Specialist Wizard Feats

Limper

First Post
Its these again..... I'm collecting your responses and will take the variety of them under advisement.


Touch of Artistry:

Prereqs: 5 Ranks in each of Perform, Craft(painting), Craft(sculpture), School Focus and Greater School Focus Illusion

Benefits: Adds +1 to the DCs of your figment (may be other types) spells this is a competence (insight) bonus also these spells are cast at +1 caster level

Your illusions are really realistic.
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Lord of the Grave:

Prereqs: School and Greater School Focus Necromancy

Benefit: In addition to your normal allotment of undead you may control an additional amount of undead as if you had the Leadership feat your "Followers and Cohorts" are dead things of appropriate HD. Since the walking dead are not impressed by many of the factors involved in Leadership the only chart mods are: Level and Char bonus.

Don’t we all miss the armies of lesser undead?
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Quicken the Call:

Prereqs: School and Greater School Focus Conjuration, 5 ranks Knowledge Planes

Benefit: You may cast your Summon Monster spells quicker (as a standard action) but at a price.... d3 hps +1hp per level of the spell cast.

Your Call is very persuasive.
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Binding Call:

Prereqs: School and Greater School Focus Conjuration, 5 ranks Know. Planes

Benefits: You may keep your Summoned allies longer.... You may increase the duration of your Summon Monster spells by sacrificing Health.... 1 point of temporary Con damage per level of the summons and the duration is increased to 24 hours. This Con damage may only be healed through rest or the spells Wish and Miricle.




Abjuring Mastery:

Prereq: School Focus and Greater School Focus Abjuration and either Toughness or Dodge.

Benefits: All you defensive spells effects are increased by one unit (this applies to the lesser of the units for combinations). Examples if the spell gives DR 5/+1 its 6/+1 for you. or if it increases your AC by 4 for you its 5, resistances vs element 5 for you its a 6.

I wish I could think of better 3ese for this but.... first try for abjurers.


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Arcane Defense:

Prereq: School Focus and Greater School Focus Abjuration

Benefits: As long as you have at least one abjuration per level IN memory you receive SR equal to the total number of abjuration spells in memory.

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Scent of Death:

Prereqs: School and Greater School Focus Necromancy

Benefits: You receive a bonus to intimidate checks equal to the total number of Necromancy spells in memory. 1 per day/ per Char bonus you may force an opponent to make a will save DC 10 + Char bonus or become shaken. This supernatural ability can be activated when you cast a Necromancy spell with a range other than personal.
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Mastery of Destruction:

Prereqs: School and Greater School Focus Evocation, Lightning Reflexes (maybe I want some thing here just not sure what)

Benefits: Your damage dealing Evocation spells are capable of doing one more increment of damage IF you are of appropriate level to qualify..... example lvl 10 caster does not get an extra d6 to his fire ball but a lvl 11 does.

Adds one extra die of damage if of appropriate level
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Kiss of Doom:

Prereqs: School and Greater School Focus Enchantment, 5 ranks Bluff, 5 ranks Diplomacy

Benefits: 1/day per Wis bonus you may add Char bonus to DC of your enchantment spell as well as the relevant attribute score. (it stacks)

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Sixth Sense (another name by Jack Haggerty):

Prereqs: School and Greater School Focus Divination

Benefits: Your mastery of divination grants you an insight bonus of +1 to hit, saves and AC.


Made it very tasty because the prereq combo involved sucks sooooo bad.
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This would be for any of the schools

Artifice Mastery:

Prereqs: Normal and Greater School Focus for the school in question... and two Item Creation Feats.

Benefits: You get a 5% discount on all items enchanted using only spells from your school of choice.... this stacks with other discounts.
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At Last!

Flesh Shaper:

Prereqs: School and Greater School Focus Transmutation, 5 Ranks Knowledge Anatomy and Craft Sculpture and Skill Focus: Knowledge Anatomy

Benefits: When using the polymorph type magics you can modify the average scores of the target by 2 point up or down.

Beefy Prereqs.... for a beefy feat.
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Maestro of the Flesh:

Prereqs: School and Greater School Focus Transmutation, 10 Ranks Knowledge Anatomy and Craft Sculpture and Skill Focus: Knowledge Anatomy, Flesh Shaper

Benefits: By expending 100 xp per point difference the Maestro may adjust the physical Attributes of his "forms"... this cost is applied after the adjustment from Flesh Shaper.

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Lord of Changes:

Prereqs: School and Greater School Focus Transmutation

Benefits: You are concidered +1 caster level for determining the amount of area effected by transmutations.

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Master Summoner

Prereq's: : School and Greater School Focus Conjuration, 5 ranks Know. Planes

Effect: Any Conjuration (Summoning) spell you cast lasts for an additional number of rounds equal to your Wisdom modifier.
 

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Limper said:

Quicken the Call:

Prereqs: School and Greater School Focus Conjuration, 5 ranks Knowledge Planes

Benefit: You may cast your Summon Monster spells quicker (as a standard action) but at a price.... d3 hps +1hp per level of the spell cast.

Your Call is very persuasive.

Other than not using a spell slot four levels higher, why not just use Quicken Spell on your summoning spells? Yeppers- I know that unless you have higher than 9th-level slots (Improved Spell Capactity feat) you can't really quicken a spell higher than 5th level using Quicken Spell, but still...
 


gamecat the reason I've been going with Lightning Reflexes is because I didn't want it based on 3 feats they would take anyway... do you have any ideas an invoker might not normaly take?

Grazzt do you think that damage is to much? Looking at it should be read as d3 + (1 per level of the spell) so a max of 12 hps.
 

Then, I guess iron will, because that represents the forcefulness of your will on the forces of magic. Lightning reflexes seems a little, well a lot, off target...
 

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