft 9 ranks + knowing the spell + this feat + 2 charges = cast as if from one's own spell slots.
This is an expanded version, applying to all sources of magic spells, including scrolls (I recall some type of scroll with multiple uses?), wands, staves, wondrous items, etc.
------------------
Cast Through the Soul 2.2
Cast Through the Soul
The magic-item user channels the energy of the spell through themselves before releasing it.
req: Have the spell ready to cast through a Class-given spell slot.
Benefit: When the character triggers a magic-item holding a spell they know and are able to cast, they may choose to have it act as if they are casting it from their own spell slots, being affected in all ways that a spell they cast from their own spell slots would be affected, including using their casting stats, their feats, any abilities they have, etc.
Special: Due to the need for the magic to first push through the magic-item user before expressing a full spell, this uses 2 charges for each triggering of the item, not including metamagic or other factors which might increase the charge cost. If the item is an unlimited use item, it takes twice the normal time to activate. This does not expend any of the user's spell slots.
Normal: The effects of a spell cast from a magic-item are set by the creator of the item. A single trigger of an item uses a single charge.
Basically: having the spell ready to cast within oneself + this feat + 2 charges = cast as if from one's own spell slots.
This changes the requirements. It is no longer enough to know the spell, but one must have it ready to cast - including an unused spell slot of the appropriate level (and spell preparation if needed). In exchange, there are no other feat or skill requirements.
This is an expanded version, as it also applies to all sources of magic spells, including scrolls, wands, staves, wondrous items, etc.
This feels more "natural", if one is thinking of magic as being shaped by the user from within. In this case, the "conduits" for the spell are all in place, and they tap an outside battery for the power. It also self limits in that a character cannot use this feat with a spell they either don't know or have too low a Caster Level to cast.
For the those who prefer a Hermetic view of magic, the removal of the Item Creation feat requirement may seem inappropriate.
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