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View Full Version : Two home-brew feats for pathfidner - what do you think?



Mathemagician7
2013-07-30, 09:38 PM
Here are two homebrew feats. The first one is original, the second is basically the one from complete divine in 3.5 but with a pretty serious twist that I added. I'd love to have your thoughts. Thanks!

Feat Number 1:

Blood Magic:

requires, spellcraft 1, heal 1, at least one metamagic feat.

Effect:

When you cast a spell, you may first spend a move action to carve ritualistic symbols in your own flesh to enhance the spell, adding the effect of a single metamagic feat you know to the spell you are about to cast in the same round without any increase in the level or casting time of the spell.

Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

This feat may not be used under any circumstances when a caster would be prevented from completing somatic components of a spell, such as a grapple.

(this requires a sharp instrument in one hand, typically a dagger , and the other hand free for somatic components, when applicable.)

You must deal damage to yourself equal to the level of the spell you're casting times the level of the metamagic adjustment. You must overcome the pain and horror of the act by passing a will save DC 10 + damage dealt.

If you attempt this and fail, you still take damage = your will save check result - 10, but gain no benefit, and are sickened for 1 full round(until the end of your next turn).

As long as you do at least 1 point of damage, Regardless of the result of the will save, you take bleed damage each round thereafter = modified spell level .

This damage then requires you to make a concentration check to cast your spell as normal (Continuous damage while casting10 + 1/2 damage dealt + spell level). The bleeding can be stopped by any magical healing or by a DC 15 heal check as normal for bleeding wounds.



Feat 2:
updated augment heal:

This feat adds 2 points of healing to any conjuration(healing) spell you cast for each level of the spell, but requires a DC 15 + 4(Spell level) heal check when the spell is cast to take effect. On a natural 20, you ‘threaten’ a critical heal. roll a confirmation, and, if you pass the check again double the total amount healed.

P.S. the campaign is using a house rule in which living creatures take woundedness penalties (-2 to everything that shaken or sickened would reduce if below 50% health, unless under the effects of rage, or oozes, undead and similar creatures)