Showing posts with label General Rules. Show all posts
Showing posts with label General Rules. Show all posts

Sunday, June 7, 2026

General Rules: Feats - Arcane Tutor

Arcane Tutor is a somewhat unique feat that allows an arcane spellcasting character to recruit wizards as apprentices. This page details how I handle this feat.

Arcane Tutor [General]
Your reputation as a powerful wizard and accomplished adventurer draws ambitious young mages who seek to learn the secrets of magic. These neophytes provide you with regular payments and assistance in the mundane portions of a wizard’s life in return for regular instruction in the arcane arts.
  Prerequisites: Arcane caster level 6th+, you must own a permanent base of operations that provides living quarters and workspace for your team of students.
  Benefit: This feat attracts a steady stream of loyal apprentices to you. These wizards act as followers and subordinates, carrying out tasks at your command and aiding your research into arcane studies. Unlike followers gained with the standard Leadership feat, these apprentices expect to pay you for your assistance.

Apprentices

Your apprentices are generally loyal and reliable retainers. Unlike ordinary NPCs, who have their own agendas and objectives, apprentices look to the character for direction and guidance. As a general rule, they will not betray you or deceive you unless they are severely mistreated, although in such cases they will usually simply abandon your service.

Unless the DM rules otherwise, apprentices never willingly risk their lives to fulfil your wishes. They enter your service to expand their magical skills, not serve as fanatical suicide soldiers.

You must pay all expenses your apprentices encounter while fulfilling missions you give them.

Apprentices may be designed by the player, subject to the DM's approval. Apprentices should be built using the standard array of ability scores (11, 11, 11, 10, 10, 10) or the nonelite array of ability scores (13, 12, 11, 10, 9, 8) at your option. You may, if you wish switch back and forth between these two arrays for different apprentices. Apprentices can be any standard playable race, and are all wizards. When an apprentice enters the character's service, they will be equipped with equipment with a total value equal to the starting gear for a wizard. Any additional equipment must be provided by the player character.

Special Rules for Arcane Tutors with the Leadership Feat: If a character who has the Arcane Tutor also has the Leadership feat, their apprentice wizards be built using the elite array of ability scores (15, 14, 13, 12, 10, 8), subject to applicable racial modifiers. An apprentice may be any playable race, and may take advantage of any of the options available to player characters, including the 0-level rules, flaws, and traits. When apprentices enter the character's service, they will be equipped with equipment with a total value appropriate to an NPC of the apprentice's level (see Table 4-23: NPC Gear Value on page 127 of the Dungeon Master's Guide). Any additional equipment must be provided by the player character. These apprentices count against the total number of 1st-level followers the character may have under the Leadership feat.

Apprentices enter the player's service with a spellbook containing the minimum number of spells for a wizard of their experience level. There is a 50% chance that any spell in the apprentice's spellbook is a spell that the player does not already know.

Apprentices refuse to undertake or complete any actions that would cause them to lose a level of ability.

Your arcane tutor score is your arcane caster level plus your Charisma modifier. In addition, apply the Leadership modifiers listed under the Leadership feat to this score. Your followers are all wizards. Arcane Tutor does not grant you a cohort and gives you far fewer followers than leadership, the apprentices offer you more flexibility and capabilities than the followers offered by the Leadership feat.

Benefits of Apprentices

Income: The most tangible benefits of taking on apprentices is the fees they pay to you in return for your instruction. The pay rate you receive depends on the level of your apprentice. The more experienced the apprentice, the less he is willing to pay. Younger mages stand to learn much more, and thus are willing to pay more, than a wizard who has already mastered the basics of magic.

Apprentice LevelMonthly Income
1st90 shillings
2nd60 shillings
3rd40 shillings
4th30 shillings

Bonus Spells: When an apprentice enters your service, you may add all of their spells to your books. In return, the apprentice gains 2 spells per caster level from your books. The DM determines which spells an apprentice selects. When an apprentice gains a level, you decide which spells they add to their books. You gain these spells in your books too. You must select spells that your apprentice is capable of casting.

Produce and Sell Items: If your apprentice has any item creation feats, you may have them create items that you may sell. You must buy spell components and raw materials necessary to make the item from your own pocket. An apprentice must normally meet the prerequisites, such as minimum caster level, feats, and spells known, to craft an item. An apprentice automatically refuses to produce items whose experience point cost would cause them to lose a level. Apprentices seek your aid to expand their skills, not working themselves to death in a magic item sweatshop.

Assist Item Creation: An apprentice may help you create an item that you could normally complete on your own. Your apprentice does not need to meet any of the prerequisites necessary to craft the item, though the more experienced the apprentice, the more help they can lend you. Only a single apprentice can help you create an item, as two or more apprentices simply get in your way and lengthen the process.

An apprentice splits the experience point cost of creating an item with you, reducing the experience point cost by 10% per level. An apprentice may never lose a level through the process of helping you create an item. If helping you would cause this to happen, the apprentice absorbs only enough total experience point loss to bring him to the minimum needed to attain his current level, leaving you to pay the remaining portion of his normal share. Your apprentice can also work on portions of the item creation process concurrently with your efforts, allowing you to cut down on the total time needed to complete the project. Reduce the time needed to produce the item by 1 day for each two levels of experience your apprentice has attained. You may never reduce the time necessary to produce an item to less than 1 day. The apprentice does not shoulder any of the experience point cost caused by casting spells necessary to complete an item unless the apprentice is the one who actually uses the spell. When an apprentice assists in creating an item, there is a chance that they may inadvertently spoil your efforts owing to his inexperience. See Research Mishaps below, under Drawbacks to Apprentices.

Finish Items: An apprentice can shoulder the burden of creating items that you have designed. You sustain the full experience point loss for completing the item, but your apprentice completes all mundane work and helps manage the arcane portions of item creation. You need only spend 1 day working on the item. Your apprentice handles the rest of the labor involved in finishing the item. In order to complete the item, the apprentice must have any item creation feats needed to create it. You may fulfill the minimum caster level and spells needed, but your apprentice must have the necessary item creation feats. If casting the spells necessary to complete the item would require more than 1 day of work, you must spend the time necessary to complete those spells before your apprentice can complete the item. If an apprentice lacks any of the prerequisites necessary to create an item, such as spells needed to produce it, or is below the required caster level, there is a chance the apprentice encounters a mishap in creating the item. Consult Research Mishaps, below, under Drawbacks to Apprentices.

Other Actions: An apprentice is capable of using the rest of his skills and abilities at your direction. You could have your apprentices use spells such as identify to pick through a pile of magic items uncovered on your last adventure. You could also order your apprentices to research a topic in a library using the rules presented in Quintessential Wizard, allowing them to gain virtual skills and skill ranks that they subsequently use.

Drawbacks to Apprentices

Recruiting Apprentices: You must actively recruit spellcasters who could benefit from your instruction. You may gain apprentices in two ways. The DM may rule that an NPC wizard comes into your service based on your interactions with him over the course of an adventure. Otherwise you must advertise for and recruit neophytes. Make a recruitment check by rolling a d20 and adding your Charisma modifier and arcane caster level. The more engaging your personality and the more skilled you are with magic, the better your chances of attracting an apprentice. The size of the city in which you seek recruits modifies your ability to successfully find a willing student.
Town/City PopulationRecruitment Modifier
400 - 1,000-2
1,001 - 2,000+0
2,001 - 5,000+2
5,001 - 12,000+4
12,001 - 25,000+6
25,001++8

The base DC to recruit a 1st-level apprentice is 5. For each 5 by which you beat this DC, you may opt to increase your new apprentice’s level by 1 or recruit an additional apprentice. You may combine these effects to recruit multiple wizards whose level is above 1. If your result is high enough to yield an apprentice but not good enough to attract one whose level is as high as you wish, you may always ignore the result of a recruitment check. You are under no obligation to accept potential apprentices.

You may make one recruitment check per day, spending 2d4 hours at libraries, wizard’s guild halls, and other places where spellcasters normally congregate. Regardless of the results of a recruitment check, you may never recruit more apprentices than allowed by your Arcane Tutor score. Apprentices are aware that a master can only spread himself among so many students and refuse to sign on with a tutor who already has an abundance of pupils.

Retaining Apprentices: When an apprentice signs on to work for you, they do not agree to a lifelong contract. Most apprentices stay with a master for a year at most before setting off on their own, either seeking out a new master to learn from or going it alone as an adventurer, researcher, or craftsman. A newly recruited apprentice remains within your service for 3d6 months, after which they leave your service for greener pastures.

An apprenticeship is a two-way street. While your apprentice works for you, you must also take time to instruct them in the mystic arts. You must spend 2 weeks out of every 2 months tutoring your apprentices. If you fail to meet this requirement, reduce each apprentice’s period of service by 3d6 months. If this reduces any apprentice’s tenure to 0 or less, they immediately leave. Any projects they were working on remain unfinished. Your apprentices expect instruction and aid in return for the work they do and the cash they pay you.

Upkeep: A portion of the money an apprentice pays you goes to room and board. You must own or provide a permanent structure where your apprentices may live and work. You must pay 5 shillings per apprentice level per month to provide them with food, clothes, and other basic necessities. If you fail to meet this payment, reduce the fees from each apprentice by half. Stung by your skinflinted ways, your apprentices withhold their payments to you and instead use their money for food and shelter.

Work Rates: While apprentices spend much of their time in your service, they also have their own personal projects and studies. Each apprentice allocates two weeks per month to working on magic items, research, and other projects you assign to them. They spend the rest of their time studying their spellbooks, practicing their skills, and completing scrolls and other magic items for their own use. During this free time, each apprentice gains 1d6 x 100 experience points through adventures, work, and research.

Apprentice Recruitment Table

Number of Apprentices per Level
Arcane Tutor Score1st2nd3rd4th
1 or less0000
21000
32000
42000
52100
63100
73200
83210
93210
103220
113221
123321
133322
143322
154332
164432
175433
185443
196543
206544
217654
227654
238755
248765
25+9865

Apprentice Retention Table
Every month after the third of each apprentices tenure under the character's tutelage, roll 1d20. A result equal to or below the retention roll figure means the apprentice has left the character's service and struck out on their own.

MonthRetention
30
41
52
63
74
86
98
1010
1112
1214
1316
1417
1518
1619
1719
1820

Research Mishaps

When an apprentice helps finish creating an item you designed or helps you complete an item, there is a chance that your student’s efforts end in an arcane mishap. If your apprentice is involved in making an item whose prerequisites they do not completely fill, they must make a mishap check. Roll a d20 and add your apprentice’s arcane caster level and their Intelligence modifier. This check has a DC of 10 if your apprentice works to complete an item you initially designed or 8 if they help you throughout the process of making an item. A roll of 1 always fails this check. Increase the DC by 2 for each prerequisite the apprentice does not meet. If your apprentice fails this check, roll d100 and consult the arcane mishap table.

If a mishap effect refers to a worker, there is a 50% chance that you or your apprentice are affected by the result if the two of you work together on making an item. Otherwise, if you left the apprentice to work alone the mishap affects only them.

Arcane Mishap Table
d100 Result Arcane Mishap:

  01 - 03 “I see. It needs steel, not lead.” Slight errors in production waste some materials. Increase the cost of producing the item by 25%. The item remains unfinished until you pay the price and spend an additional day working on the item.
  04 - 06 “Oh dear. Where’d I put that diamond dust?” Moderate errors in production waste some materials. Increase the cost of producing the item by 50%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  07 - 09 “It was cracked when I found it.” Major errors in production waste some materials. Increase the cost of producing the item by 100%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  10 - 12 “So I misread pounds for ounces. How expensive can mithral be?” Traumatic errors in production waste some materials. Increase the cost of producing the item by 200%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  13 - 15 “Two for one beers don’t happen every night.” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 1 day.
  16 - 18 “Well, allowing it to soak for three nights didn’t hurt it.” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 3 days.
  19 - 21 “You wanted me to do what by when?” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 1 week.
  22 - 24 “Should it be bubbling like that?” An energy backlash during the item’s creation causes a minor explosion. Treat this as a fireball cast by a 5th level wizard centered on the apprentice’s work area.
  25 - 27 “Should smoke be coming out of it?” An energy backlash during the item’s creation causes a moderate explosion. Treat this as a fireball cast by a 7th level wizard centered on the apprentice’s work area.
  28 - 30 “Don’t worry, that’s normal. Now, let’s add lamp oil to it.” An energy backlash during the item’s creation causes a tremendous explosion. Treat this as a fireball cast by a 9th level wizard centered on the apprentice’s work area.
  31 - 33 “Will it ever stop growing? Please say yes.” A worker’s nose grows to one foot in length, causing them 1d6 points of permanent Charisma damage. If the damage heals, the victim’s nose slowly returns to normal.
&nsbp; 34 - 36 “Well, wizards don’t need muscles anyway.” An arcane backlash wracks a worker’s body, shriveling his muscles and causing 1d6 points of permanent Strength damage.
  37 - 39 “I-i-i-i-i-t c-c-c-c-c-could b-b-b-b-be w-w-w-w-w-worse.”Bolts of electricity arc from the item, leaving a worker with a variety of nervous tics, shakes, and unsteady hands. The worker takes 1d6 points of permanent Dexterity damage.
  40 - 42 “Wait a second. How do those cantrip things work again?” A temporary fold in space causes an astral parasite to take root in a worker’s brain, causing 1d6 points of permanent Intelligence damage.
  43 - 45 “I have seen the light!” A rogue bit of divine energy seeps into the creation process, causing a bizarre magical effect that forces the apprentice to become a fanatical adherent of a deity appropriate to his alignment. He leaves your service to become a cleric. Money and experience points spent to produce the item are wasted. A restoration spell returns him to normal.
  46 - 48 “. . .” A massive backlash of enchantment magic causes the apprentice to slip into a deep catatonic state. Money and experience points spent to produce the item are wasted. A restoration spell returns him to normal.
  49 - 51 “Back in my day, apprentices didn’t screw up so badly!” A critical mistake in this item’s creation causes a time warp, causing a worker to leap to the next age category. Money and experience points spent to produce the item are wasted.
  52 - 56 “What is that thing?” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster III spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  57 - 60 “I didn’t summon that. Did you summon that?” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster V spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  61 - 62 “What a fascinating creature. Let’s try to communicate with it.” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster VII spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  63 “Oh, gods, run. RUN!” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster IX spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  64 - 66 “Ribbit.” A slight flaw in the process used to shape the magical energy imbued into the item causes transmutation magic to flood the area. Treat this as a baleful polymorph cast by an 8th level sorcerer that turns a worker into a frog. Money and experience points spent to produce the item are wasted.
  67 - 70 “I’m shrinking!” A magical disturbance causes a bizarre fluctuation in the properties of dimensional space. A worker begins to shrink rapidly. He immediately becomes two size categories smaller. Greater restoration removes this effect. Money and experience points spent to produce the item are wasted.
  71 - 72 “Everything’s shrinking!” Material space stretches and bends in the immediate area of the experiment. A worker immediately grows two size categories larger. Greater restoration removes this effect. Money and experience points spent to produce the item are wasted.
  73 - 75 “Strange. That wasn’t supposed to produce a sudden whiff of brimstone.” A dimensional gate opens to the outer realms, allowing a horde of demons with a total Encounter Level of 10 to pour into the laboratory area. Money and experience points spent to produce the item are wasted.
  76 - 96 “There! Perfect!” A critical mistake during the item’s production permanently warps the magical properties, resulting in a cursed item. The exact nature of the curse depends on the type of item produced. Weapons, armor, shields, rings, rods, staves, wands, and wondrous items gain 1d3 cursed item traits. Potions turn out as a randomly determined ingested poison, while scrolls either fail to function, cause the opposite of the intended spell, or target the caster in the case of damaging spells.
  97 - 99 The apprentice forgets to inscribe proper protective runes. The energy matrix inscribed in the item runs rampant. A worker is subject to disintegrate as if cast by an 11th level wizard.
  100 Roll twice on this table, rerolling this result if it comes up again.

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Wednesday, January 5, 2022

General Rules - Item Feats

Item Feats

This is a list of item feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Ability Focus
BoEM3
Item level 4th+One of the item's spell-like abilities becomes harder to resist
Ability Penetration
BoEM3
-All of the item's spell-like abilities gain a bonus to overcome spell resistance
Animate Self
BoEM3
Item level 5th+The item becomes animate as if affected by animate objects
Attack
BoEM3
Animate Self or FloatThe item can attack on its own
Bestow Feat
BoEM3
-The item can bestow a feat upon its bearer
Blindsight
BoEM3
-The item gains blindsight
Control User
BoEM3
Charisma 15+, Influence UserThe item can take control of its user

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Monday, September 14, 2020

General Rules: Feats - Leadership

Leadership is a somewhat unique feat that allows a character to recruit a cohort and followers. This page details how I handle this feat.

Leadership [General] (from the Player's Handbook)
You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and followers.
  Prerequisite: Character level 6th+
  Benefit: You can attract loyal companions and devoted followers, subordinates who assist you. The level of your cohort and the number and level of your followers is determined by your leadership score. Note that there are different modifiers for your Leadership score with respect to cohorts and followers, so your Leadership score might be different for your cohort than it is for your followers.

Your cohorts and followers are generally loyal and reliable retainers. Unlike ordinary NPCs, who have their own agendas and objectives, cohorts and followers look to the character for direction and guidance. As a general rule, they will not betray you or deceive you unless they are severely mistreated, although in such cases they will usually simply abandon your service.

Cohorts and followers will expect that the character will provide for their basic needs including room, board, and any workspace, tools, or other specialized equipment needed to undertake the tasks you assign to them (this is, after all, one of the major reasons they have sought you out to serve as your retainers). So, for example, if you recruit a follower who is a blacksmith and ask him to craft materials for you, he will expect you to provide a forge with appropriate blacksmithing tools and raw materials needed to undertake the work. Failure to appropriately provide for your cohort and followers will be likely to negatively affect your Leadership Score.

Cohort: A character with Leadership may have a single cohort. In general, a player may design their desired cohort, subject to the DM's approval. Cohorts should be built using the elite array of ability scores (15, 14, 13, 12, 10, 8), subject to applicable racial modifiers. The cohort may be any playable race and any allowable class. The cohort may be a multi-classed character if the player desires, and may take advantage of any of the options available to player characters, including the 0-level rules, flaws, and traits. When the cohort enters the character's service, they will be equipped with equipment with a total value appropriate to an NPC of the cohort's level (see Table 4-23: NPC Gear Value on page 127 of the Dungeon Master's Guide). Any additional equipment must be provided by the player character.

Under certain circumstances, I may allow a cohort to be a nonstandard race, or even an intelligent monstrous creature, such as a sphinx or a dragon. In those cases, apply the appropriate Level Adjustment to the cohorts class levels, or, if the cohort is a type of creature that does not have a listed Level Adjustment, the cohort's initial "level" will be their Challenge Rating. All such nonstandard cohorts must be approved by me in advance.

Your cohort is a loyal companion who will accompany your character on adventures. In general, you can control your cohort, although they will not undertake obviously suicidal or self-destructive actions. I reserve the right to assume control of the cohort if that becomes necessary.

Your cohort does not gain "experience". As your Leadership score goes up as you rise in level, your cohort will gain levels to match that allowed by your new Leadership score, although this is subject to the usual limitation that your cohort can never be higher level than two levels lower than your current character level.

Followers: A character with Leadership is able to attract followers if his Leadership Score is at least 10. Followers, like your cohort, may be designed by the player, subject to the DM's approval. Followers should be built using the standard array of ability scores (11, 11, 11, 10, 10, 10) or the nonelite array of ability scores (13, 12, 11, 10, 9, 8) at your option. You may, if you wish switch back and forth between these two arrays for different followers. Followers can be any standard playable race, and may be adepts, adherents, apprentices, commoners, deckhands, experts, guards, mediums, or warriors. When a follower enters the character's service, they will be equipped with equipment with a total value equal to the starting gear for a character of their class. Any additional equipment must be provided by the player.

Under certain circumstances, a follower may be of a nonstandard race if there is an appropriate character-driven reason for such followers to be attracted to the player character. All such followers will be typical members of their race and must be approved by the DM in advance.

Your followers are loyal aides, but generally will not be willing to accompany the character on adventures. Followers will be willing to work as craftsmen, work as personal aides, handle business tasks, act as couriers, travel with caravans and take care of your animals and wagons, and even defend your stronghold or, if necessary, go to war alongside you, but they will not delve into dungeons, enter a dragon's lair, or help you sack an evil temple. In general, a character may direct the actions of their followers, but they will not be willing to undertake unnecessarily dangerous, suicidal, or self-destructive actions. As with cohorts, I reserve the right to assume control of followers if necessary.

As with cohorts, your followers don't gain "experience". As your Leadership Score increases, you attract new followers and are eligible to retain higher level followers. When you become eligible for higher level followers, you may either advance a current follower to a higher level or recruit a new follower of the appropriate level.

Leadership Modifiers: A character's base leadership score is their character level + their Charisma modifier. Several factors can affect a character's Leadership score, causing it to vary from this base score. Your reputation from the point of view of the cohort or follower you are trying to attract raises of lowers your Leadership score.

Leader's ReputationModifier
Great renown+2
Fairness and generosity+1
Special power+1
Failure-1
Aloofness-1
Cruelty-2

Other modifiers may apply when the character tries to attract a cohort.

The Leader . . .Modifier
Has a familiar, special mount, or animal companion-2
Recruits a cohort of a different alignment-1
Caused the death of a cohort-2 1
1 Cumulative per cohort killed

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.

The Leader . . .Modifier
Has a stronghold, base of operations, guildhouse, or the like+2
Moves around a lot-1
Caused the death of other followers-1

Cohorts and Followers: Once a character's Leadership score is determined, the level of their cohort and the number of followers they can attract is determined according to the following table. If a character's Leadership score changes, their cohort and number of followers may be affected. As a character's Leadership score rises, their cohort will advance in level and more followers will come into their service. If a character's Leadership score falls, their cohort's advancement will stagnate, and followers may abandon the character.

LeadershipCohortNumber of Followers by Level
ScoreLevel1st2nd3rd4th5th6th
1 or lower-------
21st------
32nd------
43rd------
53rd------
64th------
75th------
85th------
96th------
107th5-----
117th6-----
128th8-----
139th101----
1410th151----
1510th2021---
1611th2521---
1712th30311--
1812th35311--
1913th404211-
2014th505321-
2115th6063211
2215th7574221
2316th9095321
2417th110116321
24 or higher17th135137422
Leadership Score: A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a character's Leadership score, he can only recruit a cohort who is two or more levels lower than himself. A 6th-level character with a +3 Charisma bonus, for example, can still only recruit a cohort of 4th level or lower. The cohort should be equipped with gear appropriate for its level.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level.For example, a character with a Leadership score of 14 can lead up to fifteen 1st-level followers and one 2nd-level follower.

Replacing Cohorts and Followers: If you lose a cohort or followers, you can generally replace thrm, according to your current Leadership Score. I takes 1d4 months to recruit replacements. If you are to blame for the deaths of the cohort or followers, it takes extra time to replace them, up to a full year. Losing a cohort or followers can give you a reputation for failure, which would affect your Leadership score.

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Tuesday, July 23, 2019

General Rules - Bardic Performance Effects

Bardic Performance Effects

In addition to the abilities gained through the use f the various mystical performance feats, bards are able to roughly approximate metamagic feats with their performances. They are unable to manipulate their own spells in this way - a bard has great power to change the way in which those around him cast spells, but is powerless to alter his own spells without using traditional metamagic.

The bard is able to assist his companions in the creation of spectacular spells and one bard (or more) can assist another bard in the same way he can aid any other spellcaster. In groups, even the relatively weak spells of bards can be enhanced to great potency. The following enhancements are available for enhancing the spells of others.

In order to augment a spell, the bard must use his Perform skill to create a mystical performance. Each performance requires at least one full-round action that must begin before the spellcaster initiates his casting. The bard must continue performing until the spell is cast. For spells requiring more than one round to cast, the bard need only make a single Perform check, but must expend a full-round action each round until the spell is successfully cast or the caster abandons the spell preparations. Just before the spell is completed, the bard makes a Perform check (the DC is determined by the type of effect desired - see the individual effect description) to determine what, if any, change he has wrought upon the spell in question. If the Perform check fails, the bard is unable to manipulate the spell as it is cast, though the spell slot costs for the effect must still be paid. If the bard fails the perform check by 10 or more, a miscast occurs as detailed in the effect description. When a miscast occurs, the cost for the spell effect must still be paid.

Most of the effects described in the table below may be applied to any allied caster's spell with the following restrictions:
  • The caster must be in view of the bard at all times while the spell is being cast. It is not necessary for the caster to be able to see the bard, but the bard must be able to watch as the spellcaster prepares his spell so that the bard may adjust his performance accordingly.

  • The bard must be able to engage in a performance of some type - if he is silenced and bound, he's not going to be augmenting must of anything until he has gotten himself free and able to use his skills.
As long as these two conditions are met, the bard may use his mystical performance abilities on any allied caster's spell. Each effect has an affinity for a particular type of mystical performance. If the correct performance type is used in conjunction with an effect, the bard receives a +2 synergy bonus on his Perform check.

EffectAffinity
Arcane Power IncreaseBardic Singing
Duration IncreaseBardic Singing
Effect IncreaseBardic Instrumentals
Effect MagnificationBardic Instrumentals
Focused EnergyBardic Singing
Range IncreaseBardic Chanting
Range MagnificationBardic Chanting
Spell BounceBardic Chanting
Spell DelayBardic Dancing
Sustain SpellBardic Dancing

Just as bard may attempt to augment the effects of an ally's spell, they may also attempt to impair the power of an enemy's spells. Using one of these effects requires the same steps as augmenting an ally's spells. This means the bard must begin his performance before the enemy spellcaster he wishes to impair - if the spellcaster then chooses not to cast a spell, the bard will have wasted his action for the round, though not his spell slot as these are only expended if a spell is cast and an attempt to affect it is made.

In order for the impairment performance to be successful, the bard must make a successful Spellcraft check to determine which spell the enemy is casting. This is part of the full-round performance action. If this check succeeds, the bard;'s performance continues as normal and the bard must expend a spell slot of the appropriate level when the enemy's spell is cast. If the Spellcraft check fails, the bard is unable to determine which spell the enemy caster is unleashing and realizes his performance is futile. Though the bard's full-round performance is wasted, his spell slots are not expended in this case.

In the descriptions of the individual effects from the table below, references to effective caster level of a performance are a reference to the effective caster level of the enemy spellcaster releasing the targeted spell. Each effect has an affinity for a particular type of mystical performance. If one of these performance types is used in conjunction with this effect, the bard receives a +2 synergy bonus on his Perform check.

EffectAffinity
Chant of DissipationBardic Chanting
Diffused EnergyBardic Singing
Effect DampenerBardic Instrumentals
Effect ReductionBardic Instrumentals
Range InhibitorBardic Chanting
Spell DeflectionBardic Chanting

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Wednesday, November 8, 2017

General Rules - Scion Feats

Scion Feats

This is a list of arcane related feats that do not appear in the Player's Handbook, but that I use in my campaigns. Scion feats are feats available only to characters who has the ability to spontaneously cast arcane spells, such as sorcerers and duskblades. Many of these feats can also be taken by alvari characters as racial bonus feats, provided they meet all of the other prerequisites. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Absorb Spell
S&S
Ability to spontaneously cast arcane spells, Charisma 17+, BloodburnYou can absorb spell energy directed at you and use it to power your own spells
Bloodburn
S&S
Ability to spontaneously cast arcane spellsYou can injure yourself to make your spells more powerful
Bloodline of Power
RR2
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Spellcraft checks
Brass One
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to saves against fire and heat
Child of the Forge
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Craft checks involving metal
Child of the Heavens
RR2
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Sense Motive checks
Dragonblood Component
DMPI
Ability to cast arcane spells, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou can draw upon your own power and life force to cast arcane spells that require material components
Earth-Witch
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Survival checks
Færie-Led
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Perform checks
Fire-Touched
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to saving throws against fire and heat
Furian
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Intimidate checks
Hellspawn
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Intimidate checks
Hunt-Child
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Survival checks
Improvise Counterspell
S&S
Ability to spontaneously cast arcane spellsYou can cast a counterspell without knowing the spell you wish to counter
Inheritor of Kal'nasuola
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on saves against negative energy attacks
Masked One
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on Listen and Spot checks
Plaguebringer
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on Fortitude saves against disease
The Ravenous
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on grapple checks
Sorcerous Quicken
S&S
Ability to spontaneously cast arcane spells, Charisma 15+You can quicken a spell once per day
Storm-Kissed
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on saves against electricity and effects caused by foul weather
Twist-Blooded
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on Reflex saves
Wind-Witch
PGtWBS
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus on Bluff checks
Witch of the Serpent's Blood
RR2
Sorcerer level 1st+Your heritage makes you better at casting certain spells and gives you a bonus to Fortitude saves against poison

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Saturday, October 21, 2017

General Rules - Metamagic Feats

Metamagic Feats

This is a list of metamagic feats that do not appear in the Player's Handbook, but that I use in my campaigns. Players should note the existence of the Highly Experimental Metamagic Rule and check how it applies to the feats described here. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Acid Lattice
Feats
Any two metamagic featsYou can enhance a damage dealing spell to deal additional acid damage
Aid Spell
Feats
-You can make a personal range spell a touch range spell or a touch range spell a Close range spell
Arcane Affinity
Feats
Wisdom 13+, wizard level 1st+You can prepare your spells in half the normal time; you can scribe spells into your spellbook in half the normal time
Arcane Shaper
PoM
Quicken SpellYou can replace a prepared spell with a lower level spell that you know
Bane Lattice
Feats
Any two metamagic featsYou can make spells more effective against particular types of creatures
Black Lore of Moil
CArcane
Spell Focus (Necromancy), caster level 7th+You can add damaging engative energy to your spell
Blighted Spell
Feats
Any two metamagic feats, must be of evil alignmentYou can infuse spells with blighted energy so they deal more damage
Blistering Spell
PHB2
-Your fire spells deal more damage and can temporarily hamper affected foes
Blood Beyond Blood
Feats
Charisma 13+, must be able to cast arcane spells without preparationYou can increase your effective caster level by taking hit poiint damage
Blood Burn
Feats
Constitution 13+You can suffer Constitution damage to power magic items without using charges
Blood of Magic
H&H
Ability to spontaneously cast arcane spells, any two metamagic feats, and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-BloodedYou can call upon your sûlic heritage to apply metamagic feats to your spells more quickly
Blood Power
Feats
Arcane spellcaster level 3rd+, 10+ hit pointsYou can suffer hit point damage to cast more spells
Bloodcasting
Feats
Constitution 13+, must be able to cast arcane spells of 3rd level or higherYou can suffer Constitution damage to cast more spells
Born of the Three Thunders
CArcane
Energy Substitution (Electricity), Knowledge: Nature 4+ ranksYour electricity and sonic spells can deal half damage of each type and may stun and knock your foes prone
Bounce Spell
Feats
Enlarge SpellYou can bounce a spell from a primary target to another target
Braid Spell
Feats
-You can braid two spells together into a single effect
Chain Ray
RR
-You can cast ray or cone spells as rays that arc to secondary targets
Chain Spell
CArcane
Any metamagic featYou can cast single target spells that arc to secondary targets
Chaos Lattice
Feats
Any two metamagic featsYou can make a damage dealing spell more potent against lawful creatures
City Magic
Cityscape
Caster level 3rd+You can infuse damage dealing energy spells with the spirit of the city so half their damage comes from the urban environment
Coercive Spell
DotU
-Living creatures damaged by your spell suffer a penalty to Will saves
Colorize Spell
Feats
Intelligence 13+, ability to cast at least one illusion spellYou can add or change the color of visible spell effects
Compressed Spell
Feats
-You can reduce the radius of a damage dealing area spell to increase its damage
Conjuror's Last Defense
Conjuration
Spell Focus (Conjuration), Spellcraft 8+ ranksSummoned or called creatures you lose control of immediately return to their home plane
Concentrate Spell
SoE
Arcane spellcaster level 1st+, ability to cast at least one spell from the evocation schoolYou can raise the level of your spells to bypass energy resistance
Cone Control
Feats
Spellcraft 15+ ranksYou can change a cone into a targeted spell targeting multiple creatures based on the cone's original length
Consecrate Spell
BoED
Any good alignmentYou can give spells the good descriptor and make half their damage come from divine power
Cooperative Magic
Feats
Spellcraft 4+ ranksYou and another spellcaster can work together to add metamagic effects to a spell
Corrupt Spell
BoVD
Evil alignmentAdds evil descriptor to a spell and transforms some of its damage to unholy damage
Counterspell Riposte
PoM
Arcane spellcaster 1st+You can follow-up a successful counterspell with a spell of your own
Deafening Spell
DotU
-Your damaging spells deafen those who they damage
Deceptive Spell
Cityscape
-You can make a spell come from an unlikely source
Deflection to Attraction
BoEM3
Skill Augmentation (Knowledge: Arcana and Spellcraft), Charisma 19+, Dexterity 15+th+You can suppress your foes' deflection bonuses and turn them to your advantage
Delay Spell
CArcane
Any metamagic featYou can cast a spell with delayed effect
Dictum Lattice
Feats
Any two metamagic featsYou can make a damage dealing spell more potent against chaotic creatures
Disrupting Spell
FCII
-Your spells disrupt the spells, spell-like abilities, and supernatural abilities of those they affect
Divine Lattice
Feats
-You can make a damage dealing spell more potent against undead creatures
Dual Spell
Feats
Any two metamagic featsYou can cast two spells at once, using only half of your caster level for each
Earthbound Spell
PHB2
-You can cast spells so that they become traps embedded in the ground
Echoing Spell
SoX
-You can cast spells that return after 1 hour that can be cast again with lessened effect
Elemental Independence
Feats
Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranksYou can strip away the elemental aspect of a damage dealing spell, leaving only pure magical force
Elemental Lattice
Feats
Any two metamagic featsYou can enhance your damage dealing spells with additional elemental energy
Empower Spell
PHB
-You can increase the power of your spell's variable numerical elements
Empowered Blood
Feats
Cleric, druid, favored soul, sorcerer, spirit shaman, or wizard level 1st+You can wound yourself to add a variety of effects to a spell
Encompass Spell
Feats
Enlarge Spell, Grow SpellYou can triple the area of a spell
Enduring Spell
Feats
Extend Spell, Grow SpellYou can increase the duration of a spell by one time increment
Energize Spell
LM
Nonevil alignment, must not have the ability to rebuke undeadYour spells deal more damage to undead, but less damage to nonundead
Energy Admixture
CArcane
Energy SubstitutionYou can mix two types of energy damage in a spell, increasing its damage dealing potential
Energy Affinity
MH
Knowledge: Arcana 5+ ranks, ability to cast at least one spell of each of these energy types: Acid, cold, electricity, and fireYou can substitute a different energy type in an energy spell
Energy Substitution
CArcane
Any metamagic feat, Knowledge: Arcana 5+ ranksYou can substitute a different energy type in an energy spell
Enhance Spell
CArcane
Maximize SpellYour spells have their damage cap increased by 10 dice or 5 dice
Enlarge Spell
PHB
-You can double the range of a spell
Ennervate Spell
LM
Nongood alignment, must not have the ability to turn undeadYour spells deal more damage to living creatures, but less damage to constructs and undead
Entangling Spell
CoR
-Your damaging energy spells can entangle creatures
Erase Memory
Feats
Wisdom 13+, arcane spellcaster level 1st+You can unlearn known spells, allowing you to learn new spells
Essence Mastery
Feats
No ability score below 10, Knowledge: Arcana 15+ ranks, Knowledge: Nature 8+ ranks, Knowledge: Religion 8+ ranks, Spellcraft 15+ ranks, any three metamagic feats, non-specialist wizard onlyYou can learn any spell from any spell list: Arcane, divine, or otherwise
Exaggerate Spell
-
-You can enhance the variable numerical elements of your spells
Expand Spell
Feats
Enlarge Spell, Encompass Spell, Grow SpellYou can increase the area of your spells to 1 mile
Explosive Spell
CArcane
-Your area spells can blast foes outside their area and knock them prone
Extend Spell
PHB
-You can double the duration of your spells
Fatal Curse
Feats
Constitution 13+, Combat Casting, Concentration 6+ ranks, Spellcraft 6+ ranksIf you are reduced to the dying condition, you can cast one spell just before you fall unconscious
Fearful Gaze
Feats
Charisma 13+, Intimidate 6+ ranksYou can make Intimidate checks to strike fear into your foes
Fell Animate
LM
-Living creatures slain by your spells animate as zombies
Fell Drain
LM
-Living creatures damaged by your spells gain a negative level
Fell Energy Spell
Dragon Compendium
-Your spells that grant bonuses are more effective at enhancing undead
Fell Frighten
LM
-Creatures susceptible to fear damaged by your spells are shaken
Fell Weaken
LM
-Living creatures damaged by your spells are weakened
Fiery Spell
Sandstorm
-Your fire spells can deal +1 fire damage per die
Flame Lattice
Feats
Any two metamagic featsYou can enhance a damage dealing spell to deal additional fire damage
Flash Frost Spell
PHB2
-Your cold spells deal more damage and make the ground slippery with ice
Forceful Magic
-
-Metamagic is easier for you to use than it is for other casters
Focused Spell
Feats
Any five metamagic featsYou can convert spells or spell slots into a blast of pure magical energy
Fortify Spell
CArcane
-You can increase the effective caster level of your spell to better overcome spell resistance
Ghost Magic
Feats
Wisdom 15+, any metamagic featYour spells exist on the prime material and ethereal planes simultaneously and can reliably affect incorporeal targets
Ghost Spell
PGtWBS
-You can cast spells into the Ethereal Plane
Ghost-Touch Spell
Ghostwalk
-You can cast damaging spells that only harm ghosts
Grow Spell
Feats
Enlarge SpellYou can cast spells that affect more targets than normal
Guided Spell
Dragon Compendium
-Yourranged touch spell can ignore cover and concelment and persist until it strikes its target
Heighten Spell
PHB
-You can raise the level of spells you cast to give them the benefits of being higher in level
Hidden Spell
Feats
Silent Spell, Still SpellYou can cast spells that are more difficult to identify or dispel
Hide Spell
RR
-You can cast evocation spells that are invisible and inaudible
High Magic
Feats
Spellcraft 10+ ranks, spellcaster level 9th+.You may suffer Constitution damage to power metamagic feat level adjustments
Holy Lattice
Feats
Any two metamagic featsYou can make a damage dealing spell more potent against evil creatures
Ice Lattice
Feats
Any two metamagic featsYou can enhance a damage dealing spell to deal additional cold damage
Identify Elixir
Feats
Brew Potion, any metamagic feat, Craft: Alchemy 8+ ranksYou can flawlessly identify magical and nonmagical potions, elixirs, poisons, and other similar substances
Identify Item
Feats
Intelligence 17+, Wisdom 15+, any three metamagic feats, Spellcraft 12+ ranksYou can cast identify at will, taking half the normal time and using no material components
Imbue Weapon
Feats
BAB +3 or higher, Weapon Focus (Any), spellcaster level 1st+You can cast touch spells through a melee weapon
Improved Imbue Weapon
Feats
Imbue WeaponYou can cast touch spells through a ranged weapon
Imbued Healing
CChampion
Ability to cast conjuration (healing) spells, access to one or more domainsYou can add effects to your conjuration (healing) spells based upon your domains
Imbued Summoning
PHB2
Augment Summoning, Spell Focus (Conjuration)Your summoned creatures can arrive with the benefit of ne of your touch spells
Imbued Spell
Conjuration
Any four metamagic featsYou can cast one spell and have it affect the targets of your next spell
Improvise Counterspell
Feats
Ability to cast arcane spells without preparationYou can counterpsell a spell by casting another spell at least two levels higher than the one being countered
Increased Arcane Affinity
Feats
Wisdom 15+, Arcane Affinity, wizard level st+You require less rest before preparing spells and can swap out spells during the day given enough time to do so
Infuse Reality
SoI
Arcane spellcaster level 1st+, ability to cast at least one illusion spellYou can make spells quasi-real by infusing shadow energy into them
Infuse Truth
SoI
Arcane spellcaster level 1st+, ability to cast at least one illusion spellYour illusion spells can affect undead and other creatures normally immune to them
Invisible Spell
Cityscape
Any metamagic featYou can cast spells that have no visual effects
Light Lattice
Feats
Any two metamagic featsYou can enhance your area spells with daylight
Lightning Lattice
Feats
Any two metamagic featsYou can enhance a damage dealing spell to deal additional electricity damage
Lingering Spell
CoR
-Your instantaneous damage dealing energy spells deal an additional 1d6 energy damage on the next round
Lord of the Uttercold
CArcane
Energy Substitution (Cold), Knowledge: the Planes 9+ ranks, ability to cast a spell with the cold descriptorHalf the damage of your cold spells is negative energy damage
Mask Signature
Feats
Any three metamagic featsYou can remove one aspect from spells you cast
Masters of the Past
Feats
Wisdom 13+, necromancy specialist wizard level 3rd+Your spells are more effective against ancestors, ghosts, incorporeal creatures, and spirits
Maximize Spell
PHB
-Your spells can have their variable numeric elements maximized
Mirrorsight
Feats
Wisdom 13+, Craft Wondrous Item, Spellcfaft 6+ ranks, divination specialist wizard level 3rd+You can craft and use a blessed mirror to make your scrying spells more effective
Nonlethal Substitution
BoED
Any metamagic feat, Knowledge: Arcana 5+ ranksYou can convert energy damage dealing spells to deal nonlethal damage instead
Persistent Spell
CArcane
Extend SpellYou can make spells last for 24 hours
Piercing Cold
Frostburn
-Your cold spells can deal damage to creatures normally resistant or immune to cold damage
Precise Touch
BoEM3
-You can convert area spells to single-target touch spells
Purify Spell
BoED
Any good alignmentYou can give spells the good descriptor and make them deal no damage to good creatures
Quicken Spell
PHB
-You can cast spells as swift actions
Rapid Spell
CDivine
-You can cast spells with long casting times more quickly
Reach Spell
CDivine
-You can cast touch spells as ranged touch spells
Ready Spell
Feats
Constitution 13+, Concentration + ranks, spellcaster level 5th+You can cast spells and "hold" them to be released later
Reaping Spell
CoR
Any evil alignmentCreatures killed by your spells cannot be raised, reincarnated, or resurrected; true resurrection only works half the time
Remote Casting
Feats
Any one metamagic feat, Spellcraft 6+ ranks, Survival 6+ ranksYou can cast burst, emanation, or spread spells without needing line of sight
Repeat Spell
CArcane
Any one metamagic featYou can cast a spell that repeats in the next round
Restrain Spell
DMPI
Spellcraft 8+ ranksYou can inflict nonlethal damage with your spells
Retributive Spell
CMage
-You can cast a spell that you can later release against a creature that harms you
Sacred Spell
FP
-Half of the damage dealt by your divine spells can be from divine power
Sanctum Spell
CArcane
Any metamagic featYou can cast spells that are more effective in your sanctum
School Focus
Feats
Knowledge: Arcana 6+ ranks, Spellcraft 6+ ranks, generalist wizard level 3rd+You can prepare one spell per day from your chosen school of magic at a level lower than normal
Sculpt Spell
Cityscape
Any metamagic featYou can alter the area of your spells
Searing Spell
Sandstorm
-Your fire spells can overcome fire resistance and fire immunity
Selective Spell
Shining South
Any metamagic featYou can designate one creature to be not affected by your area effect spell
Shunt Focus
PGtWBS
-You can cast personal spells on others as touch spells
Sickened Spell
Feats
Pox MagicYou can spells that sicken those affected by them
Silent Spell
PHB
-You can cast spells omitting the verbal components
Smiting Spell
PHB2
BAB +1, caster level 1st+You can cast touch spells through a weapon or ammunition
Song of the Dead
Dragon Compendium
-Your mind-affecting spells can affect undead, but cannot affect other creatures
Sorcerous Quicken
Feats
Charisma 15+, any two metamagic feats, spellcaster level 9th+, ability to cast spells without preparationOnce per day you can cast a spell as a free action
Specialist Dispelling
RR2
Specialist wizard level 1st+You can counterspell using prepared spells from your specialty school
Spell Chain
PoM
Quicken SpellYou can chain two or more spells together into one powerful arcane casting
Split Ray
CArcane
Any metamagic featYour ray spells can create an additional ray
Still Spell
PHB
-You can cast spells omitting the somatic components
Strafing Spell
DMPI
-You can expand the range of creatures affected by a cone or line spell
Submerged Spell
Feats
-You can cast a spell so that it works underwater
Sudden Empower
CArcane
Any metamagic featYou can cast an Empowered spell once per day
Sudden Energy Affinity
MH
Energy AffinityYou can cast an Energy Affinity spell once per day
Sudden Extend
CArcane
-You can cast an Extended spell once per day
Sudden Maximize
CArcane
Any metamagic featYou can cast a Maximized spell once per day
Sudden Quicken
CArcane
Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden StillYou can cast a Quickened spell once per day
Sudden Silent
CArcane
-You can cast a Silent spell once per day
Sudden Still
CArcane
-You can cast a Still spell once per day
Sudden Widen
CArcane
-You can cast a Widened spell once per day
Superior Divine Lattice
Feats
-You can cast damage dealing spells that do more damage against evil outsiders and undead
Thunder Lattice
Feats
Any two metamagic featsYou can enhance a damage dealing spell to deal additional sonic damage
Transdimensional Spell
CArcane
-Your spells can affect creatures on the Ethereal Plane, Plane of Shadow, and that are within extradimensional spaces
Twin Spell
CArcane
Any metamagic featYou can cast a spell that takes effect two times simultaneously
Umbral Spell
DotU
-Your spells gain the darkness descriptor and can dispel spells with the light descriptor
Unholy Lattice
Feats
Any two metamagic featsYou can make a damage dealing spell more potent against good creatures
Violate Spell
BoVD
Evil alignmentAdds evil descriptor to a spell and transforms some of its damage to vile damage
Widen Spell
PHB
-You can double the numerical elements of a spell's area
Wounding Spell
LEoF
Empower Spell, Knowledge: History 4+ ranksYour damaging spells can inflict bleeding wounds that cause continuing damage

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