TheOOB
2006-10-28, 06:20 PM
Physical Substitution[Metamagic]
You can modify an energy-based spell to deal physical damage instead
Prerequisites: Knowledge(arcana) 7 ranks, Energy Substitution
Benefit: Choose one type of physical damage (bludgeoning, piercing, or slashing). You can modify a spell with an energy descriptor to use the chosen damage type instead. A physical substituted spell uses a spell slot of the spells normal level. The spells looses any any energy descriptors it has – for example a fireball that deals slashing damage loses the fire descriptor. Spells modified in this way are not subject to energy resistance, and they overcome damage reduction as if they where a magic weapon.
Special: You can gain this feat multiple times, choosing a different type of physical damage each time.
Overcast[General]
You may channel you spells to great effect, but the process leaves you drained
Prerequisites: Spellcraft 5 ranks, Ability to cast 2nd level spells
Benefit: When casting a spell, you can increase your effective caster level and the spells save DC(if any) by 1, but in doing so you take 1d8 damage and are fatigued for one minute per spell level of the spell you cast. At 12th level you may increase your effective caster level and the spells save DC(if any) by 2, but you take 3d8 damage and are exhausted for 1 minute per spell level, after which you are fatigued for an addition minute per spell level. You may not use Overcast if you are already fatigued or exhausted.
Normal: Your caster level is equal to your class level in your spellcasting class.
Spellshield[General]
You may sacrifice some of your stored magical energy to form a short lived shield to defend yourself from attacks
Prerequisites: Knowledge(arcana) 5 ranks, Ability to cast 2nd level spells
Benefit: Once per round, as an immediate action you may sacrifice one of your prepared spells or available spell slots to grant yourself a bonus to AC equal to the sacrificed spells spell level until the beginning of your next turn – for example, if a wizard sacrifices fireball(a third level spell), she gains +3 AC until the beginning of her next turn.
EDIT: Changed Shieldspell to grant AC instead of DR, hopefully making it more useful.
You can modify an energy-based spell to deal physical damage instead
Prerequisites: Knowledge(arcana) 7 ranks, Energy Substitution
Benefit: Choose one type of physical damage (bludgeoning, piercing, or slashing). You can modify a spell with an energy descriptor to use the chosen damage type instead. A physical substituted spell uses a spell slot of the spells normal level. The spells looses any any energy descriptors it has – for example a fireball that deals slashing damage loses the fire descriptor. Spells modified in this way are not subject to energy resistance, and they overcome damage reduction as if they where a magic weapon.
Special: You can gain this feat multiple times, choosing a different type of physical damage each time.
Overcast[General]
You may channel you spells to great effect, but the process leaves you drained
Prerequisites: Spellcraft 5 ranks, Ability to cast 2nd level spells
Benefit: When casting a spell, you can increase your effective caster level and the spells save DC(if any) by 1, but in doing so you take 1d8 damage and are fatigued for one minute per spell level of the spell you cast. At 12th level you may increase your effective caster level and the spells save DC(if any) by 2, but you take 3d8 damage and are exhausted for 1 minute per spell level, after which you are fatigued for an addition minute per spell level. You may not use Overcast if you are already fatigued or exhausted.
Normal: Your caster level is equal to your class level in your spellcasting class.
Spellshield[General]
You may sacrifice some of your stored magical energy to form a short lived shield to defend yourself from attacks
Prerequisites: Knowledge(arcana) 5 ranks, Ability to cast 2nd level spells
Benefit: Once per round, as an immediate action you may sacrifice one of your prepared spells or available spell slots to grant yourself a bonus to AC equal to the sacrificed spells spell level until the beginning of your next turn – for example, if a wizard sacrifices fireball(a third level spell), she gains +3 AC until the beginning of her next turn.
EDIT: Changed Shieldspell to grant AC instead of DR, hopefully making it more useful.