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View Full Version : Pathfinder [Conversion] 3.5e metamagic feats, PEACH



LordofBones
2016-02-23, 06:17 AM
I've been trying to come up with some decent conversions - or flat-out rewriting, as the case for Reaping Spell - for some of 3.5e's feats. Here's what I managed to come up with, please tell me what you think.

Shadow Weave Magic
Prerequisites Tenebrous Spell, patron deity Shar
Benefit From now on, your spells tap the Shadow Weave instead of the Weave. You also can activate magic items that use the Shadow Weave without taking damage. You get a +1 bonus on caster level checks and a +1 bonus to the DC for all spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You can no longer cast spells with the light descriptor, and spells with the [fire] descriptor, [creation] descriptor, or deal fire damage are treated as being your opposed school, in addition to a -1 penalty to your caster level when attempting to cast such spells.

Black Lore of Moil (Metamagic)
Prerequisites Greater Spell Focus (necromancy), Spell Focus (necromancy)
Benefits When you modify a damage-dealing spell with Black Lore of Moil, you deal +1d6 (or the spell's base damage dice) points of extra negative energy damage per spell level. If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect. In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian runebone— a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative energy damage to be generated.

Enervate Spell (Metamagic)
Prerequisites Empower Spell, Spell Focus (necromancy)
Benefits An enervated spell functions as an empowered spell, save that it deals 100% extra damage to living targets and 50% less to non-living targets. If prepared or cast in conjunction with the thanatopic spell feat, then undead are considered living creatures for the purposes of the spell.
Level Increase +3

Craft Contingent Spell (Item Creation)
Prerequisites Able to cast contingency as a spell
Benefits You can make contingent any spell that you know. Crafting a contingent spell takes one day for each 1,000 gp in its base price (spell level x caster level x 100 gp). The associated skill for crafting contingent spells is Spellcraft. You can have up to 3 + your spellcasting ability score modifier of contingent spells at any time.

Reaping Spell (Metamagic)
Prerequisites Able to cast spells with the death descriptor, caster level 13th
Benefit Reaping spells function only on spells with the death descriptor, and have different benefits depending on the type of spells modified.
When you cast a reaping spell that inflicts damage based on caster level with no damage cap (such as finger of death), the target takes no damage but must instead succeed on the spell's saving throw or die.
When you cast a reaping spell that has a caster level-set damage cap, you instead increase the damage die by one step.
Level Increase +2

Chain Spell (Metamagic)
Prerequisites Any metamagic feat
Benefit Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained spell deals damage, the secondary targets each take the same amount of damage as the primary target (rounded down) and can attempt saving throws for half damage (whether the spell allows the original target a save or not). If the original spell allows a saving throw, then the DC for the saving throw made by secondary targets is reduced by 2.
Level Increase +3

Spellcasting Prodigy (Trait)
Benefit Once per day, you gain a +1 bonus to the spell DC of any one spell you cast. Additionally, you gain a +2 trait bonus to your Spellcraft check when identifying a spell being cast.

Courteous Magocracy (General)
Benefit You gain a +2 bonus to Diplomacy and Spellcraft. This increases to +4 when you have 10 or more ranks in either skill.

Mythic Courteous Magocracy (Mythic)
Prerequisites Courteous Magocracy
Benefit The bonus on Diplomacy and Spellcraft skill checks from Courteous Magocracy increases by 2. In addition, you can expend one use of mythic power to treat a Diplomacy or Spellcraft check as if you had rolled a natural 20. You must decide to use this ability before making the roll.