DoomHat
2013-06-19, 02:54 AM
Spell Feats
So, here's a thought experiment. If anyone thinks it has potential I might expand it and make it the basis of a setting.
(Note: This assumes mage classes will involve getting these feats rather then spell slots)
I think the easiest way to go about it might be to make each feat grant a once per day use of a given spell as written. The feat's prerequisites limit the level at which it can be taken.
Example:
Lighting Bolt
Prerequisite: Int 13, Spell Craft rank 5
Components: Verbal chanting, somatic gestures, and a small glass rod rapped in animal fur which is destroyed through casting.
Benefit: Once per day, as a standard action, you release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per rank in Spell Craft (maximum 10d6) to each creature within a 120 ft. line. The bolt begins at your fingertips.
Creatures within the area of effect who make a successful Reflex save take half damage.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
In this way any character who invests in Spell Craft may pick up spells but mage classes gain special class features that allow them to do things like increase their uses per day of certain spells.
The more difficult and painfully time consuming method is to convert each spell into a skill roll allowed by the feat.
Example:
Lighting Bolt
Prerequisite: Int 13, Spell Craft rank 5
Components: A small glass rod and piece of animal fur (destroyed by casting).
Benefit: As a full-round action, make a DC 21 Knowledge (Arcana) check to correctly recite the incantation and a DC 18 Perform (Dance) check to correctly execute the ritual motions.
If both checks are successful, release an electric bolt from your fingertips that deals 1d6 points of electricity damage per rank in Spell Craft (maximum 10d6) to each creature within a 120 ft. line.
Creatures within the area of effect who make a successful Reflex save take no damage.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
You can use this ability a number of times per day equal to 2 + your constitution modifier.
So, here's a thought experiment. If anyone thinks it has potential I might expand it and make it the basis of a setting.
(Note: This assumes mage classes will involve getting these feats rather then spell slots)
I think the easiest way to go about it might be to make each feat grant a once per day use of a given spell as written. The feat's prerequisites limit the level at which it can be taken.
Example:
Lighting Bolt
Prerequisite: Int 13, Spell Craft rank 5
Components: Verbal chanting, somatic gestures, and a small glass rod rapped in animal fur which is destroyed through casting.
Benefit: Once per day, as a standard action, you release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per rank in Spell Craft (maximum 10d6) to each creature within a 120 ft. line. The bolt begins at your fingertips.
Creatures within the area of effect who make a successful Reflex save take half damage.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
In this way any character who invests in Spell Craft may pick up spells but mage classes gain special class features that allow them to do things like increase their uses per day of certain spells.
The more difficult and painfully time consuming method is to convert each spell into a skill roll allowed by the feat.
Example:
Lighting Bolt
Prerequisite: Int 13, Spell Craft rank 5
Components: A small glass rod and piece of animal fur (destroyed by casting).
Benefit: As a full-round action, make a DC 21 Knowledge (Arcana) check to correctly recite the incantation and a DC 18 Perform (Dance) check to correctly execute the ritual motions.
If both checks are successful, release an electric bolt from your fingertips that deals 1d6 points of electricity damage per rank in Spell Craft (maximum 10d6) to each creature within a 120 ft. line.
Creatures within the area of effect who make a successful Reflex save take no damage.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
You can use this ability a number of times per day equal to 2 + your constitution modifier.