Dark Halo [Alvari, Deathbound, Eldritch] (from the Book of Roguish Luck)
Darkness loves and embraces you.
Prerequisites: Alvari, Cien-Kranula, or Deathbound, Charisma 17+, Hide 10+ ranks, caster level 9th+.
Benefit: You can cast a darkness spell centered on yourself three times per day, and the spell douse at will. You can also display a black halo over your head at will, or hide it as necessary. You gain a +2 bonus to Diplomacy checks involving evil creatures while displaying this dark halo.
Home General Rules Alvari Feats
Role-playing gaming, Game mastering musings, and campaign design. Also, chunks of information about my continuously evolving campaign settings.
Showing posts with label Eldritch Feats. Show all posts
Showing posts with label Eldritch Feats. Show all posts
Tuesday, January 4, 2011
General Rules: Feats - Aid Spellcasting
Aid Spellcasting [Gnome, Eldritch] (from the Book of Eldritch Might)
You add your knowledge and power to the casting of an allied arcanist's spell.
Prerequisites: Gnome, Intelligence 15+, Charisma 15+, ability to cast arcane spells.
Benefit: As a standard action similar to Aid Another (see the Player's Handbook, Chapter Eight: Combat), you make a Concentration check. If you exceed a DC of 10 + the level of the spell being cast, you add either +1 to the DC of the spell, or +1 to the caster level of the spell (your choice). Additional casters with this feat can make attempts to add to the spell also. However, they can add no more to the DC or caster level than the level of the spell being cast.
Home General Rules Gnomish Feats
You add your knowledge and power to the casting of an allied arcanist's spell.
Prerequisites: Gnome, Intelligence 15+, Charisma 15+, ability to cast arcane spells.
Benefit: As a standard action similar to Aid Another (see the Player's Handbook, Chapter Eight: Combat), you make a Concentration check. If you exceed a DC of 10 + the level of the spell being cast, you add either +1 to the DC of the spell, or +1 to the caster level of the spell (your choice). Additional casters with this feat can make attempts to add to the spell also. However, they can add no more to the DC or caster level than the level of the spell being cast.
Home General Rules Gnomish Feats
General Rules: Feats - Lace Spell: Unravel
Lace Spell: Unravel [Gnome, Eldritch] (from the Book of Eldritch Might)
You make your spells more potent and harder to ward against.
Prerequisites: Gnome, Gnomish Arcane Scholar, Intelligence 17+, Charisma 15+, spellcaster level 10th+.
Benefit: You give extra power to an offensive spell that you cast on an opponent. The lacing attempts to suppress, for this laced spell only, any spell effect on the target that directly interferes with the laced spell taking effect. For example, a sorcerer casts an Unravel-laced fireball at a foe with protection from elements (fire) already active upon herself. The sorcerer makes a level check with a DC of 11 + the caster level of the caster of the protection from elements. If the sorcerer's attempt succeeds, the spell is "unraveled" before the fireball takes effect. However, immediately after the fireball's effects have taken their toll, the unraveled protection from elements spell knits itself back together again for its subject.
Unravel lacing affects only spells cast upon a creature or object. Independent spell effects, or those affecting an area - such as wall of fire, an antimagic field, an illusion, or a conjured monster - cannot be suppressed, even if they prevent the laced spell from affecting the target.
Unlike the more powerful Lace Spell: Spellripper feat, a spell laced with Unravel can suppress only temporarily those effects specifically intended to foil that spell (spell immunity, a shield spell protecting against magic missiles, and so on), or spells that provide greater protection from other spells (protection from evil, spell resistance, and so on).
Home General Rules Gnomish Feats
You make your spells more potent and harder to ward against.
Prerequisites: Gnome, Gnomish Arcane Scholar, Intelligence 17+, Charisma 15+, spellcaster level 10th+.
Benefit: You give extra power to an offensive spell that you cast on an opponent. The lacing attempts to suppress, for this laced spell only, any spell effect on the target that directly interferes with the laced spell taking effect. For example, a sorcerer casts an Unravel-laced fireball at a foe with protection from elements (fire) already active upon herself. The sorcerer makes a level check with a DC of 11 + the caster level of the caster of the protection from elements. If the sorcerer's attempt succeeds, the spell is "unraveled" before the fireball takes effect. However, immediately after the fireball's effects have taken their toll, the unraveled protection from elements spell knits itself back together again for its subject.
Home General Rules Gnomish Feats
General Rules: Feats - Lace Spell: Spellripper
Lace Spell: Spellripper [Gnome, Eldritch] (from the Book of Eldritch Might)
Every spell you cast has a chance to dispel one protecting or enhancing a foe.
Prerequisites: Gnome, Gnomish Arcane Scholar, Intelligence 17+, Charisma 21+, spellcaster level 17th+.
Benefit: You give extra power to an offensive spell you cast on an opponent. In addition to its normal effect, the lacing attempts to dispel (as described in dispel magic) one spell effect on the target. The highest-level spell currently active is always the spell to be ripped away. Spellripper lacing affects only spells cast upon a creature or object. Independent spell effects, or those affecting an area - such as wall of fire, an antimagic field, an illusion, or a conjured monster - cannot be dispelled, even if they prevent the laced spell from affecting the target.
Home General Rules Gnomish Feats
Every spell you cast has a chance to dispel one protecting or enhancing a foe.
Prerequisites: Gnome, Gnomish Arcane Scholar, Intelligence 17+, Charisma 21+, spellcaster level 17th+.
Benefit: You give extra power to an offensive spell you cast on an opponent. In addition to its normal effect, the lacing attempts to dispel (as described in dispel magic) one spell effect on the target. The highest-level spell currently active is always the spell to be ripped away. Spellripper lacing affects only spells cast upon a creature or object. Independent spell effects, or those affecting an area - such as wall of fire, an antimagic field, an illusion, or a conjured monster - cannot be dispelled, even if they prevent the laced spell from affecting the target.
Home General Rules Gnomish Feats
General Rules: Feats - Lace Spell: Resistant
Lace Spell: Resistant [Gnome, Eldritch] (from the Book of Eldritch Might)
You make your spell more potent and harder to dispel.
Prerequisites: Gnome, Intelligence 17+, spellcaster level 7th+.
Benefit: You give the spells you lace with this feat a +2 bonus to the DC required for another caster to dispel them. Any spell can be laced with this feat, although spells that cannot be dispelled (such as wall of force) gain no benefit.
Home General Rules Gnomish Feats
You make your spell more potent and harder to dispel.
Prerequisites: Gnome, Intelligence 17+, spellcaster level 7th+.
Benefit: You give the spells you lace with this feat a +2 bonus to the DC required for another caster to dispel them. Any spell can be laced with this feat, although spells that cannot be dispelled (such as wall of force) gain no benefit.
Home General Rules Gnomish Feats
General Rules: Feats - Lace Spell: Lawful/Chaotic
Lace Spell: Lawful/Chaotic [Eldritch, Gnome]( from the Book of Eldritch Might)
By lacing them with energy, you can add potency to the spells you cast against good or evil targets.
Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
Benefit: You give extra power to a spell that you cast against either a chaotic or a lawful opponent. You must choose whether to make your spells lawful or chaotic at the time you select this feat, and afterward you can never take this feat again. Spells laced with lawful or chaotic energy are changed in these ways:
By lacing them with energy, you can add potency to the spells you cast against good or evil targets.
Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
Benefit: You give extra power to a spell that you cast against either a chaotic or a lawful opponent. You must choose whether to make your spells lawful or chaotic at the time you select this feat, and afterward you can never take this feat again. Spells laced with lawful or chaotic energy are changed in these ways:
- Lawful: Changes the spell's descriptor to [lawful] and adds +2 to the save DC if the target creatures within the area are of chaotic alignment.
- Chaotic: Changes the spell's descriptor to [chaotic] and adds +2 to the save DC if the target creatures within the area are of lawful alignment.
General Rules: Feats - Natural Mystic
Natural Mystic [Alvari, Eldritch] (from the Book of Roguish Luck)
You have a natural affinity for magic devices of all kinds.
Prerequisites: Alvari, Charisma 15+.
Benefit: Your Use Magic Device failures are less severe than normal. When you fail, the magic device does not lose a charge, but simply does not trigger. You can also take 10 and aid another on Use Magic Device checks.
Normal: Failing a Use Magic Device check by 10 or more when activating blindly costs a charge and inflicts damage or hits the wrong target. You cannot take 10 or aid another with Use Magic Device.
Home General Rules Alvari Feats
You have a natural affinity for magic devices of all kinds.
Prerequisites: Alvari, Charisma 15+.
Benefit: Your Use Magic Device failures are less severe than normal. When you fail, the magic device does not lose a charge, but simply does not trigger. You can also take 10 and aid another on Use Magic Device checks.
Normal: Failing a Use Magic Device check by 10 or more when activating blindly costs a charge and inflicts damage or hits the wrong target. You cannot take 10 or aid another with Use Magic Device.
Home General Rules Alvari Feats
General Rules: Feats - Lace Spell: Holy/Unholy
Lace Spell: Holy/Unholy [Eldritch, Gnome] (from the Book of Eldritch Might)
By lacing them with energy, you can add potency to the spells you cast against good or evil targets.
Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
Benefit: You give extra power to a spell that you cast against either an evil or a good opponent. You must choose whether to make your spells holy or unholy at the time you select this feat, and afterward you can never take this feat again. Spells laced with holy or unholy energy are changed in these ways:
By lacing them with energy, you can add potency to the spells you cast against good or evil targets.
Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
Benefit: You give extra power to a spell that you cast against either an evil or a good opponent. You must choose whether to make your spells holy or unholy at the time you select this feat, and afterward you can never take this feat again. Spells laced with holy or unholy energy are changed in these ways:
- Holy: Changes the spell's descriptor to [good] and adds +2 to the save DC if the target creatures within the area are of evil alignment.
- Unholy: Changes the spell's descriptor to [evil] and adds +2 to the save DC if the target creatures within the area are of good alignment.
General Rules: Feats - Lace Spell: Enemy Bane
Lace Spell: Enemy Bane [Eldritch, Gnome] (from the Book of Eldritch Might)
You can add more damage to the spells you cast when you cast them upon a chosen enemy.
Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
Benefit: You give extra power to a damaging spell when you cast it on a specific type of creature (you must choose the type of creature when you select this feat). Any spell that causes damage inflicts +25% more against creatures of this type. Some people claim to hear an intense crackling when a bane spell strikes its intended target.
Special: You can take this feat multiple times, choosing a different bane enemy type each time. Choose a creature type from this list:
You can add more damage to the spells you cast when you cast them upon a chosen enemy.
Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
Benefit: You give extra power to a damaging spell when you cast it on a specific type of creature (you must choose the type of creature when you select this feat). Any spell that causes damage inflicts +25% more against creatures of this type. Some people claim to hear an intense crackling when a bane spell strikes its intended target.
Special: You can take this feat multiple times, choosing a different bane enemy type each time. Choose a creature type from this list:
- Aberrations
- Animals
- Beasts
- Constructs
- Dragons
- Elementals
- Fey
- Giants
- Humanoid (choose subtype)
- Magical beasts
- Monstrous humanoids
- Oozes
- Outsiders, chaotic
- Outsiders, evil
- Outsiders, good
- Outsiders, lawful
- Plants
- Shapechangers
- Undead
- Vermin
General Rules: Feats - Lace Spell: Elemental Energies
Lace Spell: Elemental Energies [Eldritch, Gnome] (from the Book of Eldritch Might)
You can add more damage to the spells you cast by lacing them with elemental energy.Prerequisite: Gnome, Intelligence 17+, spellcaster level 5th+.
Benefit: You can give extra power to a single-target spell when you cast it by adding elemental energy. In addition to its normal effects, any spell with a single target also inflicts +1d6 points of damage to that target if the spell takes effect (assuming the target fails his saving throw, if any). The damage is a type of your choosing: Fire, Electricity, Cold, Acid, or Sonic. Spells with different effects based on the success of failure of a saving throw (such as disintegrate or slay living) inflict additional damage either way.
Home General Rules Gnomish Feats
General Rules: Feats - Item Image
Item Image [Eldritch, Gnome] (from the Book of Eldritch Might)
You can bond yourself or someone else with a magic item by use of a tattoo.
Prerequisite: Gnome, Intelligence 17+, spellcaster level 7th+.
Benefit: You inscribe a tattoo onto your flesh or the flesh of another, in the presence of a magic item that weighs no more than the tattooed character can carry. This process takes eight hours and costs 1/10 of the market value of the magic item in shillings. Once the tattoo is finished, the character can magically store the item within the image, and can call it forth again as a free action. While stored, the item remains in unchanging stasis, magically shrunk down so small that it cannot be felt. The Item Image tattoo is permanent; there is no limit to the number of times a character can call forth and re-store the magic item. The tattooed image is often inscribed on the character's hand or arm, its design flowing seamlessly from the flesh to the item being held. Further, the character with the keyed image enjoys one of the following benefits while using the specific item (chosen at the time the image is inscribed):
You can bond yourself or someone else with a magic item by use of a tattoo.
Prerequisite: Gnome, Intelligence 17+, spellcaster level 7th+.
Benefit: You inscribe a tattoo onto your flesh or the flesh of another, in the presence of a magic item that weighs no more than the tattooed character can carry. This process takes eight hours and costs 1/10 of the market value of the magic item in shillings. Once the tattoo is finished, the character can magically store the item within the image, and can call it forth again as a free action. While stored, the item remains in unchanging stasis, magically shrunk down so small that it cannot be felt. The Item Image tattoo is permanent; there is no limit to the number of times a character can call forth and re-store the magic item. The tattooed image is often inscribed on the character's hand or arm, its design flowing seamlessly from the flesh to the item being held. Further, the character with the keyed image enjoys one of the following benefits while using the specific item (chosen at the time the image is inscribed):
- +1 damage if the item is a weapon (this stacks with all other bonuses);
- +2 saving throw DC if the item requires opponents to make a save;
- +2 caster level; or
- The item inflicts 1d6 points of fire damage upon anyone who attempts to use it, other than the tattooed character.
General Rules: Feats - Conjure Mastery
Conjure Mastery [Eldritch, Gnome] (from the Book of Eldritch Might)
You learn how to get more powerful creatures when you cast summoning spells.
Prerequisite: Gnome, Charisma 17+, spellcaster level 7th+.
Benefit: Creatures you summon are above average physically. They have a +2 bonus to Strength, Constitution, and Dexterity.
Home General Rules Gnomish Feats
You learn how to get more powerful creatures when you cast summoning spells.
Prerequisite: Gnome, Charisma 17+, spellcaster level 7th+.
Benefit: Creatures you summon are above average physically. They have a +2 bonus to Strength, Constitution, and Dexterity.
Home General Rules Gnomish Feats
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