Improved Hold the Charge feat

the Jester

Legend
IMPROVED HOLD THE CHARGE [General]
You can hold the charges of two touch spells at once.

Prerequisites: Any metamagic feat

Benefit: If you are holding the charge of a touch spell, you can cast one other touch spell without losing the charge. You may then hold each touch spell on one hand. If you do anything that would normally discharge a touch spell being held it discharges both, except that you can continue to hold the charge of one of them while you make an attack with the other. You cannot use both touch spells in a single touch attack. However, if you touch anything else except as an attack or cast another spell, you lose the charges of both spells.

Normal: Casting a spell causes you to lose the charge of a held touch spell.


Are there any obvious and terrible flaws in this?
 

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arwink said:
Harm and cause light wounds suddenly became my favorite combo. One round, instant kill.

Hmmm... I guess that's a good point, but I've house ruled harm to give a Will save for 'only' 4d8+1/level damage (won't drop you below 4 hp). You can really pull the same trick with a harm and a quickened damage-dealing spell.

That combo is something to watch out for when harm isn't house ruled! But given the house rule what do you think?
 

I think it'd work. It doesn't really make things that much more powerful, just eliminates the need for a concentration check if you prepare the spells in advance.
 

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