Feat: Soul Arcane

RolandOfGilead

First Post
Soul Arcane (General)
Magic is in your soul, it is your very essence. When magic courses through your mortal vessel, it restores your life force.
Prerequisite: Arcane spellcaster, spontaneous spell casting.
Benefit: When you spontaneously cast a spell, your body heals a number of hit points equal to the level of the spell you cast. However, your soul is now bound completely to arcane energies: Your body no longer heals wounds naturally. May only be taken as a 1st level character.

Soul Receptacle: (General)
Your may overcharge your soul with positive energy, but doing so is dangerous.
Prerequisite: Soul Arcane
Benefit: When you cast a spell and are at maximum hit points, you gain temporary hit points equal to the level of the spell you are casting. See Manual of the planes, positive material plane for possible negative side effects of aquiring too many temporary hit points with this method. The use of this power is automatic and uncontrolled.
 

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RolandOfGilead said:
Soul Arcane (General)
Magic is in your soul, it is your very essence. When magic courses through your mortal vessel, it restores your life force.
Prerequisite: Arcane spellcaster, spontaneous spell casting.
Benefit: When you spontaneously cast a spell, your body heals a number of hit points equal to the level of the spell you cast. However, your soul is now bound completely to arcane energies: Your body no longer heals wounds naturally. May only be taken as a 1st level character.

Soul Receptacle: (General)
Your may overcharge your soul with positive energy, but doing so is dangerous.
Prerequisite: Soul Arcane
Benefit: When you cast a spell and are at maximum hit points, you gain temporary hit points equal to the level of the spell you are casting. See Manual of the planes, positive material plane for possible negative side effects of aquiring too many temporary hit points with this method. The use of this power is automatic and uncontrolled.

Absurdly over powered. This makes the time that sorcerers are most likely to get damage (ie combat) the time that they are almost constantly healing. A sorcerer (or bard) could completely heal themselves over multiple times per day at higher levels and with sol receptical they could keep themselves well charged (or if they were worried about getting too many, they could choose to that take receptacle.

I like the theory...but this needs some work.

Maybe a feat that gave them a bonus spell of each level but caused them to only heal by cannibalizing their magic--they have more of it but they end up needing it to stay healthy.

DC
 

Dreamchaser pretty much hit it....while the feats above seem to have a good idea behind them, they are insanely out of whack (read overpowered).

Every arcane caster (spontaneous caster) in the world would take these. There is no reason not to. ("Let me get this straight. Every time I cast a spell, I heal? Where do I sign up?")
 

Holy @#&$! That is way, way waaaaay overpowered. No playtesting necessary, you can just see the problems that would arise.

It would make sorcerers very... self reliant, that's for sure!

"Ugh, I am at 0 hitpoints... oh well, I'll just cast my spell and I can be out of here"
 

Possible way to fix this:

Make it so that they can only heal damage taken the last round and/or the current round (this may still be unbalanced), with a penalty to concentration checks if their spell is disrupted. I'd also suggest just limiting the 2nd feat to give a number of temp hitpoinst = to the caster level of the sorcerer.

OR

Another option might be to 'cannabalize' spell slots, healing 1 hitpoint +1 more per spell level (heals 1 hitpoint for a cantrip, 10 hitpoints for a 9th level spell) (self only). You may say this is underpowered, but sorcerers really aren't supposed to have healing anyways. Standard action to do this, keep 2nd feat as the original version (or perhaps limit temp hitpoints as above).
 
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Actually, this was just to gadge reaction. my idea for the feat really works differently:

!/hp per spell cast, not dependent on level, i.e. you can heal 1 hp.. but is it really worth it to burn a spell slot for it?
 

this way it actually seems underpowered. if there is no other way to heal, these people would be screwed.

I would say that they should be able to drain magical items for hp too (1 hp per charge) to heal.
 

I agree that at first blush, healing 1 hp per spell cast no matter what level seems a slight weak. which is why when I originally posted the message, I wanted to gage response to one that healed 1hp/spell level. However, I dont think its too weak at 1 hp every time you cast. because its like an casting a cure minor wounds (self only) every time you cast a spell... so I think its just about right.
 

Only problem with that spelll: my DM will never allow it :D

A way to fix it a bit would be limiting the healing spell to a small set of them, rather than any spell. Let say you must first take a bloodline feat (like the Scion feats in Relics & Rituals 2) that gives you a list of spells you must know, because they are especially attuned to your being. Then, when you cast one of these spells, you get healed, but other spells don't do you any good.

Still overpowered, but less.

So, in addition, make it a metamagic feat. It only works on your bloodline spell, and it takes up a slot 2 levels higher (but heals you according to its actual level, not its slot level).
 


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