Post by Princess Lemon on Nov 15, 2011 14:47:15 GMT -5
So, the following feats are for Symbologists and Myst Weavers who want to "specialize" more into a school of magic/myst/symbols. This was originally just meant for regular D&D, but I felt it could be added to this.
Each feat is related to the schools of magic (All except Universal until I look over all spells to get a nice idea of what it's like)
They are essentially like reserve feats, only instead of having a spell with the descriptor, you just need to have a spell level to expend. Basically, you expend a spell slot of a certain level (1-5 for the lesser version of this feat, and 6-9 from the greater version; though dividing it between two feats may just be changed to one feat) to produce an effected related to the school.
Evoking Blast
Prerequisite: Spell Focus: Evocation, Greater Spell Focus: Evocation
Benefit: By expending a spell slot (Or in this case; if you have enough magic in your pool for a specific spell slot) you have, you create a blast of energy from nothing and direct it at and n opponent within 30 ft from you, dealing 1D6/Per Spell slot expelled
It's a ranged touch attack
Ex. A Myst Weaver expels a 3rd level slot (or spends that much magic) to created a blast dealing 3D6 damage.
Spontaneous Conjuration
Prerequisite: Spell Focus: Conjuration, Greater Spell Focus: Conjuration
Benefit: You can expel a spell slot (Or use enough magic in your pool for a spell slot) to summon forth a creature to fight for you for 1D4+half the spell slot expended rounds. The Creatures HD is Half your Caster Level+Spell Slot Expelled. The creature is counted as an Outsider, thus gets Outsider stats, and you choose the subtype out of these choices:
Evil, Good, Law, Chaos, Element (fire, water, earth, air). Attributes of the creature is up to the DM, unless a universal stat is made up.
Ex. A Symbologist expels a 5th level spell slot, to conjure up a Lawful Outsider for 1D4+2 rounds (Let's say 4 Rounds). The Symbologist's Caster Level is 10, so the Conjured creature gets 10HD (5 from caster level + 5 from spell slot expelled)
Immediate Defense
Prerequisite: Spell Focus: Abjuration, Greater Spell Focus: Abjuration
Benefit: As a standard action, you expel a spell slot, or magic points equal to a spell level to gain a defense to the first attack to be made against you, by the end of your next turn. If someone attacks your regular AC, Touch AC, or Flat Footed AC, you gain an immediate Deflection Bonus equal to the spell slot sacrificed. This does not stack with other Deflection bonuses, use whichever is higher.
You may choose to, if it's against a spell or psychic power to instead use it to create temporary SR or PR equal to CL+Spell Level Expelled.
Farseer Sight
Prerequisite:Spell Focus: Divination, Greater Spell Focus: Divination
Benefit:As a standard action, you expel a spell slot to gain an insight into the future, though vague, and brief. On your next turn, or even before your turn if someone attacks you, you gain an unnamed bonus that stacks with any other unnamed bonus to your next attack, save, ability check, skill check, Spell Penetration or Power Penetration (Doing this would use up the Divination bonus on this, thus if the check succeeded you would not get the bonus on the attack roll if there was one), or AC equal to the spell level you expelled.
To be worked on more, suggestions appreciated
Each feat is related to the schools of magic (All except Universal until I look over all spells to get a nice idea of what it's like)
They are essentially like reserve feats, only instead of having a spell with the descriptor, you just need to have a spell level to expend. Basically, you expend a spell slot of a certain level (1-5 for the lesser version of this feat, and 6-9 from the greater version; though dividing it between two feats may just be changed to one feat) to produce an effected related to the school.
Evoking Blast
Prerequisite: Spell Focus: Evocation, Greater Spell Focus: Evocation
Benefit: By expending a spell slot (Or in this case; if you have enough magic in your pool for a specific spell slot) you have, you create a blast of energy from nothing and direct it at and n opponent within 30 ft from you, dealing 1D6/Per Spell slot expelled
It's a ranged touch attack
Ex. A Myst Weaver expels a 3rd level slot (or spends that much magic) to created a blast dealing 3D6 damage.
Spontaneous Conjuration
Prerequisite: Spell Focus: Conjuration, Greater Spell Focus: Conjuration
Benefit: You can expel a spell slot (Or use enough magic in your pool for a spell slot) to summon forth a creature to fight for you for 1D4+half the spell slot expended rounds. The Creatures HD is Half your Caster Level+Spell Slot Expelled. The creature is counted as an Outsider, thus gets Outsider stats, and you choose the subtype out of these choices:
Evil, Good, Law, Chaos, Element (fire, water, earth, air). Attributes of the creature is up to the DM, unless a universal stat is made up.
Ex. A Symbologist expels a 5th level spell slot, to conjure up a Lawful Outsider for 1D4+2 rounds (Let's say 4 Rounds). The Symbologist's Caster Level is 10, so the Conjured creature gets 10HD (5 from caster level + 5 from spell slot expelled)
Immediate Defense
Prerequisite: Spell Focus: Abjuration, Greater Spell Focus: Abjuration
Benefit: As a standard action, you expel a spell slot, or magic points equal to a spell level to gain a defense to the first attack to be made against you, by the end of your next turn. If someone attacks your regular AC, Touch AC, or Flat Footed AC, you gain an immediate Deflection Bonus equal to the spell slot sacrificed. This does not stack with other Deflection bonuses, use whichever is higher.
You may choose to, if it's against a spell or psychic power to instead use it to create temporary SR or PR equal to CL+Spell Level Expelled.
Farseer Sight
Prerequisite:Spell Focus: Divination, Greater Spell Focus: Divination
Benefit:As a standard action, you expel a spell slot to gain an insight into the future, though vague, and brief. On your next turn, or even before your turn if someone attacks you, you gain an unnamed bonus that stacks with any other unnamed bonus to your next attack, save, ability check, skill check, Spell Penetration or Power Penetration (Doing this would use up the Divination bonus on this, thus if the check succeeded you would not get the bonus on the attack roll if there was one), or AC equal to the spell level you expelled.
To be worked on more, suggestions appreciated