Feat Ideas for Spellcasters

Jeph

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Opinions?..

Torrent of Magic
DESCRIPTION: You throw open the floodgates of your power, releasing a great amount of spell energy.
REQUIREMENTS: Improved Initiative, Quicken Spell
BENEFIT: You may cast multiple quickened spells in a round. However, this has two restrictions. Firstly, all spells that you cast in the round must be of the same type, although different metamagic feats may have been applied to them. Secondly, you may not cast more total levels of spells (after taking modifications for metamagic into account) than your caster level. For instance, a 9th level wizard could cast a Magic Missile and two Quickened Magic Missiles.

Arcane Reactions
DESCRIPTION: You may channel your spell energy into bursts of action.
REQUIREMENTS: Improved Initiative, Spellcraft 5 ranks
BENEFIT: When you roll initiative, you may choose to sacrifice a prepared spell or unused spell slot. If you do, you gain a +2 bonus on your Initiative roll for each level of the sacrificed spell or slot. (or +1 for a level 0 spell).

Potent Counterspell (METAMAGIC)
DESCRIPTION: Your counterspells cause enemy casters to suffer from potent backlash.
REQUIREMENTS: Able to cast Dispell Magic, Spellcraft 5 ranks
BENEFIT: When you successfully counter a spell using a Potent Counterspell, the enemy caster must make a Fortitude save (DC 10 plus double the level of the spell that they had attempted to cast). If they fail, they take 1d6 points of damage per spell level. A Potent Counterspell takes up a spell slot one level higher than normal.

Alternate Version of This Feat: If you wish, you may take a version of this feat that does not cause the enemy caste to take damage. Instead, they lose the ability to cast spells, use spell-like abilities, and use supernatural abilities for 1 round per level of the spell that they were attempting to cast. They may still use magic items during this time.

Snatching Counterspell (METAMAGIC)
DESCRIPTION: Your counterspells snatch the enemy caster's magical energy away from them, allowing you to use it for yourself.
REQUIREMENTS: Able to cast Dispell Magic, Spellcraft 9 ranks
BENEFIT: When you successfully counter a spell using a Snatching Counterspell, you may make a Spellcraft check (DC 10 plus the enemy caster's caster level plus the level of the countered spell). If you succeed, you may cast the countered spell on your next turn as a spell-like ability. A Snatching Counterspell takes up a spell slot one level higher than normal.

Flash-Bang Spell (METAMAGIC)
DESCRIPTION: Your spells' manifestations are cloacked in flashes of light and clouds of smoke.
REQUIREMENTS: Any other metamagic feat, Spellcraft 5 ranks
BENEFIT: A Flash-Bang spell's target, area, or effects appear amidst a flash of light and burst of smoke. The smoke is thick and dense, acting like a Fog Cloud that disperses after 1 round/2 caster levels. The smoke covers all of the spell's targets, area, and effects, and 5 feet beyond. A Flash-Bang spell takes up a spell slot one level higher than normal.

--Jeff
 

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Torrent of Magic
I don't know, what you are trying to say by 'same type' (level? school? descriptor?), but it's much too powerful anyway. For comparison, there's an EPIC feat, that lets you cast ONE more quickened spell per round. Does the restriction really balance that for your non-epic variant?

Arcane Reactions
Initiative is essential to wizards, even more than to others. Allowing a wizard to automatically go first is very powerful. I'd have no problem with a lightning reaction spell, but as a feat I wouldn't allow it. Changing it to +1 per spell level might help.

Potent Counterspell
This is a nice one! Maybe a little on the weak side due to the limitations of the counterspell mechanics and the fixed save, but definitely full of use and flavor. The alternate version however is ridiculously powerful.

Snatching Counterspell
Not sure here. One would need to compare it to the Mastery of Counterspelling Archmage High Arcana ability.

Flash-Bang Spell
An automatic obscuring mist added to every spell with this metamagic ... no idea ...
 
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I agree word-for-word with Dakkareth as for Torrent of Magic and Arcane Reactions. As for your counterspell feats, I wouldn't make them metamagics as to allow sorcerers to use them (you can't ready a full-round action), and because having a slot specially setup for counterspelling is kinda awkward. Instead for Potent Counterspell I'd replace the prereqs with needing the Improved Counterspell feat.

Snatching Counterspell... I don't know. Mastery of Counterspelling is an Archmage ability that lets you spell turn any spell you counterspell by permanently sacrificing a Lv7 slot, and it takes quite a bit to get into Archmage. I'm debating on how bad your feat would really be, since you've got to use a standard to use it, yet even spells that cannot be turned can be sent against the enemy. If I used this, I'd probably be heavy on the prereqs. (Also, what figures into the caster level and DC of the snatched spell?)

Flash-Bang sounds cool, buuuuuut, I dunno. I'd probably make it act like Obscuring Mist, because giving the full effects of Fog Cloud for only +1 caster level seems like a bit much to me.
 

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