Feats Continued, dynamic spellcasting


Dynamic Spellcasting » Feats, dynamic spellcasting » Feats Continued, dynamic spellcasting

[top]Magical Technique Feats

Magical Technique feats allows characters to learn different or better ways to use their spells.

[top]Augment Summoning

Benefit: The character can summon more potent creatures with his or her spells. Each creature summoned gains a +4 enhancement bonus to Strength and Constitution for the duration of the
summoning spell.

[top]Improved Metamagic

Benefit: The character suffers reduced penalties for using Metamagic with his or her spells. Reduce the penalty for any type of Metamagic by 2.

Example: casting a spell with Widen Spell (+12 DC penalty) is reduced to only a +10 DC penalty,
while a spell with Enlarge Spell (+4 DC penalty) has only a +2 DC penalty.

[top]Magical Blood

The character has magical blood and spellcasting comes easily.

Prerequisite: Must be taken at 1st level.

Benefit: He or she gains a +2 bonus to Fortitude Saves against Drain and Control checks for any type of spell the character knows.

[top]Magical Defence

The character has learned to protect him or herself against hostile magic of a specific type.

Benefit: The character selects a type of magic (such as necromancy, fire spells, etc) and gains a +2 to all saving throws against spells of that type. Furthermore, the character gains a +2 competence bonus to his or her AC against attacks made by spells or magical effects of that type.

Special: This bonus does not apply to attacks or made by magical creatures or blood abilities, only spells cast.

[top]Multi-Caster

The character has learned to divide his or her attention more effectively and can cast and use multiple spells more easily than others do.

Benefit: The DC of Concentration checks to cast a spell while maintaining another is only 10 + 5 per sustained spell (see Concentration and Spells).

[top]Spell Focus

The character has learned to cast more potent spells of a specific type. His or her spells are more difficult to resist.

Benefit: The character selects a type of magic (such as necromancy, fire spells, etc) and the DC of all of his or her spells of that type is increased by +2.

[top]Greater Spell Focus

Prerequisite: Spell Focus

Benefit: The character selects a type of magic (such as necromancy, fire spells, etc) and the Save DC for the chosen type of spells increases to +4.

[top]Spell Penetration

The character knows how to cast spells that pentrate a target?s natural resistance.

Benefit: The character gains a +2 bonus on the Caster Level check to penetrate spell resistance with any of his or her spells.

[top]Greater Spell Penetration

Prerequisite: Spell Penetration

Benefit: The character bonus increases to +4 on the Caster Level check to penetrate spell resistance with any of his or her spells.

[top]Metamagic Feats

These feats allows spellcasters to learn various ways to modify and enhance their spells. Each of these Metamagic feats increases the DC of Fortitude Saves against Drain and Control checks, whenever they are used.

[top]Empower Spell

The character can cast spells to greater effect.

Benefit: All variable numeric effects of an Empowered Spell are increased by onehalf. An Empowered Spell deals half again as much damage as normal, cures half again as many Hit Points, affects half again as many targets, and so forth as appropriate. An Empowered Spell has its DC increased by +8.

[top]Enlarge Spell

The character can cast spells farther than normal.

Benefit: The range of affected spells is effectively doubled. An Enlarged Spell has its DC increased by +4.

[top]Extend Spell

The character can cast spells that last longer than normal.

Benefit: An Extended Spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent cannot be Extended. An Extended Spell has its DC increased by +4.

[top]Fork Spell

The character may cast spells that affect a greater number of targets.

Benefit: The number of targets of a forked spell is increased by 100%. All targets must still be within range of the spell's effect. A Forked Spell has its DC increased by +8.

[top]Heighten Spell

The character can cast a spell as if it were more potent than it actually is.

Benefit: Unlike other forms of Metamagic, Heighten Spell actually increases the effective DC of the spell it modifies. All effects dependent on the DC (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability are calculated according to the Heightened DC. A spell's Save DC increases by +1 for every +5 penalty to its casting DC.

[top]Homing Spell

The character may cast spells that more effectively overcome their targets' resistance.

Benefit: A spell modified by this Metamagic ability will home in on its target (or targets). The target of a Homing Spell must make an additional saving throw and use the worst of the results. The effect of a Homing Spell affects only the direct target of a spell. Spells with an area of effect only home in on their direct target ? other targets caught in the area are not penalised. A Homing Spell has its DC
increased by +8.

[top]Maximise Spell

The character can cast spells to maximum effect.

Benefit: All variable numeric effects of a spell that has been modified in this way are maximised. A maximised spell deals maximum damage, cures the maximum number of Hit Points, affects the maximum
number of targets, etc. as appropriate. Spells without random variables are not affected. A Maximised Spell has its DC increased by +12.

[top]Quicken Spell

The character can cast a spell with a moment's thought, as if it was a psionic power.

Benefit: Casting a Quickened Spell does not count as one of the character's actions. A character may only cast one Quickened Spell per round and may not use any form (Invocation, Incantation, or Ritual) with a Quickened Spell ? there isn't time! A Quickened Spell has its DC increased by +16.

[top]Widen Spell

The character can increase the area of his or her spells.

Benefit: Any spell whose effect is measured by an area has all numeric measurements of that area increased by 100%. If the spell's effect is measured by a number of targets within an area, the area is increased but the number of targets is not. A Widened Spell has its DC increased by +12.

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