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Celestial Lords - alternate BoVD feats
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<blockquote data-quote="BOZ" data-source="post: 734444" data-attributes="member: 1241"><p>here go a few that i was able to hook up quickly:</p><p></p><p>BOOST SPELL RESISTANCE [GENERAL]</p><p>By making a deal with a celestial power, the character makes himself even more resistant to magic.</p><p>Prerequisite: Any good alignment.</p><p>Benefit: If the character already has innate spell resistance, he gains a +2, holy bonus to his existing spell resistance score.</p><p></p><p>PURIFY SPELL [METAMAGIC]</p><p>The character can transform one of her spells into a force for good, due to her devotion to a celestial power.</p><p>Prerequisite: Any good alignment.</p><p>Benefit: This feat adds the good descriptor to a spell. Furthermore, if the spell deals damage to an evil creature, half of the damage is holy damage. For example, a purified fireball cast by a 6th?level wizard deals 6d6 points of damage: 3d6 points of fire damage and 3d6 points of holy damage. Thus, creatures immune to fire still potentially take 3d6 points of damage. The purified spell uses up a spell slot one level higher than the spell's actual level.</p><p>Special: A character may take this feat multiple times, choosing a different spell each time.</p><p></p><p>VIRTUOUS SPELL FOCUS [GENERAL]</p><p>The character's spells that have the good descriptor are more potent than normal due to her devotion to a celestial power.</p><p>Prerequisite: Any good alignment.</p><p>Benefit: Add +2 to the DC for all saving throws against any of the character's spells that have the good descriptor.</p><p></p><p>SANCTIFY SPELL [METAMAGIC]</p><p>The character can transform one of his spells into a good spell, and the wounds the spell inflicts burn with the purest good.</p><p>Prerequisite: Any good alignment.</p><p>Benefit: This feat adds the good descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is blessed damage. For example a violated lightning bolt cast by an 8th-level wizard deals 8d6 points of damage: 4d6 points of electricity damage and 4d6 points of blessed electricity damage (but creatures immune to electricity take no damage). A sanctified spell uses up a spell slot one level higher than the spell's actual level.</p><p>Special: A character may take this feat multiple times, choosing a different spell each time.</p><p></p><p></p><p>we may need to rewrite these (copywrite issues) if the celestial lords are ever published (if these feats are even used at all), but i'll worry about that if/when the time comes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BOZ, post: 734444, member: 1241"] here go a few that i was able to hook up quickly: BOOST SPELL RESISTANCE [GENERAL] By making a deal with a celestial power, the character makes himself even more resistant to magic. Prerequisite: Any good alignment. Benefit: If the character already has innate spell resistance, he gains a +2, holy bonus to his existing spell resistance score. PURIFY SPELL [METAMAGIC] The character can transform one of her spells into a force for good, due to her devotion to a celestial power. Prerequisite: Any good alignment. Benefit: This feat adds the good descriptor to a spell. Furthermore, if the spell deals damage to an evil creature, half of the damage is holy damage. For example, a purified fireball cast by a 6th?level wizard deals 6d6 points of damage: 3d6 points of fire damage and 3d6 points of holy damage. Thus, creatures immune to fire still potentially take 3d6 points of damage. The purified spell uses up a spell slot one level higher than the spell's actual level. Special: A character may take this feat multiple times, choosing a different spell each time. VIRTUOUS SPELL FOCUS [GENERAL] The character's spells that have the good descriptor are more potent than normal due to her devotion to a celestial power. Prerequisite: Any good alignment. Benefit: Add +2 to the DC for all saving throws against any of the character's spells that have the good descriptor. SANCTIFY SPELL [METAMAGIC] The character can transform one of his spells into a good spell, and the wounds the spell inflicts burn with the purest good. Prerequisite: Any good alignment. Benefit: This feat adds the good descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is blessed damage. For example a violated lightning bolt cast by an 8th-level wizard deals 8d6 points of damage: 4d6 points of electricity damage and 4d6 points of blessed electricity damage (but creatures immune to electricity take no damage). A sanctified spell uses up a spell slot one level higher than the spell's actual level. Special: A character may take this feat multiple times, choosing a different spell each time. we may need to rewrite these (copywrite issues) if the celestial lords are ever published (if these feats are even used at all), but i'll worry about that if/when the time comes. :) [/QUOTE]
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