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magic_feats

Magic Feat Descriptions

ALIGNMENT CHANNEL

Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.

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ARCANE ARMOUR TRAINING

You have learned how to cast spells while wearing armour.

Prerequisite: Light Armour Proficiency, caster level 3rd.

Benefit: As a swift action, reduce the arcane spell failure chance due to the armour you are wearing by 10% for any spells you cast this round.

COMBAT CASTING

You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.


COMMAND UNDEAD

Using foul powers of necromancy, you can command undead creatures, making them into your servants.

Prerequisite: Knowledge (religion) +4 ranks

Benefit: Three times per day, as a standard action, you can use a wave of negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your level. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.


CRAFT LIMITED MAGIC ITEM

(ITEM CREATION)

You can craft items with a store of magical power.

Prerequisite: Caster level 1st.

Benefit: You can create a magic item with a limited number of uses. Such items can be single use, or hold a number of charges that do not replenish after use. Crafting such an item takes 1 day for each 1,000 gp in its price. Items costing less than 1,000 gp take 2 hours to craft per 250 gp of their price, rounding up. To create a magic item, you must use up raw materials costing half of its base price.

See the magic item creation rules in Magic Items for more information.

You can also mend a broken limited magic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.


CRAFT PERMANENT MAGIC ITEM

(ITEM CREATION)

- You can craft items imbued with persistent magical properties.

Prerequisite: Caster level 3rd.

Benefit: You can create a wide variety of permanent magic items. Such items can manifest continual magical effects or have number of uses each day.

Crafting a magic item takes 1 day for each 1,000 gp in its price. To create a magic item, you must use up raw materials costing half of its base price.

See the magic item creation rules in Magic Items for more information.

You can also mend a broken permanent magic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.


DOMAIN POWER

You understand a domain of magic and can wield its power.

Prerequisite: Spellcraft or Knowledge Arcana or Knowledge Religion, 4 ranks or 1 + class bonus, at least one mental ability score 13+

Benefit: Choose a Domain. You gain the ability to cast one 0-level effect with any 0-level target, three times per day, as a standard action. There is no somatic component to your Domain Power, so you do not risk spell failure from wearing armour or using a shield. Your caster level for this spell is 1/2 your character level, or your Spellcaster level, whichever is higher.

If you have levels in the Spellcaster class, this effect becomes one of your known effects, and can be combined with other effects as normal (including the need for somatic components when casting).

Special: You can take this feat more than once. Each time it applies to a new effect (from any domain).


EPIC MAGIC

You unlock the ultimate power of your chosen magical domain.

Prerequisite: Spellcaster 6th

Benefit: You gain the ability to cast one 4th level spell per day. Select one domain of magic that you already know: you may use the 4th level Effect Words of this domain.

If your casting ability score is high enough, you may gain additional spells per day at this spell level.

Special: You may take this feat more than once. Each time it applies to a new domain of magic. You gain no additional spell slots.


EXPANDED CASTER STAMINA

You can cast more spells than others.

Prerequisite: Character Level 6th

Benefit: You gain 1 or more new spell slots, with spell levels totalling to half of your caster level. Thus, a sixth level Caster could gain one 3rd level slot, one 1st and one 2nd level slot, or three 1st level slots. This feat cannot provide spell slots higher than you can already cast.

Special: You may take this feat multiple times; each time you take it, you gain more slots.


GREATER SPELL PENETRATION

Your spells break through spell resistance much more easily than most.

Prerequisite: Spell Penetration.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.


IMPROVED COUNTERSPELL

You are skilled at countering the spells that others use against you.

Benefit: You may counter a spell that targets you, or neutralise the effects of an area effect spell on yourself (and only yourself) as a free action.

Normal: Without this feat, you must ready an action to counter a spell.


IMPROVED DOMAIN POWER

Your understanding of your chosen Domain unlocks a new power.

Prerequisite: Spellcraft or Knowledge Arcana or Knowledge Religion, 6 ranks, one mental ability 15+, Domain Power

Benefit: Choose any Domain in which you already have at least one power. You gain the ability to cast one effect of up to 1st level with any target word of up to 1st level, as a standard action, three times per day. There is no somatic component to your Domain Power, so you do not risk spell failure from wearing armour or using a shield. Your caster level for this spell is 1/2 your character level, or your Spellcaster level, whichever is higher.

If you have levels in the Spellcaster class, this effect becomes one of your known effects, and can be combined with other effects as normal (including the need for somatic components when casting).

Special: You can take this feat more than once. Each time it applies to a new effect (from any domain).


IMPROVED RITUAL MAGIC

You have mastered the art of ritual magic.

Prerequisite: Use Magic Device or Perform (Ritual) 1 rank, and you have performed at least one ritual successfully.

Benefit: You gain a +2 bonus to checks to perform a ritual. You take half damage from any backlash effects (minimum 0), and gain a +2 competence bonus to saves against knock out from backlash.

Additionally, each time you gain a character level, your research discovers a new ritual that you may record in your ritual book. The ritual must be of a ritual level lower than half your character level.


REPEL UNDEAD

Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.

Prerequisite: Knowledge (religion) +4 ranks

Benefit: Three times per day, as a standard action, you can use a wave of positive energy to repel undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their saves flee as if frightened for 1 min/level. You can repel a number of Hit Dice of undead equal to 2d6 + your level. If an undead creature is under the control of another creature, you must make an opposed Charisma check to repel them.


SPELL PENETRATION

Your spells break through spell resistance more easily than most.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.


Feats

six20 System

magic_feats.txt · Last modified: 2016/04/20 16:09 (external edit)