heroe_de_leyenda
2007-06-12, 08:37 AM
POWER OVERLOAD (METAMAGIC)
You can exceed your arcane power limits by sacrificing your life force
Prerequisite: Able to cast 2nd level arcane spells without preparation
Effect: When you run out of spell slots of your highest available levels, you can cast a spell of that level (from your list of spells known) but you take 1d4 damage per spell level yourself. This feat can only be activated during battle or another moment of great danger or stress (Determined by the DM). As with any metamagic feat the spell's casting time is increased.
This feat can only be activated once per day, but you can continue to cast spells this way, as long as you do nothing but cast spells (and/or speak and take 5 foot steps) in the consecutive rounds
Example: Aramil is a fourth level sorcerer and he's out of 2nd level spells. He can cast Melf's Acid Arrow (a second level spell) but takes 2d4 damage himself, in the next round he can cast another Melf's acid arrow taking 2d4 extra damage. In the third round he moves and drinks a potion, ending the feat's effect for the day (because he didn't cast a spell in this round)
OBSCURE POWER (METAMAGIC)
You can draw power from a secret and unknown source to cast spells you don't even know, risking your own health at the process
Prerequisite: Able to cast 3rd level arcane spells without preparation
Effect: Once per day, you can cast a spell that's not on your list of Spells Known but you take 1d6 damage per spell level. As with any metamagic feat the spells casting time is increased.
and a revision of my previous homebrew feat:
LATENT POWER (METAMAGIC)
Your latent arcane power manifest when you are in danger, displaying your hidden talent.
Prerequisites: Ability to cast arcane spells without preparation.
Effect: Choose an arcane spell one spell level higher than you can currently cast. Once per day while at less than 1/2 your base HP you may cast that spell by sacraficing one spell slot of your highest available level.
To successfully cast the spell you must make a Concentration check against the spell’s DC. If you fail the spell fizzles. A successful cast deals 1d3 damage to the caster for every level of the spell (will save at same DC for half damage), but the spell otherwise functions normally.
When you gain a new spell level you must add the spell chosen for this feat to your permanent spell list. At that time you may choose another spell for this feat to apply to of the next higher spell level. When you reach spell level 9 you may choose another metamagic feat to replace this feat.
Example: Marcus is a 5th level sorcerer with the Latent Power feat, he gives up a 2nd level spell slot to attempt to manifest his latent power to cast a fireball He makes a DC 16 Concentration check (Fireball DC 10+3(spell level) +3(CHA modifier) =16). He succeeds and casts a fireball (dealing 5d6), he takes however 3d3 damage because he failed his Will save against DC 16. When Marcus reaches 6th level, he must add fireball to his spells known, now that he can cast it normally.
You can exceed your arcane power limits by sacrificing your life force
Prerequisite: Able to cast 2nd level arcane spells without preparation
Effect: When you run out of spell slots of your highest available levels, you can cast a spell of that level (from your list of spells known) but you take 1d4 damage per spell level yourself. This feat can only be activated during battle or another moment of great danger or stress (Determined by the DM). As with any metamagic feat the spell's casting time is increased.
This feat can only be activated once per day, but you can continue to cast spells this way, as long as you do nothing but cast spells (and/or speak and take 5 foot steps) in the consecutive rounds
Example: Aramil is a fourth level sorcerer and he's out of 2nd level spells. He can cast Melf's Acid Arrow (a second level spell) but takes 2d4 damage himself, in the next round he can cast another Melf's acid arrow taking 2d4 extra damage. In the third round he moves and drinks a potion, ending the feat's effect for the day (because he didn't cast a spell in this round)
OBSCURE POWER (METAMAGIC)
You can draw power from a secret and unknown source to cast spells you don't even know, risking your own health at the process
Prerequisite: Able to cast 3rd level arcane spells without preparation
Effect: Once per day, you can cast a spell that's not on your list of Spells Known but you take 1d6 damage per spell level. As with any metamagic feat the spells casting time is increased.
and a revision of my previous homebrew feat:
LATENT POWER (METAMAGIC)
Your latent arcane power manifest when you are in danger, displaying your hidden talent.
Prerequisites: Ability to cast arcane spells without preparation.
Effect: Choose an arcane spell one spell level higher than you can currently cast. Once per day while at less than 1/2 your base HP you may cast that spell by sacraficing one spell slot of your highest available level.
To successfully cast the spell you must make a Concentration check against the spell’s DC. If you fail the spell fizzles. A successful cast deals 1d3 damage to the caster for every level of the spell (will save at same DC for half damage), but the spell otherwise functions normally.
When you gain a new spell level you must add the spell chosen for this feat to your permanent spell list. At that time you may choose another spell for this feat to apply to of the next higher spell level. When you reach spell level 9 you may choose another metamagic feat to replace this feat.
Example: Marcus is a 5th level sorcerer with the Latent Power feat, he gives up a 2nd level spell slot to attempt to manifest his latent power to cast a fireball He makes a DC 16 Concentration check (Fireball DC 10+3(spell level) +3(CHA modifier) =16). He succeeds and casts a fireball (dealing 5d6), he takes however 3d3 damage because he failed his Will save against DC 16. When Marcus reaches 6th level, he must add fireball to his spells known, now that he can cast it normally.