Zaydos
2015-02-07, 12:08 PM
I have decided that this week (starting yesterday) is Wizard week. So you get some feats designed for mages participating in large scale conflicts and battles. They are not all only useful there (Demoralizing Spell and Healing Pulse being the ones to first come to mind as useful outside of it), in fact I doubt any are only useful there... except Ritualistic Evocation which by making fireball take 4 rounds to cast means you probably won't be using it in combat.
Artillery Mage:
You are trained in firing off long distance attack spells.
Prerequisites: Telescopic Spell (see below) or Warmage 1st+ or Evoker 1st+.
Benefit: The range of any Evocation spell with a range of Close, Medium, or Long that you cast is doubled (50-ft + 10-ft/2 levels, 200-ft + 20-ft/level, 800-ft + 80-ft/level).
Special: You may take this feat multiple times, its effects stack. Remember that two doublings equal a tripling, and three quadruple.
Bend Magic
You are trained in dwarven tunnel war magic, able to turn lightning on its side.
Prerequisites: –
Benefit: When you cast a spell with an area of Line you may have it turn up to 90 degrees at any 1 point in its area.
Demoralizing Spell [Metamagic]:
You are capable of evoking fear with your magics.
Prerequisites: Ability to cast necromancy spells, ability to cast at least 1 spell with the Fear descriptor.
Benefit: A demoralizing spell invokes fear on any creature that it damages forcing them to make a Will save (same DC as the spell) or be shaken for 1 round per spell level (this is a mind-affecting fear effect); this shaken effect does not stack with any fear induced directly by the spell (in the case of one that already causes fear). No matter how many times a creature is damaged by a demoralizing spell they never have to make more than one save against a single spell's fear effect. A demoralizing spell uses a spell slot 1 level higher than the spell's actual level.
Healing Pulse
Your healing magic releases a pulse of life force which heals others.
Prerequisites: -
Benefit: Whenever you cast a spell from the Conjuration (Healing) subschool you may have it release a pulse of healing energy. If you do any number of other creatures within 10-ft of the target per level of the spell used regain 2 hit points per level of the spell used (Will halves, same DC as spell). This is a positive energy effect and damages undead.
If the spell had multiple targets (such as Mass Cure Light Wounds) each releases a pulse, but no creature can be affected by more than one pulse released by a single spell. A target may, however, be affected by a pulse released by another target.
Special: You may take this feat multiple times each time you do the pulses' healing effects increase by 1 hit point per spell level used and range increase by 10-ft per level (for example with 2 instances of this feat you would heal creatures within 20-ft/spell level, 3 hp/spell level, with 3 it would increase to 30-ft/spell level, and 4 hp/spell level).
Legion Magic
You are adept at targeting a great number of creatures with relative ease.
Prerequisites: None.
Benefit: When you cast a spell which targets a number of creatures based upon your caster level such as 1 creature/caster level, or 1 creature/2 caster levels, you may target twice as many creatures as normal. In addition the distance they can be from each other is twice the normal amount, but they still must be within the range of the spell. This benefit also applies to teleportation effects which can carry a number of creatures based upon your level (such as teleport).
Special: You may take this feat multiple times, each time you do the number of creatures that can be affected increases by 100% of the original amount (i.e. 2 times means it's tripled, 3 times quadrupled, 4 times quintupled).
Ritualistic Evocation
You are capable of casting evocation spells more slowly to maximize their area.
Prerequisites: Artillery Mage.
Benefit: When you cast an Evocation spell you may cast it as a ritual spell which takes 1 full round + 1 full round per spell level. If you do its range triples (for a quadrupling with the effects of Artillery Mage) and its area is tripled in each dimension as well (20-ft radius becomes 60-ft radius, 20-ft cube becomes 40-ft cube).
Summon Legion
When you summon multiple creatures you summon additional creatures.
Prerequisites: Augment Summoning.
Benefit: When you use a Summon Monster, Summon Nature’s Ally, or equivalent to summon 1d3 creatures you summon 1d3+1 instead. When you use one to summon 1d4+1 creatures you summon 2d4 instead.
Telescopic Spell [Metamagic]
You are capable of casting a spell at much longer ranges than normal.
Prerequisites: Enlarge Spell.
Benefit: This metamagic can be used one of two ways. In the first you triple a spell’s range, but it uses a spell slot two levels higher than its actual level. In the second you multiply a spell’s range by ten (+900%), but it uses a spell slot three levels higher than its actual level. This feat cannot be applied to spells which have an area which is the same as their range such as many cones, emanations, and lines.
Witch’s Eyes
You are capable of creating lesser familiars and seeing through their eyes.
Prerequisites: Ability to summon a familiar.
Benefit: You are capable of calling 1 lesser familiar, plus 1 per 3 levels in classes which advance your familiar. These lesser familiars do not gain most of the abilities of being a familiar, only gaining Empathic Link, Intelligence 6, Improved Evasion, and ability to grant Alertness feat. They do not share their master’s skill points except for Listen, Search, and Spot, but may still use their master’s saving throws and do gain hit points as normal for a familiar. Creating a lesser familiar requires a 4 hour ritual with materials costing 100 GP. You do not lose any XP when a lesser familiar dies, and may summon a new one immediately thereafter.
In addition you gain the ability to spend a standard action to concentrate and see through the eyes of one of your familiars using its senses temporarily instead of your own.
Witch's Eyes, Extra
You are capable of creating more lesser familiars.
Prerequisites: Witch's Eyes.
Benefit: You are capable of calling an additional 3 lesser familiars.
Special: You may take this feat multiple times, its effects stack.
Artillery Mage:
You are trained in firing off long distance attack spells.
Prerequisites: Telescopic Spell (see below) or Warmage 1st+ or Evoker 1st+.
Benefit: The range of any Evocation spell with a range of Close, Medium, or Long that you cast is doubled (50-ft + 10-ft/2 levels, 200-ft + 20-ft/level, 800-ft + 80-ft/level).
Special: You may take this feat multiple times, its effects stack. Remember that two doublings equal a tripling, and three quadruple.
Bend Magic
You are trained in dwarven tunnel war magic, able to turn lightning on its side.
Prerequisites: –
Benefit: When you cast a spell with an area of Line you may have it turn up to 90 degrees at any 1 point in its area.
Demoralizing Spell [Metamagic]:
You are capable of evoking fear with your magics.
Prerequisites: Ability to cast necromancy spells, ability to cast at least 1 spell with the Fear descriptor.
Benefit: A demoralizing spell invokes fear on any creature that it damages forcing them to make a Will save (same DC as the spell) or be shaken for 1 round per spell level (this is a mind-affecting fear effect); this shaken effect does not stack with any fear induced directly by the spell (in the case of one that already causes fear). No matter how many times a creature is damaged by a demoralizing spell they never have to make more than one save against a single spell's fear effect. A demoralizing spell uses a spell slot 1 level higher than the spell's actual level.
Healing Pulse
Your healing magic releases a pulse of life force which heals others.
Prerequisites: -
Benefit: Whenever you cast a spell from the Conjuration (Healing) subschool you may have it release a pulse of healing energy. If you do any number of other creatures within 10-ft of the target per level of the spell used regain 2 hit points per level of the spell used (Will halves, same DC as spell). This is a positive energy effect and damages undead.
If the spell had multiple targets (such as Mass Cure Light Wounds) each releases a pulse, but no creature can be affected by more than one pulse released by a single spell. A target may, however, be affected by a pulse released by another target.
Special: You may take this feat multiple times each time you do the pulses' healing effects increase by 1 hit point per spell level used and range increase by 10-ft per level (for example with 2 instances of this feat you would heal creatures within 20-ft/spell level, 3 hp/spell level, with 3 it would increase to 30-ft/spell level, and 4 hp/spell level).
Legion Magic
You are adept at targeting a great number of creatures with relative ease.
Prerequisites: None.
Benefit: When you cast a spell which targets a number of creatures based upon your caster level such as 1 creature/caster level, or 1 creature/2 caster levels, you may target twice as many creatures as normal. In addition the distance they can be from each other is twice the normal amount, but they still must be within the range of the spell. This benefit also applies to teleportation effects which can carry a number of creatures based upon your level (such as teleport).
Special: You may take this feat multiple times, each time you do the number of creatures that can be affected increases by 100% of the original amount (i.e. 2 times means it's tripled, 3 times quadrupled, 4 times quintupled).
Ritualistic Evocation
You are capable of casting evocation spells more slowly to maximize their area.
Prerequisites: Artillery Mage.
Benefit: When you cast an Evocation spell you may cast it as a ritual spell which takes 1 full round + 1 full round per spell level. If you do its range triples (for a quadrupling with the effects of Artillery Mage) and its area is tripled in each dimension as well (20-ft radius becomes 60-ft radius, 20-ft cube becomes 40-ft cube).
Summon Legion
When you summon multiple creatures you summon additional creatures.
Prerequisites: Augment Summoning.
Benefit: When you use a Summon Monster, Summon Nature’s Ally, or equivalent to summon 1d3 creatures you summon 1d3+1 instead. When you use one to summon 1d4+1 creatures you summon 2d4 instead.
Telescopic Spell [Metamagic]
You are capable of casting a spell at much longer ranges than normal.
Prerequisites: Enlarge Spell.
Benefit: This metamagic can be used one of two ways. In the first you triple a spell’s range, but it uses a spell slot two levels higher than its actual level. In the second you multiply a spell’s range by ten (+900%), but it uses a spell slot three levels higher than its actual level. This feat cannot be applied to spells which have an area which is the same as their range such as many cones, emanations, and lines.
Witch’s Eyes
You are capable of creating lesser familiars and seeing through their eyes.
Prerequisites: Ability to summon a familiar.
Benefit: You are capable of calling 1 lesser familiar, plus 1 per 3 levels in classes which advance your familiar. These lesser familiars do not gain most of the abilities of being a familiar, only gaining Empathic Link, Intelligence 6, Improved Evasion, and ability to grant Alertness feat. They do not share their master’s skill points except for Listen, Search, and Spot, but may still use their master’s saving throws and do gain hit points as normal for a familiar. Creating a lesser familiar requires a 4 hour ritual with materials costing 100 GP. You do not lose any XP when a lesser familiar dies, and may summon a new one immediately thereafter.
In addition you gain the ability to spend a standard action to concentrate and see through the eyes of one of your familiars using its senses temporarily instead of your own.
Witch's Eyes, Extra
You are capable of creating more lesser familiars.
Prerequisites: Witch's Eyes.
Benefit: You are capable of calling an additional 3 lesser familiars.
Special: You may take this feat multiple times, its effects stack.