GilesTheCleric
2014-09-29, 03:44 PM
I am working on homebrewing some mages whose magic is based on the law/order axis, and thought that it would be nice if there were a few more feats that would be useful to them specifically.
Here's a whole bunch of things I came up with; the rules text isn't final -- I mostly wanted feedback on whether they generally seemed balanced, and whether they duplicated other feats or would be useless.
I especially would like feedback on the -level adjustment feats: humble spell, ephemeral spell, and tentative spell.
Here's the document for my brew in case you're interested in seeing the classes etc: https://www.dropbox.com/s/hfsdo6tyanebmd7/Colours%20of%20Chaos%20mk4.pdf?dl=0
Feat name
Spell Level
Prereqs
Description
Unstable Spell
+1
-
for 1 rd + ASF% (25%? 50%?)
Born of the Duo Destroyers
+0
Energy Substitution (CAr) (fire or elec) , Knowledge (nature) 4 ranks
Born of the Three Thunders, but fire/elec; spell ends with a noxious smoke cloud that sickens
After-image Spell
+0
Spell focus (Illu), or deceptive spell (Cs), or disguise spell (DaD)
spell leaves illusion of the spell for 1 rd, forces will to disbelieve, then ref to avoid the imagined effects. On failed ref, foe is shaken/fear escalation)
Probing Spell
+0
Favoured Enemy class skill or racial bonus vs a specific creature type
learn what type of magic foes use/ how much they have left; any of your gear with bane is now keyed to that creature type/caster type for rounds = spell level
reaving spell
+2
1 MM feat
target loses one random spell slot 0-9
Silencing spell
+3
1 MM feat
target is unable to cast the same spell they just cast until they refresh their spells
encore spell
+0
-
casting the same spell repeatedly without casting any in-between successively increases the DC by +1
law spell
+1
-
descriptor changes to law, 1/2 damage is lawful
chaos spell
+1
-
descriptor changes to chaos, 1/2 damage is chaotic
judgement spell
+1
any lawful alignment
gains [law], has 1 rd extra effect based on foe's alignment:
lawful: +4 morale grapple and vs bullrush/CMD and cannot be flanked
neutral (L/C): fatigued
chaotic: exhausted
hand-laser spell (needs a better name)
+1
weapon focus (ray)
ray spell range changes to melee touch
fallout spell
+2
-
1 rd later deals 1/2 of spell damage as fire dmg in 20' aoe around original target
medusa's kiss spell
+2
racial natural attack that paralyzes or petrifies
foe gets fort save at spell's DC; saved: paralyze 1 rd, fail: petrified
reflective spell
+0
ability to cast a spell with "armor" in the name
target gains +4 SR and +2 deflect AC for 1 rd
humble spell
-2
1 MM feat
spell deals minimum dice result damage, is prepared/cast from a lower-level slot
ephemeral spell
-1
1 MM feat
uses minimum variable number for effect, range, and duration, is prep/cast from lower-level slot
tentative spell
see text
humble spell or ephemeral spell
minimize all variables, spell with casting time ≤ 1 std action is cast as std action, even if it is spontaneous; it is cast from a 1st level slot, other MM increases the spell level as normal from there
sympathetic spell
+0
ability to cast Status
target is affected by Status if they fail save vs carrier spell
energy tracking spell
+1
-
casting the same spell at a foe who just cast it gets +4 DC, ignores SR
masquerade spell
+0
-
spell spellcrafts as a different one on your list
tracing spell
+1
ability to cast faerie fire
lights up target with faerie fire for rds = spell level
carbuncle spell
+1
-
all w/in 30' make will save or fascinated with the affected target
lodestone spell
+2
carbuncle spell
all w/in 30' make will save or change the focus of their attacks to the affected target if the target is a foe to them
flux-power spell
+1
empower spell or maximize spell
spell deals +/- 1/4 more dice, roll 1d2 to see which; effect is applied before other MM that manipulates # of dice or their values
hardening spell
+1
-
target is treated as an object for purposes of spells/effects (one of my brewed classes can increase the hardness of objects or change their materials)
[law/chaos] exemplar spell
+1
any law/chaos alignment
as purify spell, BoED
sudden x spell
-
MM feat(s)
sudden versions of the other spells here
ineffable spell
+2
-
spell counts as divine for all purposes (ASF, scroll-making, etc)
mystic spell
+2
-
spell counts as arcane for all purposes (ASF, scroll-making, etc)
body battery
-
con score
take con damage to bolster spell -- +1 damage die/con sacrificed
left-handed magic
+0
Shadow Weave Magic (PGtF)
flips [descriptor], eg. law -> chaos, evil -> good, fire -> cold
If anyone is interested in being a playtester, editor, lore/fluff writer, encounter/mapmaker, or artist for my document, I'd be happy to have more hands on deck.
EDIT: Updated with feedback.
least reaving spell
+0
-
target loses one random level-0 spell slot
lesser reaving spell
+1
1 MM feat
target loses one random level 1-2 spell slot
reaving spell
+2
lesser reaving spell
target loses one random level 1-4 spell slot
greater reaving spell
+3
reaving spell
target loses one random level 1-6 spell slot
targeted reaving spell
+4
reaving spell, heighten spell
target loses one random spell of a level equal to the final slot that the targeted reaving spell is cast from
touch spell (hand-laser renamed)
+0
weapon focus (ray)
ray spell range changes to melee touch
humble spell
-1
1 MM feat
spell deals minimum dice result damage per die, is prepared/cast from a lower-level slot; spell must deal damage dice in order to have this MM applied
ephemeral spell
-1
1 MM feat
uses minimum variable number for effect, range, and duration, is prep/cast from lower-level slot; spell must have a variable effect, range, or duration in order to apply this MM
tentative spell
see text
humble spell or ephemeral spell
minimize all variables, spell with casting time ≤ 1 std action is cast as std action, even if it is spontaneous; it is cast from a slot half that of the original spell, rounded up; other MM increases the spell level as normal from there. The spell must have both variables in its description and in any one or more of effect, range, or duration
After-image Spell
+0
Spell focus (Illu), or deceptive spell (Cs), or disguise spell (DaD)
spell leaves illusion of the spell for 1 rd. On the next round, the original target(s) must make a will save or be shaken
body battery
-
con score
take con damage to bolster spell. For each point of con sacced, the spell deals one additional die of damage, which may bring the spell up to or above its normal maximum. Only spells that already deal damage dice may be used with this feat
Silencing spell
+1
1 MM feat
target is unable to cast the same spell they just cast until they refresh their spells
Here's a whole bunch of things I came up with; the rules text isn't final -- I mostly wanted feedback on whether they generally seemed balanced, and whether they duplicated other feats or would be useless.
I especially would like feedback on the -level adjustment feats: humble spell, ephemeral spell, and tentative spell.
Here's the document for my brew in case you're interested in seeing the classes etc: https://www.dropbox.com/s/hfsdo6tyanebmd7/Colours%20of%20Chaos%20mk4.pdf?dl=0
Feat name
Spell Level
Prereqs
Description
Unstable Spell
+1
-
for 1 rd + ASF% (25%? 50%?)
Born of the Duo Destroyers
+0
Energy Substitution (CAr) (fire or elec) , Knowledge (nature) 4 ranks
Born of the Three Thunders, but fire/elec; spell ends with a noxious smoke cloud that sickens
After-image Spell
+0
Spell focus (Illu), or deceptive spell (Cs), or disguise spell (DaD)
spell leaves illusion of the spell for 1 rd, forces will to disbelieve, then ref to avoid the imagined effects. On failed ref, foe is shaken/fear escalation)
Probing Spell
+0
Favoured Enemy class skill or racial bonus vs a specific creature type
learn what type of magic foes use/ how much they have left; any of your gear with bane is now keyed to that creature type/caster type for rounds = spell level
reaving spell
+2
1 MM feat
target loses one random spell slot 0-9
Silencing spell
+3
1 MM feat
target is unable to cast the same spell they just cast until they refresh their spells
encore spell
+0
-
casting the same spell repeatedly without casting any in-between successively increases the DC by +1
law spell
+1
-
descriptor changes to law, 1/2 damage is lawful
chaos spell
+1
-
descriptor changes to chaos, 1/2 damage is chaotic
judgement spell
+1
any lawful alignment
gains [law], has 1 rd extra effect based on foe's alignment:
lawful: +4 morale grapple and vs bullrush/CMD and cannot be flanked
neutral (L/C): fatigued
chaotic: exhausted
hand-laser spell (needs a better name)
+1
weapon focus (ray)
ray spell range changes to melee touch
fallout spell
+2
-
1 rd later deals 1/2 of spell damage as fire dmg in 20' aoe around original target
medusa's kiss spell
+2
racial natural attack that paralyzes or petrifies
foe gets fort save at spell's DC; saved: paralyze 1 rd, fail: petrified
reflective spell
+0
ability to cast a spell with "armor" in the name
target gains +4 SR and +2 deflect AC for 1 rd
humble spell
-2
1 MM feat
spell deals minimum dice result damage, is prepared/cast from a lower-level slot
ephemeral spell
-1
1 MM feat
uses minimum variable number for effect, range, and duration, is prep/cast from lower-level slot
tentative spell
see text
humble spell or ephemeral spell
minimize all variables, spell with casting time ≤ 1 std action is cast as std action, even if it is spontaneous; it is cast from a 1st level slot, other MM increases the spell level as normal from there
sympathetic spell
+0
ability to cast Status
target is affected by Status if they fail save vs carrier spell
energy tracking spell
+1
-
casting the same spell at a foe who just cast it gets +4 DC, ignores SR
masquerade spell
+0
-
spell spellcrafts as a different one on your list
tracing spell
+1
ability to cast faerie fire
lights up target with faerie fire for rds = spell level
carbuncle spell
+1
-
all w/in 30' make will save or fascinated with the affected target
lodestone spell
+2
carbuncle spell
all w/in 30' make will save or change the focus of their attacks to the affected target if the target is a foe to them
flux-power spell
+1
empower spell or maximize spell
spell deals +/- 1/4 more dice, roll 1d2 to see which; effect is applied before other MM that manipulates # of dice or their values
hardening spell
+1
-
target is treated as an object for purposes of spells/effects (one of my brewed classes can increase the hardness of objects or change their materials)
[law/chaos] exemplar spell
+1
any law/chaos alignment
as purify spell, BoED
sudden x spell
-
MM feat(s)
sudden versions of the other spells here
ineffable spell
+2
-
spell counts as divine for all purposes (ASF, scroll-making, etc)
mystic spell
+2
-
spell counts as arcane for all purposes (ASF, scroll-making, etc)
body battery
-
con score
take con damage to bolster spell -- +1 damage die/con sacrificed
left-handed magic
+0
Shadow Weave Magic (PGtF)
flips [descriptor], eg. law -> chaos, evil -> good, fire -> cold
If anyone is interested in being a playtester, editor, lore/fluff writer, encounter/mapmaker, or artist for my document, I'd be happy to have more hands on deck.
EDIT: Updated with feedback.
least reaving spell
+0
-
target loses one random level-0 spell slot
lesser reaving spell
+1
1 MM feat
target loses one random level 1-2 spell slot
reaving spell
+2
lesser reaving spell
target loses one random level 1-4 spell slot
greater reaving spell
+3
reaving spell
target loses one random level 1-6 spell slot
targeted reaving spell
+4
reaving spell, heighten spell
target loses one random spell of a level equal to the final slot that the targeted reaving spell is cast from
touch spell (hand-laser renamed)
+0
weapon focus (ray)
ray spell range changes to melee touch
humble spell
-1
1 MM feat
spell deals minimum dice result damage per die, is prepared/cast from a lower-level slot; spell must deal damage dice in order to have this MM applied
ephemeral spell
-1
1 MM feat
uses minimum variable number for effect, range, and duration, is prep/cast from lower-level slot; spell must have a variable effect, range, or duration in order to apply this MM
tentative spell
see text
humble spell or ephemeral spell
minimize all variables, spell with casting time ≤ 1 std action is cast as std action, even if it is spontaneous; it is cast from a slot half that of the original spell, rounded up; other MM increases the spell level as normal from there. The spell must have both variables in its description and in any one or more of effect, range, or duration
After-image Spell
+0
Spell focus (Illu), or deceptive spell (Cs), or disguise spell (DaD)
spell leaves illusion of the spell for 1 rd. On the next round, the original target(s) must make a will save or be shaken
body battery
-
con score
take con damage to bolster spell. For each point of con sacced, the spell deals one additional die of damage, which may bring the spell up to or above its normal maximum. Only spells that already deal damage dice may be used with this feat
Silencing spell
+1
1 MM feat
target is unable to cast the same spell they just cast until they refresh their spells