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Feat Ideas for Spellcasters
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<blockquote data-quote="Jeph" data-source="post: 1909252" data-attributes="member: 6738"><p>Opinions?..</p><p></p><p><strong>Torrent of Magic</strong></p><p>DESCRIPTION: You throw open the floodgates of your power, releasing a great amount of spell energy.</p><p>REQUIREMENTS: Improved Initiative, Quicken Spell</p><p>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.</p><p></p><p><strong>Arcane Reactions</strong></p><p>DESCRIPTION: You may channel your spell energy into bursts of action.</p><p>REQUIREMENTS: Improved Initiative, Spellcraft 5 ranks</p><p>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).</p><p></p><p><strong>Potent Counterspell <span style="font-size: 9px">(METAMAGIC)</span></strong></p><p>DESCRIPTION: Your counterspells cause enemy casters to suffer from potent backlash.</p><p>REQUIREMENTS: Able to cast Dispell Magic, Spellcraft 5 ranks</p><p>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.</p><p></p><p><em>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.</em></p><p></p><p><strong>Snatching Counterspell <span style="font-size: 9px">(METAMAGIC)</span></strong></p><p>DESCRIPTION: Your counterspells snatch the enemy caster's magical energy away from them, allowing you to use it for yourself.</p><p>REQUIREMENTS: Able to cast Dispell Magic, Spellcraft 9 ranks</p><p>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.</p><p></p><p><strong>Flash-Bang Spell <span style="font-size: 9px">(METAMAGIC)</span></strong></p><p>DESCRIPTION: Your spells' manifestations are cloacked in flashes of light and clouds of smoke.</p><p>REQUIREMENTS: Any other metamagic feat, Spellcraft 5 ranks</p><p>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.</p><p></p><p>--Jeff</p></blockquote><p></p>
[QUOTE="Jeph, post: 1909252, member: 6738"] Opinions?.. [b]Torrent of Magic[/b] 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. [b]Arcane Reactions[/b] 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). [b]Potent Counterspell [size=1](METAMAGIC)[/size][/b] 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. [i]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.[/i] [b]Snatching Counterspell [size=1](METAMAGIC)[/size][/b] 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. [b]Flash-Bang Spell [size=1](METAMAGIC)[/size][/b] 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 [/QUOTE]
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