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.