Author Topic: Feats [Seedcasting]  (Read 427 times)

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 6882
  • Arhosan Emperor
    • View Profile
Feats [Seedcasting]
« on: July 14, 2016, 04:04:01 PM »
(click to show/hide)

Feats

General Feats

Blended Talents
Prerequisites: Ability to cast spells from spell seeds from two different classes.
Benefit: The character can use spell points from any of his classes to pay for spells from any of his classes.

Efficient Seed
Prerequisites: Focused Seed in the chosen seed.
Benefit: Reduce the cost of casting any spell involving this seed by -1.
Special: This feat can be taken multiple times. Each time, it affects a different seed.

Hidden Talent
Prerequisites: Can only be taken at 1st level
Benefit: Your latent arcane power flares to life. You gain a pool of 2 spell points. If you have or take a class that grants arcane spell points, the spell points gained from Hidden Talent are added to your total spell point pool. When you take this feat, choose one spell seed. You can cast using this seed with the spell points provided by this feat if you have an Intelligence score of 11 or higher. If you have no arcane class levels, you are considered a 1st-level caster when casting spells. If you have arcane class levels, you cast spells at the highest caster level you have attained. (This is not a caster level, and it does not add to any caster levels gained by taking arcane classes.) If you have no arcane class levels, use Intelligence to determine how hard your spells are to resist.
Note: Ask before taking this feat. I may occasionally disallow it.

Unison
Prerequisites: Blended Talents, Two Gifts One Soul
Benefit: The character adds his levels in all other classes to the level of the class from which he is casting the spell to determine caster level and maximum spell points per spell. Any class levels that already increase casting for the class he is casting the spell from are ignored.

Two Gifts One Soul
Prerequisites: Ability to cast spells from spell seeds from two different classes.
Benefit: The character can combine spell seeds from any of his classes with spell seeds from any other casting class he may have. He uses the highest caster level and spell point cap out of the classes available to him.

Extra Seed
The magical knowledge streams into your mind, and you perceive it well.
Prerequisites: Ability to cast spells using seeds
Benefit: Chose a single seed from a list to which you have access (Arcane, Divine, Nature, Skill). That seed is added to your seeds known for the appropriate class. If there is more than one legal class, all classes get access to it.
Special: You can take this feat multiple times.

Continuance Temporal
Seeds cast from your hands appear to stay longer in the air, the touch of a true master magician.
Prerequisites: Ability to cast spells using seeds, caster level 3 or higher
Benefit: You may reduce the cost of duration options by 1. This cannot reduce the cost below 0. You may not use this cost reduction with any other effect that reduces the point cost of a spell.

Incantations Mystical
You spells fly straight and true
Prerequisites: Ability to cast spells using seeds, caster level 3 or higher
Benefit: You may reduce the cost of range options by 1. This cannot reduce the cost below 0. You may not use this cost reduction with any other effect that reduces the point cost of a spell.

Shaping Touch
You have learned how to better mold the seeds of ancient magics to your whim and will.
Prerequisites: Ability to cast spells using seeds, caster level 3 or higher
Benefit: You may reduce the cost of targeting options by 1. This cannot reduce the cost below 0. You may not use this cost reduction with any other effect that reduces the point cost of a spell.

Burn the Flesh
Prerequisites: None
Benefit: You can recover 3 spell points by taking 1 point of ability burn damage (to each of your three ability scores: Strength, Dexterity, and Constitution. You can recover additional spell points for a proportional cost; for example, you could choose to recover 9 spell points by taking 3 points of ability burn damage to Strength, Dexterity, and Constitution. These recovered points are added to your spell point reserve as if you had gained them by resting overnight.
Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body (if you are under the effect of a metamorphosis seed, for example, you gain no benefit).

Defensive Casting
Prerequisites: None
Benefit: You gain a +2 deflection bonus to AC in any round you cast a spell, and if casting a spell generates an attack of opportunity, you may expend an immediate action to take a 5 foot step. If the movement takes you out of range of the attack, the attack fails. You must use this before you know the result of the attack roll.

Fire's Light
Prerequisites: Ability to do fire damage from seeds, fusillades, or similar
Benefit: Any foe that you deal fire damage to is dazzled for 1 minute.

Mageborn Armour
Prerequisites: 1st level only, spell point pool, Crushing Force spell seed
Benefit: While you retain 1 or more spell points, your magical talents automatically generates a tangible field of force that provides a +4 armor bonus to AC. Unlike mundane armor, Mageborn Armor entails no armor check penalty or speed reduction. Because mageborn armor is composed of force energy, incorporeal creatures can't bypass it the way the do normal armor. Your mageborn armor can be invisible or appear as a colored glow, at your option. The armor bonus provided by mageborn Armor does not stack with the armor bonus provided by a shield or regular armor.

Mage's Fury
Prerequisites: None
Benefit: When casting a spell, you can increase your effective caster level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective caster level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective caster level by three, but you take 5d8 points of damage. The effective increase in caster level increases the number of spell points you can expend while casting a spell, as well as increasing all caster level-dependent effects, such as range, duration, and overcoming spell resistance.

Masked Thoughts
Prerequisites: None
Benefit: Effects that detect alignment reveal that you are neutral, and detect magic (etc.) reveal you to be nonmagical (etc.), regardless of your true nature. You also get a +1 bonus on saving throws against mind-affecting spells (necros, rituals, etc.), and abilities. If you wish, you can suppress the benefit of this feat to reveal your actual characteristics and forgo the save bonus.
Special: This feat does not mask the aura of effects you create or items in you possession, including ongoing spells.

Mental Health
Prerequisites: None
Benefit: When you take this feat, you gain 3 hit points for each spellcasting feat you have (including this one). Whenever you take a new spellcasting feat, you gain 3 more hit points.

Constructor
Prerequisites: Knowledge of at least one seed that uses the wall targeting option
Benefit: When you create a wall, the wall increases in length or in radius by 10 ft. In addition, the hardness of each section increases by 3 and has 5 more hit points.

Master of the Elements
Prerequisites: Ability to cast spells with one or more energy descriptors (Acid, Cold, Electricity, Fire, Sonic).
Benefit: When casting a spell with one of the descriptors above, you may choose to pay an additional three spell points to add an effect to the spell. All of these effects last for one round and strike all targets of the spell who fail a save against the energy type. You must pay separately for each energy type you wish to affect. Treat the cost as a metamagic alteration to the spell.
  • Acid - Sickened
  • Cold - Blinded
  • Electricity - Entangled
  • Fire - Dazed
  • Sonic - Deafened
Moment of Need
Prerequisites: Character level 5
Benefit: You may expend a personal or touch range spell that affects only you and has at least one minute of duration remaining. If you do, all allies within 30 ft. (yourself included) gain the benefits of the spell for one round.

Bestial Nature
Prerequisites: Animalism 4, casts spells using Nature seeds
Benefit: Spells that target animals may be used upon yourself or alllies under the effects of Animalism, or otherwise transformed into an animal, such as through a metamorphosis seed. Any ongoing effects are lost when you or your ally exits is no longer under the effect of the transformation. In addition, animals' reactions are improved by one step whenever they meet you.
« Last Edit: August 15, 2017, 07:46:55 AM by Stratovarius »