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Vampires of Balmortis - PC's as vampires
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<blockquote data-quote="Clay_More" data-source="post: 610757" data-attributes="member: 9813"><p>Thanks Krishnath. I just wanted to post those Vampire Gifts I have already made, as they make the Vampire make more sense. I got a little tired of the old-fashioned D&D vampires that seemed to have been taken right out of Bram Stokers Dracula. Especially, when both Vampire the Masquerade and Anne Rice had come up with alot of better ideas regarding vampires. Anyway, anyone feel free to contribute any gifts if they think some are missing from the Vampire. </p><p></p><p></p><p></p><p></p><p>Vampire Gifts</p><p>As vampires grow older, they gain powers beyond those that can be defined by mere ability scores. They tap into their ancestral source of energy, the blood that resides within them. Even a young, low generation vampire will have access to some of these powers, yet only for the older vampires will it truly become a boon, as they gain access to the greater powers of their vampire nature. A vampire has a pool of vampire points which he uses to power his abilities. The amount of vampire points is equal to his vampiric level x his charisma modifier. Every evening, just as the sun sets, a vampire regains one vampire point. First generation vampires regains two points. Thus, a vampire who has used up all of his vampire points will often use several days, even weeks, to get refilled. Below, vampire points are simply called VP. </p><p>Even though many Vampire Gifts are free actions, a vampire cannot use more than one each round. The DC against abilities which allow a saving throw is the same as for the other abilities of vampire. </p><p></p><p>Lesser Gifts</p><p></p><p>Blood Consumption.</p><p>Requirements: None</p><p>Blood Consumption is one of the most basic of vampire gifts. Most vampires will have chosen it as their first gift, since it is one of the most usable. A vampire with Blood Consumption can actually use the blood he drains from his victims to do several things, instead of merely using it to feed himself. In order to invoke the Blood Consumption gift, a vampire needs to be “full”, meaning that he cannot use blood to power his Blood Consumption gift if he is hungry (refer to the Blood Hunger chart). A vampire with Blood Consumption can use drained blood to refill his pool of VP. For each point of constitution he drain, he gains one VP. This is the fastest way a vampire can regain VP and taken into account the very slow VP recovery rate, it’s an option most evil vampires use. Good vampires will often have some servants that they drain, after which they cast Greater Restoration on them. This way, they can regain VP faster without having to kill any innocents. A vampire cannot get more VP from a person than that person has constitution. Thus, if a first generation vampire drains a person of blood to regain VP, something which deals 3d12 points of constitution damage, it is possible that the amount drained will surpass the targets constitution. Yet, if the first generation vampire rolls a total of 19 constitution damage when draining blood from someone with a constitution of 12, he only regains 12 VP. In order for the vampire to suck blood from a creature, that creature is required to have a normal biology. The vampire cannot suck blood from any creature of type Elemental, Construct, Undead, Outsider or Ooze. It is the DM’s decision whether a vampire can suck blood from a specific creature. </p><p>If a vampire sucks blood from a creature that is either connected to the elemental plane of fire or the positive energy plane, he takes damage as the energy of the plane mingles with his blood. The damage caused is equal to 1d8 for each point of constitution drained. The damage type is considered the same as that of the plane to which the creature is connected. Thus, a vampire that sucks blood from a Red Dragon for example, would take 1d8 points of fire damage for each point of constitution he drains. Should a vampire drain blood from a divine creature, such as an Unicorn, he would take 1d8 points of holy damage for each point of constitution drained. </p><p></p><p>Blood Healing</p><p>Requirements: Blood Consumption</p><p>Blood Healing is the reason why most vampires are so hard to kill. It enables a vampire to use the power of his blood to heal his body. As a free action, the vampire can use 1 VP to heal himself of 1d4 points of damage. A vampire can use a number of VP equal to it’s vampiric level each round to heal itself of damage. Yet, each point of VP it uses in this fashion reduces the time before Blood Hunger occurs by one day. Thus, if a vampire of Vampiric level 8 has just drunk blood, and thus has 1 month before he would require blood again, uses 10 VP during a battle to heal himself would have 21 days before he would require blood again. If a vampire uses so many VP to heal himself that the number of days he has left before requiring blood drops to a negative number, he begins loosing ability scores as if though he was suffering from Blood Hunger.</p><p></p><p>Greater Alternate Form</p><p>Requirements: Must have the Alternate Form ability</p><p>When a vampire has the Greater Alternate Form ability, he is able of using his natural ability of changing shape to a greater extent. He can change into anything as small as tiny and as big as a large creature. He can even duplicate another creature, thus enabling him to take over another persons identity as a Doppelganger would. Yet, he doesn’t gain any information on the personality of the creature or person he changes into, he only gains it’s appearance. If a vampire uses the Greater Alternate Form gift to disguise himself, he gains a +20 bonus to his disguise check. No spell, except True Seeing, will reveal him as anything else than the creature which form he has assumed. Unlike most other gifts, this gift doesn’t require any VP to be spent. Also, a vampire can use his other gifts even when he has assumed another form. Yet, like the Alternate Form ability, he must change into his normal vampiric form before he can change into a new form. </p><p></p><p>Fire Gift</p><p>Requirements: None</p><p>The Fire Gift is feared amongst vampires, since it uses one of the vampires weaknesses to cause damage. A vampire with the Fire Gift can agitate the molecules of his target, causing his target to burn from within. By expending 1 VP, the vampire can cause 1d6 points of fire damage in his target. A Will save against a DC equal to the DC of the other abilities of the vampire allows the target to suffer only half damage. A vampire can use as many VP a round as his Vampiric Level. Thus, a vampire of Vampiric Level 8 can cause 8d6 points of fire damage by using 8 VP in a round. Invoking the Fire Gift in the manner is a free action, so when a vampire with the Fire Gift fights a dangerous opponent, the opponent will most probably burn until the vampire is either slain or runs out of VP. </p><p>Another way of using the Fire Gift is by igniting a weapon. Instead of causing fire to occur with his target, the vampire causes his weapon to burn. Each round the vampire expends 1 VP to make his weapon acts as a Flaming weapon. Any hit with the weapon causes an additional 1d6 points of fire damage. Any damage caused by a Flaming weapon acts as if all the damage was fire damage, not just the 1d6 points of extra damage. Thus, this ability is often used by vampire fighters when fighting other vampires. There is no saving throw against the extra fire damage when it is applied to a weapon, as there is when it’s done directly to the target. A vampire cannot use the Fire Gift against two different targets at once and it cannot use the Fire Gift to ignite a weapon and cause damage to a target at the same time neither. The vampire needs a clear line of sight to his target in order to invoke the Fire Gift.</p><p></p><p>Mind Gift</p><p>Requirements: None</p><p>The Mind Gift is what vampires are most notorious for amongst most commoners. The ability to twist and corrupt their thoughts. A vampire cannot invoke the Mind Gift on a target with more HD than himself. It cost 5 VP to invoke the Mind Gift and 1 VP for each round it is maintained. The vampire needs a clear line of sight to his target for him to invoke the gift. He cannot affect creatures that are immune to mind-influencing spells or effects. The target rolls a Will saving throw against the vampires normal DC. If it fails, it falls under the will of the vampire, being telepathically controlled. A controlled creature can be commanded to do almost anything, even attack it’s allies and friends. The only thing the creature cannot be commanded to do is something that is clearly suicidal. A vampire can only control one creature at a time using the Mind Gift. If he wishes to take over the mind of another creature, he must first break his control over the creature he is already commanding. If the vampire commands a controlled creature to step outside his line of sight, the control is instantly broken once it cannot see it’s target any more. </p><p></p><p>Vampiric Rage</p><p>Requirements: Must be of Evil alignment</p><p>Some evil vampires have the ability to go into a rage, much like that of a barbarian. Unlike the barbarian rage, the vampires rage is fueled by his evil blood instead of by anger or hate. Each round a vampire wishes to stay in Vampiric Rage, he expends one VP. Initiating Vampiric Rage is a free action and the vampire receives the benefits for doing so the same round he initiates it. In Vampiric Rage, the vampire gets a +8 bonus to his Strength and Dexterity. Once a vampire leaves Vampiric Rage, he isn’t fatigued as by the Barbarian Rage. Instead, he is drained of energy, which means the time before Blood Hunger occurs is automatically reduced to one day, no matter how many days it would normally take before Blood Hunger occurs. He cannot enter another Vampiric Rage until he has drunk blood. If a vampire only has one day before Blood Hunger occurs, if he’s gone too long without drinking blood or has used other vampiric gifts which has reduced his reservoir of blood, he cannot invoke the Vampiric Rage. </p><p></p><p>Unholy Speed</p><p>Requirements: Dexterity 20+</p><p>A vampire with Unholy Speed is a terrifying opponent indeed. Able of moving with a speed which is unfathomable by mortal beings, the vampire becomes a hurricane of death. When a vampire has Unholy Speed, he automatically gains one extra partial action each round as if though he was permanently hasted. He can move further each round and he gains the +4 AC bonus from his unnatural speed. He can even use his VP to gain extra speed, in times of need. By expending one VP in a round, he gains an extra full round action instead of a partial action. Invoking this gift is a free action, so a vampire can gain an extra full round actions for as many rounds as he has VP. A vampire of vampiric level 8 or above can gain two extra full round actions by expending two VP. A 15 th. vampiric level vampire can gain three extra actions by expending three VP. </p><p></p><p>Greater Gifts</p><p></p><p>Ability Absorption </p><p>Requirements: Blood Consumption</p><p>Ability Absorption allows a vampire to drain a target of it’s inherent abilities. If the vampire is draining a target of blood, using the Blood Consumption gift, he can also transfer one of the targets abilities to himself. The vampire can only transfer one ability and it cannot be a class-related ability. Thus, a vampire cannot transfer the Sneak Attack ability from a rogue. Yet, a vampire could transfer the Sneak Attack ability if he was draining a creature that had it as a natural ability. He can also transfer any special quality or special attack. Thus, a vampire that was draining blood from a Red Dragon could temporarily transfer it’s fire resistance to himself. Even though draining blood form a Red Dragon is a dangerous task, it does give the vampire an edge when fighting someone who knows about his weaknesses. A vampire can only have one such transferred ability at a time. He can though choose to replace it with another ability if he successfully drains blood from a creature that has an ability he would prefer instead of the one he already has. The same rules that apply for Blood Consumption apply for Ability Absorption. A vampire cannot acquire the ability of a creature he cannot suck blood from. Thus, he cannot gain the fire resistance from a fire elemental, since it doesn’t have any blood for him to suck. The vampire still takes damage from sucking blood from creatures of certain types, as defined under the Blood Consumption gift. Thus, it is possible for a vampire to gain an ability to protect himself against either fire or holy damage by draining a creature that has such an immunity, even though it might damage him while doing so. A vampire needs to drain the target creature completely in order for him to gain the ability. If the target creature survives, the ability isn’t transferred. </p><p></p><p>Greater Blood Healing</p><p>Requirements: Blood Healing, Must be of Good alignment</p><p>Greater Blood Healing enables a vampire to use his Blood Healing gift to cure others than himself. By expending one VP, he can cure anyone within 60 ft. of 1d6 points of damage. He can spend as many VP as his Vampiric Level each round to cure damage in this fashion. Also, when using Blood Healing on himself, he cures 1d6 points of damage instead of 1d4 for each VP he spends. The vampire can also use his Blood Healing to cause damage to undeads. This acts as a melee touch attack. The vampire charges his hands with the divine energy of his blood. He can use as many VP as his Vampiric Level to charge his hands. Once he touches his target undead, that undead takes damage equal to 1d6 times the amount of VP used. There is no saving throw against this damage. A good vampire can even use this ability against other vampires. </p><p></p><p>Inferno Gift</p><p>Requirements: Fire Gift</p><p>The Inferno Gift signifies a vampire that has gained supreme control over his ability to use fire to cause damage. Instead of causing 1d6 when he initiates his Fire Gift, he now causes 1d10 for each VP used. This also applies to the extra damage caused when he uses the Fire Gift to ignite a weapon. The DC of the gift is not increased though. All the limitations that apply to the Fire Gift still apply to the Inferno Gift. The vampire can only cause damage to one target at a time and he cannot cause his weapon to burn when he is causing damage to a target. </p><p></p><p>Spell Magnification</p><p>Requirements: Must be able of casting spells</p><p>This ability is probably the most valuable gift for any spell-casting vampire, as it enables him to use Metamagic feats without highering the level of the spell he is casting. The vampire can use his own energy to fuel Metamagic feats. Even spellcasters that cannot apply Metamagic feats to spells they have already memorised can use the Spell Magnification gift. They need to have the required Metamagic feat in order to use the Spell Magnification gift though. By expending a number of VP equal to the number of spell levels the Metamagic feat would higher the spell by, the vampire can strengthen his spells while casting them. The spell gains the benefits of the Metamagic feat without requiring a higher spell slot to cast. Thus, a vampire wizard could cast a Maximised Fireball as a third level spell by expending 3 VP to fuel the Metamagic feat. A vampire can only apply one Metamagic feat using the Spell Magnification gift though. It is possible to use the gift on a spell that is already affected by another Metamagic feat though. Thus, a wizard that is casting a spell that is memorised as Empowered could also apply Maximise to it by using the Spell Magnification gift. Off course, most spellcasting vampires that have access to a Greater Gift chooses Spell Magnification. Yet, the same rules apply to Spell Magnification as it does to all Vampiric Gifts, that a vampire can only use one Vampiric Gift each round.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 610757, member: 9813"] Thanks Krishnath. I just wanted to post those Vampire Gifts I have already made, as they make the Vampire make more sense. I got a little tired of the old-fashioned D&D vampires that seemed to have been taken right out of Bram Stokers Dracula. Especially, when both Vampire the Masquerade and Anne Rice had come up with alot of better ideas regarding vampires. Anyway, anyone feel free to contribute any gifts if they think some are missing from the Vampire. Vampire Gifts As vampires grow older, they gain powers beyond those that can be defined by mere ability scores. They tap into their ancestral source of energy, the blood that resides within them. Even a young, low generation vampire will have access to some of these powers, yet only for the older vampires will it truly become a boon, as they gain access to the greater powers of their vampire nature. A vampire has a pool of vampire points which he uses to power his abilities. The amount of vampire points is equal to his vampiric level x his charisma modifier. Every evening, just as the sun sets, a vampire regains one vampire point. First generation vampires regains two points. Thus, a vampire who has used up all of his vampire points will often use several days, even weeks, to get refilled. Below, vampire points are simply called VP. Even though many Vampire Gifts are free actions, a vampire cannot use more than one each round. The DC against abilities which allow a saving throw is the same as for the other abilities of vampire. Lesser Gifts Blood Consumption. Requirements: None Blood Consumption is one of the most basic of vampire gifts. Most vampires will have chosen it as their first gift, since it is one of the most usable. A vampire with Blood Consumption can actually use the blood he drains from his victims to do several things, instead of merely using it to feed himself. In order to invoke the Blood Consumption gift, a vampire needs to be “full”, meaning that he cannot use blood to power his Blood Consumption gift if he is hungry (refer to the Blood Hunger chart). A vampire with Blood Consumption can use drained blood to refill his pool of VP. For each point of constitution he drain, he gains one VP. This is the fastest way a vampire can regain VP and taken into account the very slow VP recovery rate, it’s an option most evil vampires use. Good vampires will often have some servants that they drain, after which they cast Greater Restoration on them. This way, they can regain VP faster without having to kill any innocents. A vampire cannot get more VP from a person than that person has constitution. Thus, if a first generation vampire drains a person of blood to regain VP, something which deals 3d12 points of constitution damage, it is possible that the amount drained will surpass the targets constitution. Yet, if the first generation vampire rolls a total of 19 constitution damage when draining blood from someone with a constitution of 12, he only regains 12 VP. In order for the vampire to suck blood from a creature, that creature is required to have a normal biology. The vampire cannot suck blood from any creature of type Elemental, Construct, Undead, Outsider or Ooze. It is the DM’s decision whether a vampire can suck blood from a specific creature. If a vampire sucks blood from a creature that is either connected to the elemental plane of fire or the positive energy plane, he takes damage as the energy of the plane mingles with his blood. The damage caused is equal to 1d8 for each point of constitution drained. The damage type is considered the same as that of the plane to which the creature is connected. Thus, a vampire that sucks blood from a Red Dragon for example, would take 1d8 points of fire damage for each point of constitution he drains. Should a vampire drain blood from a divine creature, such as an Unicorn, he would take 1d8 points of holy damage for each point of constitution drained. Blood Healing Requirements: Blood Consumption Blood Healing is the reason why most vampires are so hard to kill. It enables a vampire to use the power of his blood to heal his body. As a free action, the vampire can use 1 VP to heal himself of 1d4 points of damage. A vampire can use a number of VP equal to it’s vampiric level each round to heal itself of damage. Yet, each point of VP it uses in this fashion reduces the time before Blood Hunger occurs by one day. Thus, if a vampire of Vampiric level 8 has just drunk blood, and thus has 1 month before he would require blood again, uses 10 VP during a battle to heal himself would have 21 days before he would require blood again. If a vampire uses so many VP to heal himself that the number of days he has left before requiring blood drops to a negative number, he begins loosing ability scores as if though he was suffering from Blood Hunger. Greater Alternate Form Requirements: Must have the Alternate Form ability When a vampire has the Greater Alternate Form ability, he is able of using his natural ability of changing shape to a greater extent. He can change into anything as small as tiny and as big as a large creature. He can even duplicate another creature, thus enabling him to take over another persons identity as a Doppelganger would. Yet, he doesn’t gain any information on the personality of the creature or person he changes into, he only gains it’s appearance. If a vampire uses the Greater Alternate Form gift to disguise himself, he gains a +20 bonus to his disguise check. No spell, except True Seeing, will reveal him as anything else than the creature which form he has assumed. Unlike most other gifts, this gift doesn’t require any VP to be spent. Also, a vampire can use his other gifts even when he has assumed another form. Yet, like the Alternate Form ability, he must change into his normal vampiric form before he can change into a new form. Fire Gift Requirements: None The Fire Gift is feared amongst vampires, since it uses one of the vampires weaknesses to cause damage. A vampire with the Fire Gift can agitate the molecules of his target, causing his target to burn from within. By expending 1 VP, the vampire can cause 1d6 points of fire damage in his target. A Will save against a DC equal to the DC of the other abilities of the vampire allows the target to suffer only half damage. A vampire can use as many VP a round as his Vampiric Level. Thus, a vampire of Vampiric Level 8 can cause 8d6 points of fire damage by using 8 VP in a round. Invoking the Fire Gift in the manner is a free action, so when a vampire with the Fire Gift fights a dangerous opponent, the opponent will most probably burn until the vampire is either slain or runs out of VP. Another way of using the Fire Gift is by igniting a weapon. Instead of causing fire to occur with his target, the vampire causes his weapon to burn. Each round the vampire expends 1 VP to make his weapon acts as a Flaming weapon. Any hit with the weapon causes an additional 1d6 points of fire damage. Any damage caused by a Flaming weapon acts as if all the damage was fire damage, not just the 1d6 points of extra damage. Thus, this ability is often used by vampire fighters when fighting other vampires. There is no saving throw against the extra fire damage when it is applied to a weapon, as there is when it’s done directly to the target. A vampire cannot use the Fire Gift against two different targets at once and it cannot use the Fire Gift to ignite a weapon and cause damage to a target at the same time neither. The vampire needs a clear line of sight to his target in order to invoke the Fire Gift. Mind Gift Requirements: None The Mind Gift is what vampires are most notorious for amongst most commoners. The ability to twist and corrupt their thoughts. A vampire cannot invoke the Mind Gift on a target with more HD than himself. It cost 5 VP to invoke the Mind Gift and 1 VP for each round it is maintained. The vampire needs a clear line of sight to his target for him to invoke the gift. He cannot affect creatures that are immune to mind-influencing spells or effects. The target rolls a Will saving throw against the vampires normal DC. If it fails, it falls under the will of the vampire, being telepathically controlled. A controlled creature can be commanded to do almost anything, even attack it’s allies and friends. The only thing the creature cannot be commanded to do is something that is clearly suicidal. A vampire can only control one creature at a time using the Mind Gift. If he wishes to take over the mind of another creature, he must first break his control over the creature he is already commanding. If the vampire commands a controlled creature to step outside his line of sight, the control is instantly broken once it cannot see it’s target any more. Vampiric Rage Requirements: Must be of Evil alignment Some evil vampires have the ability to go into a rage, much like that of a barbarian. Unlike the barbarian rage, the vampires rage is fueled by his evil blood instead of by anger or hate. Each round a vampire wishes to stay in Vampiric Rage, he expends one VP. Initiating Vampiric Rage is a free action and the vampire receives the benefits for doing so the same round he initiates it. In Vampiric Rage, the vampire gets a +8 bonus to his Strength and Dexterity. Once a vampire leaves Vampiric Rage, he isn’t fatigued as by the Barbarian Rage. Instead, he is drained of energy, which means the time before Blood Hunger occurs is automatically reduced to one day, no matter how many days it would normally take before Blood Hunger occurs. He cannot enter another Vampiric Rage until he has drunk blood. If a vampire only has one day before Blood Hunger occurs, if he’s gone too long without drinking blood or has used other vampiric gifts which has reduced his reservoir of blood, he cannot invoke the Vampiric Rage. Unholy Speed Requirements: Dexterity 20+ A vampire with Unholy Speed is a terrifying opponent indeed. Able of moving with a speed which is unfathomable by mortal beings, the vampire becomes a hurricane of death. When a vampire has Unholy Speed, he automatically gains one extra partial action each round as if though he was permanently hasted. He can move further each round and he gains the +4 AC bonus from his unnatural speed. He can even use his VP to gain extra speed, in times of need. By expending one VP in a round, he gains an extra full round action instead of a partial action. Invoking this gift is a free action, so a vampire can gain an extra full round actions for as many rounds as he has VP. A vampire of vampiric level 8 or above can gain two extra full round actions by expending two VP. A 15 th. vampiric level vampire can gain three extra actions by expending three VP. Greater Gifts Ability Absorption Requirements: Blood Consumption Ability Absorption allows a vampire to drain a target of it’s inherent abilities. If the vampire is draining a target of blood, using the Blood Consumption gift, he can also transfer one of the targets abilities to himself. The vampire can only transfer one ability and it cannot be a class-related ability. Thus, a vampire cannot transfer the Sneak Attack ability from a rogue. Yet, a vampire could transfer the Sneak Attack ability if he was draining a creature that had it as a natural ability. He can also transfer any special quality or special attack. Thus, a vampire that was draining blood from a Red Dragon could temporarily transfer it’s fire resistance to himself. Even though draining blood form a Red Dragon is a dangerous task, it does give the vampire an edge when fighting someone who knows about his weaknesses. A vampire can only have one such transferred ability at a time. He can though choose to replace it with another ability if he successfully drains blood from a creature that has an ability he would prefer instead of the one he already has. The same rules that apply for Blood Consumption apply for Ability Absorption. A vampire cannot acquire the ability of a creature he cannot suck blood from. Thus, he cannot gain the fire resistance from a fire elemental, since it doesn’t have any blood for him to suck. The vampire still takes damage from sucking blood from creatures of certain types, as defined under the Blood Consumption gift. Thus, it is possible for a vampire to gain an ability to protect himself against either fire or holy damage by draining a creature that has such an immunity, even though it might damage him while doing so. A vampire needs to drain the target creature completely in order for him to gain the ability. If the target creature survives, the ability isn’t transferred. Greater Blood Healing Requirements: Blood Healing, Must be of Good alignment Greater Blood Healing enables a vampire to use his Blood Healing gift to cure others than himself. By expending one VP, he can cure anyone within 60 ft. of 1d6 points of damage. He can spend as many VP as his Vampiric Level each round to cure damage in this fashion. Also, when using Blood Healing on himself, he cures 1d6 points of damage instead of 1d4 for each VP he spends. The vampire can also use his Blood Healing to cause damage to undeads. This acts as a melee touch attack. The vampire charges his hands with the divine energy of his blood. He can use as many VP as his Vampiric Level to charge his hands. Once he touches his target undead, that undead takes damage equal to 1d6 times the amount of VP used. There is no saving throw against this damage. A good vampire can even use this ability against other vampires. Inferno Gift Requirements: Fire Gift The Inferno Gift signifies a vampire that has gained supreme control over his ability to use fire to cause damage. Instead of causing 1d6 when he initiates his Fire Gift, he now causes 1d10 for each VP used. This also applies to the extra damage caused when he uses the Fire Gift to ignite a weapon. The DC of the gift is not increased though. All the limitations that apply to the Fire Gift still apply to the Inferno Gift. The vampire can only cause damage to one target at a time and he cannot cause his weapon to burn when he is causing damage to a target. Spell Magnification Requirements: Must be able of casting spells This ability is probably the most valuable gift for any spell-casting vampire, as it enables him to use Metamagic feats without highering the level of the spell he is casting. The vampire can use his own energy to fuel Metamagic feats. Even spellcasters that cannot apply Metamagic feats to spells they have already memorised can use the Spell Magnification gift. They need to have the required Metamagic feat in order to use the Spell Magnification gift though. By expending a number of VP equal to the number of spell levels the Metamagic feat would higher the spell by, the vampire can strengthen his spells while casting them. The spell gains the benefits of the Metamagic feat without requiring a higher spell slot to cast. Thus, a vampire wizard could cast a Maximised Fireball as a third level spell by expending 3 VP to fuel the Metamagic feat. A vampire can only apply one Metamagic feat using the Spell Magnification gift though. It is possible to use the gift on a spell that is already affected by another Metamagic feat though. Thus, a wizard that is casting a spell that is memorised as Empowered could also apply Maximise to it by using the Spell Magnification gift. Off course, most spellcasting vampires that have access to a Greater Gift chooses Spell Magnification. Yet, the same rules apply to Spell Magnification as it does to all Vampiric Gifts, that a vampire can only use one Vampiric Gift each round. [/QUOTE]
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