Westhart
2017-11-09, 09:04 AM
[Spellcaster] Feats can be selected when a spellcaster (such as the wizard) would be able to select a bonus metamagic/item creation feat.
Spell Penetration [Spellcaster]
Prerequisites: Ability to cast spells, spellcasting stat 14
Benefits: You add 1/4 your level to checks to overcome spell resistance.
Spell Focus [Spellcaster]
Prerequisites: Spell Penetration, Ability to cast at least 3 spells from the school selected.
Benefits: Choose one school of magic, your spells from that school are harder to resist. Add 1/4 your level to DC's of spells from the chosen school.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Augment Summoning [Spellcaster]
Prerequisite: Spell penetration, Spell Focus (Conjuration), Casting Stat 15, Conjurist level 4th (or two spells with the summon subschool that are at least second level known).
Benefits: Your summoned creatures add 1/4 your CL (as an enhancement bonus) to their Strength, Dexterity, and Constitution scores.
Practiced Evoker [Spellcaster]
Prerequisite: Spell Focus (Evocation), Casting Stat 15, Know 5 damaging evocation spells, Evoker level 5th (or two spells of the evocation school that are at least second level known).
Benefits: You may change the type of damage a spell deals as you cast it, choosing from acid, fire, cold, or electricity. In addition you may leave out a number of 5' spaces equal to your primary casting stat's modifier.
Master Evoker [Spellcaster]
Prerequisite: Practiced Evoker, Caster level 10th
Benefits: You add force and sonic to the damages you may use, and you can render a number of creatures equal to your primary casting stat's modifier immune to the effects of a spell (Such as making a fireball not attacking the party's warblade)
Lord of Evocation [Spellcaster]
Prerequisite: Master Evoker, Caster Level 20th.
Benefits: When you cast a damaging evocation spell 1/2 the damage now overcomes any immunities/resitances, and it has additional effects depending on the damage type:
Fire: Takes 1/2 initial fire damage for a number of rounds equal to your primary casting modifier. This can be negated by using a full round action putting out the flames.
Cold: Takes dexterity damage dependent on spell level (1st-3rd: 1 point, 4th-6th: 2 points, 7th-9th: 3 points). This effect can be negated with a fortitude save (spell's DC).
Electricity: On a failed Fort save, the target is afflicted by small but violent spasms with the effect of paralysis. This lasts for a duration dependent on the spell level (1st-3rd: 1 round, 4th-6th: 2 rounds, 7th-9th: 3 rounds). Also, target (who failed the fort save) must make a Ref save or fall over due to the spasms.
Sonic: Must make a save (spell's DC) or be deafened for a number of rounds eqaul to your primary casting stat's modifier.
Acid: The creature must make a fortitude save for both it and its objects, or suffer the negative effects of acid. If the creature fails a save its natural armor is reduced by a number of points equal to the spell's level. Any objects he carries permanently lose a number of points of hardness equal to the spells level (Min 1). If the hardness is reduced to one but would still do damage then the item takes a number of points of damage equal to your primary casting stat's modifier. A weapon that is affected damage die (or dice) goes down one step, while armor loses a number of points it provides to AC equal to 1/2 the spell's level (Min +1 AC).
Well, the indenting is ugly as hell... :smallannoyed:
Spell Penetration [Spellcaster]
Prerequisites: Ability to cast spells, spellcasting stat 14
Benefits: You add 1/4 your level to checks to overcome spell resistance.
Spell Focus [Spellcaster]
Prerequisites: Spell Penetration, Ability to cast at least 3 spells from the school selected.
Benefits: Choose one school of magic, your spells from that school are harder to resist. Add 1/4 your level to DC's of spells from the chosen school.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Augment Summoning [Spellcaster]
Prerequisite: Spell penetration, Spell Focus (Conjuration), Casting Stat 15, Conjurist level 4th (or two spells with the summon subschool that are at least second level known).
Benefits: Your summoned creatures add 1/4 your CL (as an enhancement bonus) to their Strength, Dexterity, and Constitution scores.
Practiced Evoker [Spellcaster]
Prerequisite: Spell Focus (Evocation), Casting Stat 15, Know 5 damaging evocation spells, Evoker level 5th (or two spells of the evocation school that are at least second level known).
Benefits: You may change the type of damage a spell deals as you cast it, choosing from acid, fire, cold, or electricity. In addition you may leave out a number of 5' spaces equal to your primary casting stat's modifier.
Master Evoker [Spellcaster]
Prerequisite: Practiced Evoker, Caster level 10th
Benefits: You add force and sonic to the damages you may use, and you can render a number of creatures equal to your primary casting stat's modifier immune to the effects of a spell (Such as making a fireball not attacking the party's warblade)
Lord of Evocation [Spellcaster]
Prerequisite: Master Evoker, Caster Level 20th.
Benefits: When you cast a damaging evocation spell 1/2 the damage now overcomes any immunities/resitances, and it has additional effects depending on the damage type:
Fire: Takes 1/2 initial fire damage for a number of rounds equal to your primary casting modifier. This can be negated by using a full round action putting out the flames.
Cold: Takes dexterity damage dependent on spell level (1st-3rd: 1 point, 4th-6th: 2 points, 7th-9th: 3 points). This effect can be negated with a fortitude save (spell's DC).
Electricity: On a failed Fort save, the target is afflicted by small but violent spasms with the effect of paralysis. This lasts for a duration dependent on the spell level (1st-3rd: 1 round, 4th-6th: 2 rounds, 7th-9th: 3 rounds). Also, target (who failed the fort save) must make a Ref save or fall over due to the spasms.
Sonic: Must make a save (spell's DC) or be deafened for a number of rounds eqaul to your primary casting stat's modifier.
Acid: The creature must make a fortitude save for both it and its objects, or suffer the negative effects of acid. If the creature fails a save its natural armor is reduced by a number of points equal to the spell's level. Any objects he carries permanently lose a number of points of hardness equal to the spells level (Min 1). If the hardness is reduced to one but would still do damage then the item takes a number of points of damage equal to your primary casting stat's modifier. A weapon that is affected damage die (or dice) goes down one step, while armor loses a number of points it provides to AC equal to 1/2 the spell's level (Min +1 AC).
Well, the indenting is ugly as hell... :smallannoyed: