Two New Magical Feats (A Simple Idea Really)

airwalkrr

Adventurer
This is such a simple idea that I imagine it has been thought of before. They might be a touch overpowered, but I will let you, EN World, decide. :)

If they are too powerful, I believe a simple fix would be making prerequisites of caster level 12th and caster level 6th respectively. Bonuses to caster level are quite powerful at low levels but they diminish in importance at higher levels (with the "brilliant" exception of the holy word class of spells).

GREATER SPELL ENHANCEMENT [GENERAL]
Choose a school of magic to which you already have applied the Spell Enhancement feat.
Benefit: Add +1 to the caster level for all spells from the school of magic you select. This bonus stacks with the bonus from Spell Enhancement.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Enhancement feat.

SPELL ENHANCEMENT [GENERAL]
Choose a school of magic.
Benefit: Add +1 to the caster level for all spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
 

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I don't really think they're that bad, since they only work for single-class characters (as multi-class character would just take Practiced Spellcaster and be done with it).

Though, the 6th/12th seems like a logical limiter.
 

Heck, I'd say a feat was worth giving a +1 caster level to *all* your spells. Although I do think that the holy word spells should be capped at 20th level.

[edit] I wasn't thinking of the SR, dispel, etc.; just level based effects. One school is probably enough if you can do all these things.
 
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Single school? I'd say it's strong, but I'd say it's balanced.

Evocation: +1d6 damage vs. +1 to save DC... hmm.
Enchantment: +1 round duration vs. +1 to save DC. No contest.

The strong part is the +1 to Dispel checks, +1 to resist Dispel checks, +1 to punch through SR, and the like. Great feat for an Abjurationist who wants to keep his buffs on.

Anyway -- I'd allow it. The Wizards IMC would look at it long and hard, and probably not take it. :)

-- N
 

I introduced a similar effect into my game but as a magic item power. An amulet I created gave a +1 caster level bonus to all necromantic spells cast by the wearer. It was strong but not overly so.
 

Well, so far no one has posted OMGSFBWTFAYT! so I think I will go ahead and allow this in my campaign. If worst comes to worst I can always just tell the PCs it was a trial balloon that didn't fly if gets out of hand.
 

airwalkrr said:
Well, so far no one has posted OMGSFBWTFAYT! so I think I will go ahead and allow this in my campaign. If worst comes to worst I can always just tell the PCs it was a trial balloon that didn't fly if gets out of hand.

There are already items in the game that are much worse. Frankly I'd ban Prayer Beads (Karma) before I'd disallow this feat. Or, maybe change PB(K) to only affect ONE school of spells. Hmm.

Thanks, -- N
 

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