Augmented Feats List in Bloodmarsh Classic | World Anvil
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Augmented Feats List

The following feats are available players.
 

Wizardly Composure

A wizard's survival when preparing or manipulating spells is proportional to his ability to be methodical, unshakable, and altogether very boring and steadfast of mind. Some students of magic accomplish this by being genuinely stolid as a stone. Others need to develop some form of mental technique to achieve the needed inner stillness and emotional lethargy.
 Prerequisites: Wis 12 or Con 12 or Fortitude +4, and not a cocky or self-assured asshole
 Benefit: You may, as a move action, Use the Blurnslime Exercise to kick ass without getting confused and kicking own ass. Mark this by some verbal cue, maybe slowing your speech or taking on a distant or wistful tone. You improve your focus at the cost of the suppression of your situational awareness and self-preservation instincts. Until you use another Move action to exit The Zone or you are overcome by some strong emotional excitement (subject to GM approval), you suffer -4 to Reflex saves and passive Perception checks, and benefit from +4 to Concentration and Spellcobble checks.   At level 6, and for every two character levels beyond 6th, you may increase the penalty and the bonus by an additional -2 and +2, respectively.
 Normal: You probably react to things like a regular human being.


 

Overcharge Spell (Metamagic)

You can amp up a spell with extra oomph at the cost of your safety and that of the other inhabitants of the material plane.
 Prerequisites: Ability to cast arcane spells.
 Benefit: When cast, the spell manifests at +2d3-1 caster levels. This bonus also applies to your caster level check to overcome spell resistance. However, to cast, you must first succeed on a Spellcobble check as a free action, failing which causes the spell to become unstable. An overcharged spell takes up a slot of the same level as the base spell. Go kick some butt.   See Spellcobble Check and Spell Becomes Unstable.
 Normal: This is a required field, but it really shouldn't be.


 

Shadow Spell (Metamagic)

The spell is formed as an imitation, made from conjured shadow energy. A shadow spell is only partially real, similarly to the effects of Shadow Conjuration or Shadow Evocation.
 Prerequisites: Ability to cast arcane spells.
 Benefit: The school of a shadow spell is always Illusion, regardless of the base spell's school, and counts as such for purposes of prohibited schools. Further, the spell is only 25% real. Targets are afforded a Will save before any other save upon interacting with (or being affected by) the spell, and a success means that all numerical aspects of the spell's effect on that target (damage, duration, etc.) are reduced to 1/4. A subject which has passed this save gains a +2 on any other saves caused by the spell.   A shadow spell reduces the level of an otherwise metamagically-enhanced spell by 1, to a minimum of the original spell level.
 Normal:


 

Narrow Spell (Metamagic)

The number of subjects of a spell is reduced, saving effort in casting.
 Prerequisites: Ability to cast arcane spells.
 Benefit: If the spell affects 1 subject per caster level or effects an area of 5 foot radius or less, it instead affects only 1 subject. If the spell has an area of effect of more than five foot radius, the spell instead affects 1 square per five feet of radius. These must be clustered as tightly as possible (i.e. in a circle or square; no lines or squiggles) and contiguous.   A narrowed spell reduces the level of an otherwise metamagically-enhanced spell by 1, to a minimum of the original spell level.
 Normal: You cast at full area and full spell level.


 

Brief Spell (Metamagic)

The spell is modified to last for a shorter period to save on effort.
 Prerequisites: Ability to cast arcane spells.
 Benefit: The duration of a Brief spell is only one-quarter that of the base spell. If this would result in a duration of less than 1 round, the spell has no effect. A duration based on caster level requires four times as many levels per step. For instance, a duration of 1 round per two levels becomes one round per eight levels.   A brief spell reduces the level of an otherwise metamagically-enhanced spell by 1, to a minimum of the original spell level.
 Normal:


 

Ritual Casting

You and a few buddies can work together to maybe pull off a much harder spell than any can do alone.
 Prerequisites: Wizard level 3rd
 Benefit: You may cast a spell up to one level higher than your ordinary maximum as a ritual provided you have it in a spellbook at hand. You may work together with other wizards to accomplish even higher-level effects; each time you double the number of participants, the group may cast a spell 1 level higher than the ritual max of the weakest caster. This takes half an hour per spell level, as well as expenditure of materials (candles, coffee, etc.) costing 10 GP per level in addition to the ordinary material costs of the spell.   At the end of the casting time, all ritual participants must make a Spellcobble check to complete the spell. The spell is successfully cast as long as the number of successes has to exceed the number of failures by at least one. If not, the spell becomes Unstable as normal, and the lead caster has to choose whether to try and hold it or to let it fizzle. A spell mishap affects all participants, however far they run.
 Normal: Can't. Duh.


 

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