New Feats: Spell Power, Greater Spell Power(Revised,More Feats added)

Merlion

First Post
I think there really needs to be more magic related feats in DnD. So heres a couple more


Spell Power

Choose a school of magic. You cast spells from that school more effectively than normal.
Benefit: Add +1 to your caster level when casting spells of the chosen school.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a different school of magic.
A Wizard may take this feat as one of his bonus feats.

Greater Spell Power

Choose a school of magic to which you have already applied the Spell Power feat. You can now cast those spells even more effectively.
Benefit: Add +1 to your caster level when casting spells of the chosen school. This bonus stacks with the bonus from Spell Power.
Special: You may take this feat multiple times. Its effects do not stack. It time you take the feat it applies to a different school of magic to which you have already applied the Spell Power feat.
A Wizard may take this feat as one of his bonus feats.
 
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That is probably somewhat true. However, it is nice for high level spells with 25 dice caps :-)
Oh and I am probably going to require 3rd caster level for Spell Power and 5th for GSP just so a human cant take both at 1st level :-)
 

Heres revised versions, and some more feats in the same vein.


Spell Power

Choose a school of magic. You cast spells from that school more effectively than normal.
Prerequisite: Spellcaster level 3rd+
Benefit: Add +1 to your caster level when casting spells of the chosen school.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a different school of magic.
A Wizard may take this feat as one of his bonus feats.

Greater Spell Power

Choose a school of magic to which you have already applied the Spell Power feat. You can now cast those spells even more effectively.
Prerequisite: Spellcaster level 5th+
Benefit: Add +1 to your caster level when casting spells of the chosen school. This bonus stacks with the bonus from Spell Power.
Special: You may take this feat multiple times. Its effects do not stack. It time you take the feat it applies to a different school of magic to which you have already applied the Spell Power feat.
A Wizard may take this feat as one of his bonus feats.


Energy Focus

Choose a descriptor: acid, cold, electricity, fire or sonic. You’re spells of that type are especially potent.
Benefit: add +2 to the saving throw DC of any spell with the chosen descriptor
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new energy descriptor.

Greater Energy Focus

Choose a descriptor to which you have already applied the Energy Focus feat. You’re spells of that type are even more potent.
Benefit: Add +2 to the saving throw DC of spells with the chosen descriptor. This bonus stacks with the bonus from Energy Focus.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new energy descriptor to which you have already applied the Energy Focus Feat.


Energy Affinity

Choose an energy descriptor (acid, cold, electricity, fire or sonic). You cast spells of that descriptor more effectively than normal.
Prerequisite: Spellcaster level 3rd+
Benefit: Add +2 to your caster level when casting spells of the chosen descriptor
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a different energy descriptor.

Greater Energy Affinity
Choose an energy descriptor to which you have already applied the Energy Affinity feat. You cast spells of that descriptor even more effectively.
Prerequisite: Spellcaster level 5th+
Benefit: Add +2 to your caster level when casting a spell of the chosen descriptor. This bonus stacks with the bonus from Energy Affinity.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new energy descriptor to which you have already applied the Energy Affinity Feat.
 

I thought 3.5 was trying to get away from the whole 'ludicrous save DC' thing. I would disallow Greater Energy Focus in my campaign. For that matter, Energy Affinity/Greater Energy Affinity might just be too good. I know it's a limited focus, but I still don't want a 6th-level wizard slinging 10d6 fireballs. Reducing their effect might be too much punishment (because then, Spell Power would generally be the better choice) so I would raise their level requirements considerably. Perhaps level 6 for Energy Affinity, 12 for Greater Energy Affinity.
 

I thought 3.5 was trying to get away from the whole 'ludicrous save DC' thing. I would disallow Greater Energy Focus in my campaign

Why? I assume then that you disallowed Spell Focus and Greater Spell Focus in 3.0
If +1 to save DCs for one school of magic is balanced, than +2 to the save DC of a tiny handful of spells should be.
Take Energy Focus (Fire). If you look at every Fire spell in the PH you've got: Burning Hands, Produce Flame, Flamming Sphere, Scorching Ray, Fire Trap, Flame Blade, Fireball, Flame Strike, Fire Seeds, Delayed Blast Fireball, Incendiary Cloud, Firestorm, Meteor Swarm.

Compare that to an entire school of magic.


know it's a limited focus, but I still don't want a 6th-level wizard slinging 10d6 fireballs.

At the cost of 2 general feats.


so I would raise their level requirements considerably. Perhaps level 6 for Energy Affinity, 12 for Greater Energy Affinity.

Thats more than is really neccesary. All that might be needed is avoiding getting both of them well before 10th. I'd say more like 3rd or 5th, and then 9th.

How about regular Spell Power and Greater Spell power, the school based +1 ones?
 

Merlion said:
At the cost of 2 general feats.
I don't really care if it costs him his left testicle. He's doing nearly twice the damage that a character of his level is expected to do. Or let me put it a different way: a 10d6 fireball deals an average of 35 damage, or 17 points on a successful save. A 6th-level wizard has an average 4 + 2.5*5 = 16.5 HP, + Con bonuses.

That is to say, an opposing 6th-level wizard can expect to die from this spell, from full hitpoints, in one shot, even if he makes his saving throw. Even if he has a +3 Con bonus, he's likely to die if he fails the save. It's just too much damage.

At high levels, the difference between 15d6 and 19d6 doesn't seem as severe. If the level requirements were 6th and 12th, I'd probably accept the feats.

Also, I might consider making it do +1 point per die instead of +1 caster level; initially, you'll be losing out on some bang, but in the long run, your spells will all-around be more effective, since (under your scheme) only the caster's higher-level spells really see a difference.
 

You have to remember that feats need to balanced based on the kinds of people who would take them

A +2 caster level feat to fire spells in the hands of an evoker or fire sorc could be incredibly powerful, especially adding in the +1 caster level for the other feat.

You have to a be more careful with caster levels than dcs, it is why there are very few ways to raise your caster level right now.
 

Um Every PrC that formally gave Spell Power now gives caster level increase hence Caster Level < Spell DC according to the PTB. On the other hand they've kept on pumping out save boosters quiet happily, so I toast the change and await the day that the only way to fail a save is to roll a natural 1!
 

Also, I might consider making it do +1 point per die instead of +1 caster level; initially, you'll be losing out on some bang

Actually, you'll be losing the point of the feat. Its not just to increase damage. Thats not all that an increase in caster level does. The point of the feat is to show a greater skill in casting a certain type of spell.


If the level requirements were 6th and 12th, I'd probably accept the feats.

I dont see any need for it to be 6th and 12th. Maybe 3rd and 9th, or 6th and 9th, but 12th? Why?


A +2 caster level feat to fire spells in the hands of an evoker or fire sorc could be incredibly powerful, especially adding in the +1 caster level for the other feat.

But making it +1 would make it just like the other feat, only worse because its more limited.


You have to a be more careful with caster levels than dcs, it is why there are very few ways to raise your caster level right now.

As has already been pointed out, the exact oposite is actually trrue.
 

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