dragonjek
2014-09-02, 01:57 AM
I'd very much appreciate any suggestions or critiques you could give.
Magical Focus Feats
Deep Drain Depletion (Focus)
By strongly draining all the magic out of your focus device you can give a huge boost the power of your spells.
Prerequisites: Ability to cast 3rd level spells, Focus Casting, Spell Penetration
Benefits: You can rapidly draw power through your focus device; this focus device is unusable for a week and you do not benefit from any other focus device gracing the same category; however, despite being useless it still fills an active focus slot, preventing you from using your full range of foci. Furthermore, all the spells of this school/subschool/descriptor that you cast for until the week ends are cast at -1 CL and -1 DC, and you take 1 point of damage per level of the spell cast that cannot heal until the week has passed. However, the rush of so much magic into a single casting allows a spell that would benefit from the focus device the ability to affect a target that would otherwise be immune to the spell (although they gain a +2 bonus to their saving throw), while also bypassing any spell resistance they have.
Focus Casting (Focus, Item Creation)
You know how to create a magical focus device through which you can empower your spells.
Prerequisites: Ability to cast 1st level spells
Benefits: A focus device works similarly to the spell focus often required in magic, but at a higher stage. Creating a focus device costs 50 gp for each spell level (including cantrips) it is meant to affect, to a maximum of the highest spell level the crafter is capable of casting. Its appearance is of little matter so long as it is properly imbued with magic. Each device is resonant with a specific school, subschool, or spell descriptor, thus the devices reflect that resonance when detected for magic.
Creating a focus device takes 8 hours for every 100 gp.
Holding a focus device while casting a spell appropriate to it grants a +1 bonus to the spell’s DC and a +2 bonus on rolls to overcome spell resistance. Spells from subschools are considered to be 1 level higher than they actually are in regards to counterspelling.
Only its creator can benefit from a focus device.
Special: If you are of a class that grants a familiar (except for the witch) or bonded item as a class ability, you may gain this feat in place of that class ability.
You can only benefit from one focus item when casting a spell.
Although only its creator can use a focus device, any focus device may be taken apart and used to create another. A device recycled in such a manner contributes ½ its cost to make to the creation of a new focus device. If this broken down value is high enough, it can be used to make A device can only be used to make a device that falls within its school/subschool/descriptor category (as an exception, a focus for a school can be made into a focus for a subschool). Learning the nature (school/descriptor and available levels) of a focus device requires a Spellcraft check (10 + number of effectible spell levels).
Only 1 focus device/4 CL can be active at a time; active focus devices are selected when spells are replenished.
Focused Focus (Focus)
Through your knowledge of the intricacies of the subdivisions composing your favored school of magic, you are able to prompt more out of a focus device than a less devoted mage would have thought possible.
Prerequisites: Ability to cast 1st level spells, Focus Casting, Spell Focus
Benefits: When you use a focus device that is resonant with a subschool of the school of magic in which you have taken Spell Focus, you gain one of the following benefits in addition to the normal abilities of the focus, chosen when casting; an additional +2 bonus to caster level checks to defeat spell resistance, a +4 bonus to caster level in regards to attempts to counter or dispel your spell, increase spell duration by 50%, or inflict a -1 penalty to the target’s saving throws against other spells of that subschool, lasting for 1 hour.
Special: A school of magic without any subschools gains no benefits from this feat.
Focus Magic (Focus)
You have learned to make your focus devices direct power as would ordinary spell foci.
Prerequisites: Ability to cast 2nd level spells, Focus Casting, Eschew Materials
Benefits: When you cast a spell that requires a spell focus you may treat your focus device as that focus. If the spell requires foci that costs gold, you treat your focus device as having (cost to create x 10) gp value; if it equals or exceeds that of the normal spell focus, your focus device successfully imitate the focus.
When casting a spell requiring expensive material components via a focus device, you do not have to pay the price if the cost of the component is equal to or less than the cost to create your focus. If the component is higher (but within the range of (cost to create x 10) gp), you can force the magic through your focus anyways; however, it isn’t supposed to channel magic in such a fashion, and the spell does not gain the benefits of that focus device. Further, the focus stops providing its benefits (but is still considered to be active) until 24 hours have passed.
Masterful Focus Art (Focus, Item Creation)
The foci you create are at the pinnacle of what this field of magic can achieve.
Prerequisites: Ability to cast 6th level spells, Focus Casting, Superior Focus Casting, and any 1 metamagic feat
Benefits: By spending 500 gp per level of spells the focus device can affect, you may create a master focus. Instead of the normal focus item benefits, a master focus allows you to reduce the total level modifier of any metamagic feats you apply to the spell by 1 (to a minimum of +0).
Creating a master focus takes 8 hours for each 1,000 gp.
Special: The DC to identify a master focus is increased by 10.
You can only have 1 active master focus at a time. A master focus does not count against the number of foci you can have active at a time.
Superior Focus Casting (Focus)
With runes and a more skilled imbuement of magic, you can make a more effective focus device.
Prerequisites: Ability to cast 4th level spells, Focus Casting
Benefits: At the cost of 100 gp for each spell level, you can create a superior focus device. The superior focus works similarly to a normal focus device, but it provides a +2 bonus to DC and a +4 bonus to rolls to overcome spell resistance.
Alternatively, a superior focus could be made to provide the bonuses of a normal focus device to two different schools, subschools, or descriptors. Should these two happen to overlap—for instance, in the casting of an evocation spell with the [fire] descriptor—the effects stack.
Creating a superior focus takes 8 hours for each 150 gp.
Special: The DC to identify these foci are raised by +5.
A superior focus is considered to be worth 2 normal focus devices in regards to how many foci you can have active at a time.
Symbol of Faith (Focus, Item Creation)
Through careful adjustment and care devoted to it, you can turn a holy symbol into a focus device.
Prerequisites: Ability to cast 1st level divine spells granted by a deific entity, ability to turn or rebuke something, Focus Casting
Benefits: By spending an extra 50 gp when creating a focus device or superior focus, you can incorporate the holy symbol of a deity into the item, providing the benefits of both. It cannot be touched by those who are not of that faith lest they take 1 point of Strength damage (Fortitude DC 10 + ½ CL + Wisdom modifier).
When selecting active focus devices, you may select 1 divine focus device. At this time you may elect to expend a single spell slot above 0th level to power the divine focus device. You gain a bonus to your channel energy rolls equal to the level of the spell x2, and for each 5 CL you gain 1 additional daily use of channel energy.
Special: In regards to how many focus devices of each tier you may have active at a time, divine focus devices are treated as other focus.
Vengeful Spellchanneling (Focus, Item Creation)
You have learned into imbue a thirst for blood into your foci.
Prerequisites: Focus Casting, the ability to cast 2nd level spells, Knowledge (relevant to creature type; see the Knowledge ( http://www.d20pfsrd.com/skills/knowledge) skill) 3 ranks
Benefits: When crafting a focus device and when possessed of the blood or a body piece of a monster (or person) of a certain type or subtype, you can make the focus device more effective against that type or subtype of monsters (you can only apply one to a given device; you have to choose). Against the type or subtype this is aligned against, spells cast using this focus are cast with an additional +1 to DC and +2 to rolls to bypass spell resistance. You can only create a vengeful focus for a monster for which you possess 3 ranks in the relevant Knowledge skill. This Knowledge skill is also used for the subtypes, should that be what you are aligning the focus device against.
Special: The DC to identify a vengeful focus is increased by +5 unless the identifier also has 3 ranks in the Relevant knowledge (which has no change).
Magical Focus Feats
Deep Drain Depletion (Focus)
By strongly draining all the magic out of your focus device you can give a huge boost the power of your spells.
Prerequisites: Ability to cast 3rd level spells, Focus Casting, Spell Penetration
Benefits: You can rapidly draw power through your focus device; this focus device is unusable for a week and you do not benefit from any other focus device gracing the same category; however, despite being useless it still fills an active focus slot, preventing you from using your full range of foci. Furthermore, all the spells of this school/subschool/descriptor that you cast for until the week ends are cast at -1 CL and -1 DC, and you take 1 point of damage per level of the spell cast that cannot heal until the week has passed. However, the rush of so much magic into a single casting allows a spell that would benefit from the focus device the ability to affect a target that would otherwise be immune to the spell (although they gain a +2 bonus to their saving throw), while also bypassing any spell resistance they have.
Focus Casting (Focus, Item Creation)
You know how to create a magical focus device through which you can empower your spells.
Prerequisites: Ability to cast 1st level spells
Benefits: A focus device works similarly to the spell focus often required in magic, but at a higher stage. Creating a focus device costs 50 gp for each spell level (including cantrips) it is meant to affect, to a maximum of the highest spell level the crafter is capable of casting. Its appearance is of little matter so long as it is properly imbued with magic. Each device is resonant with a specific school, subschool, or spell descriptor, thus the devices reflect that resonance when detected for magic.
Creating a focus device takes 8 hours for every 100 gp.
Holding a focus device while casting a spell appropriate to it grants a +1 bonus to the spell’s DC and a +2 bonus on rolls to overcome spell resistance. Spells from subschools are considered to be 1 level higher than they actually are in regards to counterspelling.
Only its creator can benefit from a focus device.
Special: If you are of a class that grants a familiar (except for the witch) or bonded item as a class ability, you may gain this feat in place of that class ability.
You can only benefit from one focus item when casting a spell.
Although only its creator can use a focus device, any focus device may be taken apart and used to create another. A device recycled in such a manner contributes ½ its cost to make to the creation of a new focus device. If this broken down value is high enough, it can be used to make A device can only be used to make a device that falls within its school/subschool/descriptor category (as an exception, a focus for a school can be made into a focus for a subschool). Learning the nature (school/descriptor and available levels) of a focus device requires a Spellcraft check (10 + number of effectible spell levels).
Only 1 focus device/4 CL can be active at a time; active focus devices are selected when spells are replenished.
Focused Focus (Focus)
Through your knowledge of the intricacies of the subdivisions composing your favored school of magic, you are able to prompt more out of a focus device than a less devoted mage would have thought possible.
Prerequisites: Ability to cast 1st level spells, Focus Casting, Spell Focus
Benefits: When you use a focus device that is resonant with a subschool of the school of magic in which you have taken Spell Focus, you gain one of the following benefits in addition to the normal abilities of the focus, chosen when casting; an additional +2 bonus to caster level checks to defeat spell resistance, a +4 bonus to caster level in regards to attempts to counter or dispel your spell, increase spell duration by 50%, or inflict a -1 penalty to the target’s saving throws against other spells of that subschool, lasting for 1 hour.
Special: A school of magic without any subschools gains no benefits from this feat.
Focus Magic (Focus)
You have learned to make your focus devices direct power as would ordinary spell foci.
Prerequisites: Ability to cast 2nd level spells, Focus Casting, Eschew Materials
Benefits: When you cast a spell that requires a spell focus you may treat your focus device as that focus. If the spell requires foci that costs gold, you treat your focus device as having (cost to create x 10) gp value; if it equals or exceeds that of the normal spell focus, your focus device successfully imitate the focus.
When casting a spell requiring expensive material components via a focus device, you do not have to pay the price if the cost of the component is equal to or less than the cost to create your focus. If the component is higher (but within the range of (cost to create x 10) gp), you can force the magic through your focus anyways; however, it isn’t supposed to channel magic in such a fashion, and the spell does not gain the benefits of that focus device. Further, the focus stops providing its benefits (but is still considered to be active) until 24 hours have passed.
Masterful Focus Art (Focus, Item Creation)
The foci you create are at the pinnacle of what this field of magic can achieve.
Prerequisites: Ability to cast 6th level spells, Focus Casting, Superior Focus Casting, and any 1 metamagic feat
Benefits: By spending 500 gp per level of spells the focus device can affect, you may create a master focus. Instead of the normal focus item benefits, a master focus allows you to reduce the total level modifier of any metamagic feats you apply to the spell by 1 (to a minimum of +0).
Creating a master focus takes 8 hours for each 1,000 gp.
Special: The DC to identify a master focus is increased by 10.
You can only have 1 active master focus at a time. A master focus does not count against the number of foci you can have active at a time.
Superior Focus Casting (Focus)
With runes and a more skilled imbuement of magic, you can make a more effective focus device.
Prerequisites: Ability to cast 4th level spells, Focus Casting
Benefits: At the cost of 100 gp for each spell level, you can create a superior focus device. The superior focus works similarly to a normal focus device, but it provides a +2 bonus to DC and a +4 bonus to rolls to overcome spell resistance.
Alternatively, a superior focus could be made to provide the bonuses of a normal focus device to two different schools, subschools, or descriptors. Should these two happen to overlap—for instance, in the casting of an evocation spell with the [fire] descriptor—the effects stack.
Creating a superior focus takes 8 hours for each 150 gp.
Special: The DC to identify these foci are raised by +5.
A superior focus is considered to be worth 2 normal focus devices in regards to how many foci you can have active at a time.
Symbol of Faith (Focus, Item Creation)
Through careful adjustment and care devoted to it, you can turn a holy symbol into a focus device.
Prerequisites: Ability to cast 1st level divine spells granted by a deific entity, ability to turn or rebuke something, Focus Casting
Benefits: By spending an extra 50 gp when creating a focus device or superior focus, you can incorporate the holy symbol of a deity into the item, providing the benefits of both. It cannot be touched by those who are not of that faith lest they take 1 point of Strength damage (Fortitude DC 10 + ½ CL + Wisdom modifier).
When selecting active focus devices, you may select 1 divine focus device. At this time you may elect to expend a single spell slot above 0th level to power the divine focus device. You gain a bonus to your channel energy rolls equal to the level of the spell x2, and for each 5 CL you gain 1 additional daily use of channel energy.
Special: In regards to how many focus devices of each tier you may have active at a time, divine focus devices are treated as other focus.
Vengeful Spellchanneling (Focus, Item Creation)
You have learned into imbue a thirst for blood into your foci.
Prerequisites: Focus Casting, the ability to cast 2nd level spells, Knowledge (relevant to creature type; see the Knowledge ( http://www.d20pfsrd.com/skills/knowledge) skill) 3 ranks
Benefits: When crafting a focus device and when possessed of the blood or a body piece of a monster (or person) of a certain type or subtype, you can make the focus device more effective against that type or subtype of monsters (you can only apply one to a given device; you have to choose). Against the type or subtype this is aligned against, spells cast using this focus are cast with an additional +1 to DC and +2 to rolls to bypass spell resistance. You can only create a vengeful focus for a monster for which you possess 3 ranks in the relevant Knowledge skill. This Knowledge skill is also used for the subtypes, should that be what you are aligning the focus device against.
Special: The DC to identify a vengeful focus is increased by +5 unless the identifier also has 3 ranks in the Relevant knowledge (which has no change).