• Metamagic Feat: Generation Casting

    Rules Discussion metamagic feats
    3
    0 Votes
    3 Posts
    364 Views
    halfgiantH
    @daermadm said in Metamagic Feat: Generation Casting: aermadm DM 3 days ago While I have no problem with this feats abilities in general, there are way too many missing detail here. Was there more detail in the source? Nope that’s all it gave us.
  • Metamagic Feat: Compressed Spell

    Rules Discussion metamagic feats spell
    1
    0 Votes
    1 Posts
    235 Views
    halfgiantH
    Compressed Spell [Mongoose Publishing; Ulltimate Feats; Page 13] You are able to reduce the area of effect of a spell in order to increase its damage. Prerequisites: Arcane Spellcaster 1+, Spellcrafting 8 ranks. Benefit: You are able to reduce the radius of a spell’s area by five feet to increase its damage by two dice. Spells affected by this feat use up a spell slot two levels higher than the spell’s actual level. Only spells with a radius listed in the area of effect can benefit from this spell.
  • Theurgic Specialist

    Game Discussion feats caster level
    3
    0 Votes
    3 Posts
    1k Views
    halfgiantH
    @daermadm said in Theurgic Specialist: Not sure this works with out multiclass and spellpoint systems as implemented. Which is why i posted it, so that we can discuss how it can be retooled.
  • Feat: Two-Handed Power Strike

    Rules Discussion feats fighter
    3
    0 Votes
    3 Posts
    519 Views
    dwarfD
    good, because Erok has been using it since the beginning
  • Split Ray

    Game Discussion feats metamagic
    1
    0 Votes
    1 Posts
    171 Views
    halfgiantH
    Split Ray ( Complete Arcane, p. 83) [Metamagic] Your ray spells can affect an additional target. Prerequisite Any metamagic feat, Benefit You can cause any ray spell tofireone additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fi red at the same target as the fi rst ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fi red simultaneously. A split ray spell uses a spell slot two levels higher than the spell’s actual level.
  • Searing Spell

    Game Discussion feats metamagic
    1
    0 Votes
    1 Posts
    158 Views
    halfgiantH
    Searing Spell ( Sandstorm, p. 53) [Metamagic] Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire. Prerequisite Benefit A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell’s actual level.
  • Fiery Spell

    Game Discussion feats metamagic
    1
    0 Votes
    1 Posts
    173 Views
    halfgiantH
    Fiery Spell ( Sandstorm, p. 49) [Metamagic] Your fire magic is bolstered, further scorching your enemies. Prerequisite Benefit A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fi re descriptor. For example, if a 9th-level wizard with this feat casts a fi ery fi reball, the fi reball deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell’s actual level.
  • Multispell

    Game Discussion feats epic
    1
    0 Votes
    1 Posts
    142 Views
    halfgiantH
    Multispell ( Epic Level Handbook, p. 63) [Epic] You can cast an additional quickened spell in a round. Prerequisite Quicken Spell (PH) , ability to cast 9th-level arcane or divine spells, Benefit You may cast one additional quickened spell in a round. Special You can gain this feat multiple times. Its effects stack.
  • Staff Expertise

    Game Discussion feats epic staff
    1
    0 Votes
    1 Posts
    166 Views
    halfgiantH
    Staff Expertise [Epic] [Epic Insights; Epic Level Magic by Andy Collins; Wizards Archive - 03/14/2003] You can activate staffs with the speed that an archer fires arrows. Prerequisites: Craft Staff, Master Staff, Quicken Spell, Spellcraft 30 ranks. Benefits: You may activate a staff in place of an attack instead of as a standard action. As a full-round action, you could thus make as many staff activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a staff three times as a full-round action. If you also had the Rapid Shot feat, you could activate the staff four times as a full-round action. Each activation after the first costs one additional charge from the staff, cumulative. Thus, the second activation in a round costs 2 extra charges, the third activation 3 extra charges, and so forth.
  • Wand Expertise

    Game Discussion feats epic wand
    1
    0 Votes
    1 Posts
    157 Views
    halfgiantH
    Wand Expertise [Epic] [Epic Insights; Epic Level Magic by Andy Collins; Wizards Archive - 03/14/2003] You can activate wands with the speed that an archer fires arrows. Prerequisites: Craft Wand, Master Wand, Quicken Spell, Spellcraft 25 ranks. Benefits: You may activate a wand in place of an attack instead of as a standard action. As a full-round action, you could thus make as many wand activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a wand three times as a full-round action. If you also had the Rapid Shot feat, you could activate the wand four times as a full-round action. Each activation after the first costs one additional charge from the wand, cumulative. Thus, the second activation in a round costs 2 extra charges, the third activation 3 extra charges, and so forth.
  • Smiting Spell

    Game Discussion feats metamagic
    1
    0 Votes
    1 Posts
    162 Views
    halfgiantH
    Smiting Spell ( Player’s Handbook II, p. 92) [Metamagic] You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent. Prerequisite Base attack bonus +1, caster level 1st, Benefit You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell’s effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly. You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition. A smiting spell uses up a spell slot one level higher than the spell’s actual level.
  • Ocular Spell

    Game Discussion feats metamagic beholder
    1
    0 Votes
    1 Posts
    154 Views
    halfgiantH
    Ocular Spell ( Lords of Madness, p. 181) [Metamagic] Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells. Prerequisite Knowledge (dungeoneering) 4 ranks, two or more eyes, Benefit You can cast a spell with a casting time of 1 full round or less as an ocular spell. An ocular spell does not take effect immediately but is instead held in one of your eyes for up to 8 hours. You can store only two ocular spells in this fashion, even if you have more than two eyes. Only ray spells and spells with a target other than personal can be cast as ocular spells. When you choose, you can then cast both of the ocular spells as a full-round action; the spells become brilliant blasts that shoot out from your eyes. You can choose different targets for the two ocular spells. When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell. Example: Ferno, an 11th-level wizard with the Ocular Spell feat, could prepare two scorching ray spells as ocular spells, casting them at the beginning of the day. In combat, he can take a full-round action to fi re off both scorching ray spells. He can fire each spell at a different target, and he gets all three rays from each spell. An ocular spell uses up a spell slot two levels higher than the spell’s actual level.
  • Skilled Telekinetic

    Game Discussion feats beholder telekinetic general
    1
    0 Votes
    1 Posts
    146 Views
    halfgiantH
    SKILLED TELEKINETIC [GENERAL] You have become so skilled with your telekinesis ability that you can manipulate and use magic items via telekinesis. Prerequisite: Beholder. Benefit: As a standard action, you can use your telekinetic eye ray to trigger a command word, spell completion, or spell trigger magic item so long as it is unattended and you would normally utilize the item when holding it. The item must be within reach of your telekinesis eye ray to trigger its effect, and you must have line of sight with your target and line of effect between the item and the target. The item must otherwise fulfill all the requirements for manipulating an object via telekinesis (such as weight). Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new eyestalk. If you use this feat to strengthen multiple eyestalks so that you can fight with multiple weapons, all the usual rules for doing so apply. Suggested Class/Race: Beholder Dragon Magazine #: 313 (Eye Wares – Potent Powers of the Beholders)
  • Theurgic Creationist

    Game Discussion feats caster level crafting
    1
    0 Votes
    1 Posts
    142 Views
    halfgiantH
    THEURGIC CREATIONIST [GENERAL] You can create items using the knowledge gained from all of your spellcasting classes. Prerequisites: Any item creation feat, able to cast spells from two different spell lists. Benefit: When acquiring item creation feats or when creating magic items, you can add together the caster levels of all your spellcasting classes to determine your caster level. For example, a 1st-level bard/1st-level cleric/ 3rd-level wizard could gain Craft Wand and create magic items as a 5th-level caster. Dragon Magazine #: 325 (A Surge of Theurgy – Feats that Combine Class Abilities)
  • Inspired Master

    Game Discussion feats caster level
    1
    0 Votes
    1 Posts
    133 Views
    halfgiantH
    INSPIRED MASTER [GENERAL] Your search for perfection reveals greater power in the magic items you use. Benefit: Any magic item you use is treated as if its caster level were +1 higher than normal. This is not a permanent change to the item and the magic item functions at its normal caster level when used by anyone else. For example, a normal staff of fire with a caster level of 8th functions as it had a caster level of 9th in your hands. Dragon Magazine #: 339 (Planescape – Dead Factions)
  • Feat: Toughness

    Moved House Rules feats house rule 3.5e
    3
    0 Votes
    3 Posts
    316 Views
    daermadmD
    Official
  • 0 Votes
    12 Posts
    2k Views
    halfgiantH
    @dwarf I believe that is correct, its your effective cast level, but i don’t think it gives you access to spells beyond what your natural level for that class is. So it should increase the damage of a spell d6 per level sort of thing, it should make the DC saves against it more difficult, etc… Nice little feat.