Tuesday, January 4, 2011

General Rules: Feats - City Magic

City Magic [Metamagic]
You can use the city itself to shape and enhance your spellcasting.
   Prerequisites: Caster level 3rd+.
   Benefit: You can modify and damaging spell you cast to incorporate the urban environment. When casting an offensive spell with an energy subtype - acid, cold, electricity, fire, or sonic - you can invest the spell with a portion of the city's spirit. In most cases, this investment is gritty and spectacular, drawing dirt, gravel, nails, and other nearby detrius into the spell effect. In other cases, the investiture is much more subtle, often merely changing the look of the spell. Only half the damage from a spell with the appropriate subtype if considered energy damage, and is thus subject to resistances or immunities. The remainder comes from the city itself and is not subject to spell or energy resistances or immunities. This investiture only occurs for spells cast within urban environments, defined as any area above the size of a small town (see the Dungeon Master's Guide, page 137). This feat is useless to spellcasters who cast their spells in a nonurban environment as defined above.
   A city magic spell takes up a spell slot of the spell's normal level.

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