Tuesday, January 4, 2011

General Rules: Feats - Absorb Spell

Absorb Spell [Alvari, Scion] (from Spells & Spellcraft)
You can absorb magical energy and use it to power your own spells.
   Prerequisite: Ability to spontaneously cast arcane spells, Charisma 17+, Bloodburn.
   Benefit: When a character with this feat is struck by a spell, he may choose to forego any saving throw and attempt to absorb the spell instead. If he is successful, a spell slot at least one level lower than the spell that was absorbed is replenished In effect, one spell slot that the sorcerer has already cast that day is once again available as if he had not cast it. This feat cannot be used if there are no empty spell slots to hold the magical energy.

Once the character is struck by the spell he is trying to absorb, he must make a Will save (DC 15 + 2 per level of the spell to be absorbed). If he succeeds, he absorbs the spell and must immediately decide which slot is replenished. If he fails, he is subject to the full effect of the spell, plus an additional 1d6 points of nonlethal damage per level of the spell.

The level of the spell to be absorbed is calculated including any metamagic feat used to modify it.

Spells that allow no save or have the harmless designator may not be absorbed.

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