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Some new (and most likely overpowered) feats
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<blockquote data-quote="Quip" data-source="post: 262321" data-attributes="member: 3816"><p>And now I present to you yet more fruits of my madness. Enjoy!</p><p></p><p></p><p>----------</p><p></p><p><strong>Pyromancy</strong> [General, Wizard]</p><p>Your fire magic burns, and burns, and burns...</p><p> Prerequisite: Energy Admixture (Fire)</p><p> Benefit: Any time you cast spell that deals 20 or more points of fire damage may catch creatures and objects in the area on fire. Any creature effected must make an reflex saving throw (DC 15) the next round or be dealt 1d6 fire damage, and may take additional damage as per the rules for catching on fire.</p><p> Normal: Only non-instantanious fire spells can set things ablaze.</p><p></p><p></p><p><strong>Noxious Fumes</strong> [General, Wizard]</p><p>Your acid spells are accompanied by particularly vile fumes.</p><p> Prerequisite: Energy Admixture (Acid)</p><p> Benefit: Any spell that deals at least 40 points of acid damage brings with it a noxious, inhalant poison. Any creature hit by its acid damage or is in its immediate area of effect (whether they took damage from the spell or not) must make a fortitude saving throw (DC 13) or suffer 1 point of temporary Con damage. One minute later, they must make an additional save or suffer 1d4 points of temporary constitution damage. </p><p></p><p></p><p><strong>Chill to the Bone</strong> [General, Wizard]</p><p>Your cold spells freeze its victims through and through.</p><p> Prerequisite: Energy Admixture (Cold)</p><p> Benefit: Any spell that deals at least 30 points of cold damage may weaken its targets. A fortitude save (DC 15) must be made or suffer 1d6 points of subdual cold damage, and be fatigued until this damage is healed.</p><p></p><p></p><p><strong>Savant of Shadows</strong> [General, Wizard]</p><p> Your ties to the plane of shadow are strengthened </p><p> Prerequisites: Greater Spell Focus (illusion), know at least 3 illusion (shadow) spells with quasi-real effects</p><p> Benefit: Any illusion that has a quasi-real effect from drawing from the plane of shadows, such as shadow conjuration, has its substantiality increased by 10%, and gains +1 DC to recognize these magics as illusionary.</p><p></p><p></p><p><strong>Shadowy Spell</strong> [Metamagic]</p><p> You back up your spells with the power of shadow.</p><p> Prerequisites: Savant of Shadows</p><p> Benefit: This feat can be applied to any damaging spell that deals variable damage. In addition to its normal effect, a shadowy spell forces its targets to make a will save. This save is equal to the base spell, but modified as an illusion (shadow) effect. For those targets who fail, the spell deals damage as if it were maximized. Other variables besides damage, such as number of targets, is not effected by this feat.</p><p> A shadowy spell uses up a spell slot two levels higher than the spells actual level.</p><p></p><p></p><p><strong>Overkill</strong> [General]</p><p> Your killing blows strike fear into the hearts of your enemies</p><p> Prerequisites: Cha 17+, BAB +6, Power Attack, Cleave, Improved Initiative, Death Blow</p><p> Benefit: Anytime you use a physical attack to bring a living opponent from at least 1 HP to -10, make an additional attack roll against the targets AC (from before being killed). If you succeed, you slay the target in a most brutal, ghastly fashion. Those who see this must make a will save (DC = 10 + one-half your character level + your Charisma modifier) or become shaken for one round per charisma modifier. A creautre can only be effected by this feat once per day, whether the save is made or failed. Creatures immune to fear and those with no visual senses are immune to this effect.</p><p></p><p>----------</p><p></p><p></p><p>The first three are a bit of an experiment... the effects are too weak for a +1 metamagic, too strong for a +0 metamagic, and really not even worth taking the trouble to metamagic in the first place. I think of them more as an element focus than a real metamagic anyway. Requiring a minimum damage keeps low level magic from getting bumped up too much. Not sure if its too high or too low though...</p><p></p><p></p><p>The next two are just a little something to boost the shadow magic users, I always liked the quasi-reality stuff and thought it needed more toys. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Little concerned about shadowy spell though, is it too good?</p><p></p><p></p><p>The last one is my favorite, its got style and the mechanics seem ok... I compared this to intimidating rage and figured that while it effects more people, it does so less often, you can't control when, and the duration is shorter.</p><p></p><p>Let me know what you think. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Quip, post: 262321, member: 3816"] And now I present to you yet more fruits of my madness. Enjoy! ---------- [B]Pyromancy[/B] [General, Wizard] Your fire magic burns, and burns, and burns... Prerequisite: Energy Admixture (Fire) Benefit: Any time you cast spell that deals 20 or more points of fire damage may catch creatures and objects in the area on fire. Any creature effected must make an reflex saving throw (DC 15) the next round or be dealt 1d6 fire damage, and may take additional damage as per the rules for catching on fire. Normal: Only non-instantanious fire spells can set things ablaze. [B]Noxious Fumes[/B] [General, Wizard] Your acid spells are accompanied by particularly vile fumes. Prerequisite: Energy Admixture (Acid) Benefit: Any spell that deals at least 40 points of acid damage brings with it a noxious, inhalant poison. Any creature hit by its acid damage or is in its immediate area of effect (whether they took damage from the spell or not) must make a fortitude saving throw (DC 13) or suffer 1 point of temporary Con damage. One minute later, they must make an additional save or suffer 1d4 points of temporary constitution damage. [B]Chill to the Bone[/B] [General, Wizard] Your cold spells freeze its victims through and through. Prerequisite: Energy Admixture (Cold) Benefit: Any spell that deals at least 30 points of cold damage may weaken its targets. A fortitude save (DC 15) must be made or suffer 1d6 points of subdual cold damage, and be fatigued until this damage is healed. [B]Savant of Shadows[/B] [General, Wizard] Your ties to the plane of shadow are strengthened Prerequisites: Greater Spell Focus (illusion), know at least 3 illusion (shadow) spells with quasi-real effects Benefit: Any illusion that has a quasi-real effect from drawing from the plane of shadows, such as shadow conjuration, has its substantiality increased by 10%, and gains +1 DC to recognize these magics as illusionary. [B]Shadowy Spell[/B] [Metamagic] You back up your spells with the power of shadow. Prerequisites: Savant of Shadows Benefit: This feat can be applied to any damaging spell that deals variable damage. In addition to its normal effect, a shadowy spell forces its targets to make a will save. This save is equal to the base spell, but modified as an illusion (shadow) effect. For those targets who fail, the spell deals damage as if it were maximized. Other variables besides damage, such as number of targets, is not effected by this feat. A shadowy spell uses up a spell slot two levels higher than the spells actual level. [B]Overkill[/B] [General] Your killing blows strike fear into the hearts of your enemies Prerequisites: Cha 17+, BAB +6, Power Attack, Cleave, Improved Initiative, Death Blow Benefit: Anytime you use a physical attack to bring a living opponent from at least 1 HP to -10, make an additional attack roll against the targets AC (from before being killed). If you succeed, you slay the target in a most brutal, ghastly fashion. Those who see this must make a will save (DC = 10 + one-half your character level + your Charisma modifier) or become shaken for one round per charisma modifier. A creautre can only be effected by this feat once per day, whether the save is made or failed. Creatures immune to fear and those with no visual senses are immune to this effect. ---------- The first three are a bit of an experiment... the effects are too weak for a +1 metamagic, too strong for a +0 metamagic, and really not even worth taking the trouble to metamagic in the first place. I think of them more as an element focus than a real metamagic anyway. Requiring a minimum damage keeps low level magic from getting bumped up too much. Not sure if its too high or too low though... The next two are just a little something to boost the shadow magic users, I always liked the quasi-reality stuff and thought it needed more toys. :D Little concerned about shadowy spell though, is it too good? The last one is my favorite, its got style and the mechanics seem ok... I compared this to intimidating rage and figured that while it effects more people, it does so less often, you can't control when, and the duration is shorter. Let me know what you think. :) [/QUOTE]
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