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  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGirl

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    Default Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    [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...
    Last edited by Westhart; 2017-11-17 at 11:42 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  2. - Top - End - #2
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    OldWizardGuy

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    Default Re: Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    Hmm, a very complex chain. Going one by one:

    1) Spell Penetration - scaling is always good. Not even overpowered - only matches the original 2 feats at CL 16th.

    2) Spell Focus - this one is arguably overpowered, but on the other hand encourages casters to branch out from the standard no-save spells.

    3) Augment Summoning - arguably a debuff, at least until you hit CL 16th.

    4) Practiced Evoker, Master Evoker - specialist-specific feats are always cool

    5) Lord of Evocation - I think this could use a rewrite (especially for acid, I think I know what you intend but I'm not 100% certain).

    Ambitious work, as always! Incidentally, I like the [Spellcaster] tag.

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    NecromancerGirl

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    Default Re: Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    Quote Originally Posted by rferries View Post
    Hmm, a very complex chain. Going one by one:

    1) Spell Penetration - scaling is always good. Not even overpowered - only matches the original 2 feats at CL 16th.

    2) Spell Focus - this one is arguably overpowered, but on the other hand encourages casters to branch out from the standard no-save spells.
    Yes that was the point as I am not a fan of no save spells... Maybe Decrease it to 1/5th level?
    3) Augment Summoning - arguably a debuff, at least until you hit CL 16th.
    Yes, the point was to reduce the power curve somewhat, now you can't get a +4 off the bat.
    4) Practiced Evoker, Master Evoker - specialist-specific feats are always cool

    5) Lord of Evocation - I think this could use a rewrite (especially for acid, I think I know what you intend but I'm not 100% certain).
    How would you suggest the rewrite, and do you have an idea for electricity (I thought of dazed, then confused and wasn't a huge fan of either... although if I add something for force I'll probably do dazed)?
    Ambitious work, as always! Incidentally, I like the [Spellcaster] tag.
    Thanks! Metamagic didn't fit them honestly so I just threw everything under one tag... much more nicely IMO.
    Last edited by Westhart; 2017-11-11 at 11:46 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  4. - Top - End - #4
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    Quote Originally Posted by NothingAbnormal View Post
    Yes that was the point as I am not a fan of no save spells... Maybe Decrease it to 1/5th level?

    Yes, the point was to reduce the power curve somewhat, now you can't get a +4 off the bat.

    How would you suggest the rewrite, and do you have an idea for electricity (I thought of dazed, then confused and wasn't a huge fan of either... although if I add something for force I'll probably do dazed)?

    Thanks! Metamagic didn't fit them honestly so I just threw everything under one tag... much more nicely IMO.
    I'll wait for others to chime in re: Spell Focus; it's obviously better than the two original feats but perhaps not unjustifiably so.

    Hm I've done too many element-themed status effects recently with my evocation homebrews haha. Your ideas sound good, just need to be written out (I generally went with ability damage but in retrospect it doesn't always fit).
    Last edited by rferries; 2017-11-11 at 12:17 PM.

  5. - Top - End - #5
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    Quote Originally Posted by rferries View Post
    I'll wait for others to chime in re: Spell Focus; it's obviously better than the two original feats but perhaps not unjustifiably so.

    Hm I've done too many element-themed status effects recently with my evocation homebrews haha. Your ideas sound good, just need to be written out (I generally went with ability damage but in retrospect it doesn't always fit).
    Yeah, I avoided ability damage as the most balanced thing I could think of was the square root of the spell, and even then you could spam 4th levels for 2 a pop...
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  6. - Top - End - #6
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    Nifft's Avatar

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    Default Re: Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    Why hide Spell Focus behind Spell Penetration?

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    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    Quote Originally Posted by Nifft View Post
    Why hide Spell Focus behind Spell Penetration?
    I did that because I felt that it seemed reasonable; you learn to overcome an enemies defense (SR) then you learn to make your spells harder to resist (DC's). I can remove it if you'd like?
    Homebrew: If it is mine feel free to PEACH and/or use it.

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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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    jqavins's Avatar

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    Default Re: Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    For the electricity effect on Lord of Evocation, how about this:
    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 must make a Ref save or fall over due to the spasms.
    -- Joe
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  9. - Top - End - #9
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Spell penetration/Focus, Augment Summoning, Evoker stuff [Spellcaster] feats

    Quote Originally Posted by jqavins View Post
    For the electricity effect on Lord of Evocation, how about this:
    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 must make a Ref save or fall over due to the spasms.
    Thanks! Gonna use that .
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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