Difference between revisions of "Magic Feats"
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Latest revision as of 14:58, 10 May 2023
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Description | Prerequisites | |
---|---|---|
Aberration Banemagic | You can cast spells that do additional damage to aberrations. | |
Arcane Buffer | You are not as affected by damage to a war golem as other operators might be | Mortis Harness |
Arcane Consumption | +4 Spell DC, Take 4 CON Damage and fatigue yourself | Toughness, Arcane Toughness, 6th level Caster |
Arcane Mastery | You are quick and certain in your efforts to defeat the arcane defenses and spells of others. | Ability to cast spells or use spell like abilities |
Arcane Toughness | Spend spell slot to gain hit points equal to level spent. | Toughness, 3rd Level Caster (arcane) |
Augment Summoning | Your summoned creatures are more powerful than normal. | Spell Focus (conjuration) |
Battle Blessing | You can cast spells more quickly than usual in the heat of battle. | Ability to cast Paladin spells |
Battle Touch | Your touch attack spells last longer, giving them more use in combat. | DEX 15 |
Beckon the Frozen | Creatures you summon are infused with cold energy and have the cold subtype. | Augment Summoning, Spell Focus (conjuration) |
Bonded Armor, Shield, or Weapon | You have formed a bond with a particular suit of armor or with a weapon. | Iron Will |
Bonded Ring, Rod, Staff, or Wand | You have formed a bond with a particular ring, rod, staff or wand. | Iron Will |
Bonus Domain | You have access to one additional domain of spells. | Able to cast 9th level divine spells, WIS 21 |
Cold Focus | Your cold spells are more potent than normal. | |
Cold Spell Specialization | You do additional damage with cold spells. | CON 13, Snowcasting, Frozen Magic |
Combat Casting | You are adept at casting spells in combat. | |
Consume Spell | You counter a spell and absorb the energy unleashed to power another spell. | 3rd Level Caster |
Crystal Attunement | You can focus your ability to scry through a crystal ball with unparalleled acuity | Scry (1 rank), CHA 10 |
Dampen Spell | You have learned to channel energy into a foe's spell to weaken its effects. | Improved Counterspell |
Defensive Divination | Through the subtle, constant use of divination abilities, you are made aware of danger a few moments before it actually occurs. | Mystic Awareness |
Deflection to Attraction | Through subtle manipulation of arcane energies, your attacks strike certain magically protected targets with greater accuracy than they normally would. | DEX 15, CHA 19, Magical Aptitude |
Enhance Spell | You can increase the power limit of your damage-dealing spells. | Maximize Spell, Epic Level |
Enhanced Linkage | Your linked spells series are faster than normal. | The ability to cast linked spells |
Epic Spell Focus | Choose a school of magic, such as illusion. Your spells of that school are far more potent than normal. | Epic Level, Greater Spell Focus, Ability to cast at least one 9th-level spell of the selected school |
Epic Spell Penetration | Your spells are tremendously potent, breaking through spell resistance with ease. | Spell Penetration, Greater Spell Penetration, Epic Level |
Epic Spellcasting | You can create and cast spells that transcend the most powerful existing spells. | Spellcraft (24 ranks), Ability to cast 9th Level Spells, Knowledge (Arcana)(24 ranks) or Knowledge (Nature)(24 ranks) or Knowledge (Religion)(24 ranks), Epic Level |
Epic Spellfire Wielder | Your can store more spellfire energy levels than normal. | Epic Level, Endurance, Spellfire Wielder, Concentration (20 ranks) |
Eschew Materials | You can cast spells without relying on material components. | |
Extra Turning | You can turn or rebuke creatures more often than normal. | Ability to Turn or Rebuke creatures |
Faith in the Frost | You channel frozen energies from your deity when you turn or rebuke creatures. | Ability to turn or rebuke creatures, Cold of Winter Domain |
Familiar Spell | Your familiar can use one of your spells as a spell-like ability. | INT 25 or CHA 25, Epic Level |
Fast Wild Shape | You assume your wild shape faster and more easily than you otherwise could | DEX 13, Ability to Change Form |
Fiendish Focus | You have forsaken the ability to call on entities from the upper planes, concentrating instead on creatures from the infernal and abyssal realms. | Any non-good alignment |
Frozen Magic | Your cold spells are more powerful when you cast them in a cold region. | Snowcasting, CON 13 |
Frozen Wild Shape | You can assume the form of magical beasts with the cold subtype. | Base Fort Save +6, Wild Shape |
Great Resistance | You have a natural resistance to spell and spell-like effects generated by magical items. | Iron Will, WIS 15 |
Greater Cold Focus | Your cold spells are now even more potent than before. | Cold Focus |
Greater Conjuring | You have a natural talent with your chosen school. When casting conjuration spells, you achieve a better effect than others. | Spell Focus (conjuration) |
Greater Spell Focus | Your spells of your chosen school are now even more potent than before. | Spell Focus |
Greater Spell Penetration | Your spells are remarkably potent, breaking through spell resistance more readily than normal. | Spell Penetration |
Heightened Sight | Your vision has been enhanced through divination magic to greater accuracy and distance, allowing you to see things others could never bring into focus. | Mystic Awareness |
Icy Calling | Your summon spells work better in the frostfell if you summon native creatures. | CON 13, Snowcasting |
Ignore Material Components | You need not use any material components in casting your spells. | Able to cast 9th level arcane or divine spells, Epic Level, Eschew Materials |
Illusion Focus | You have gained mastery over the use of one form of Illusionism | Spell Focus (Illusion) |
Illusory Insight | You have gained the ability to see through illusions with greater ease | Spell Focus (Illusion) |
Improved Alignment-Based Casting | Your spells of a particular alignment are more powerful than normal. | Ability to cast 9th-level divine spells, Epic Level, Access to an alignment based domain (Chaos, Evil, Good, Law) - alignment must match domain chosen |
Improved Aura of Courage | Your aura of courage is stronger than normal. | CHA 25, Aura of Courage, Epic Level |
Improved Combat Casting | You can cast spells while threatened without fear of being attacked. | Combat Casting, Concentration (25 ranks), Epic Level |
Improved Counterspell | You understand the nuances of magic to such an extent that you can counter your opponent's spells with great efficiency. | |
Improved Spell Capacity | You can prepare spells that exceed the normal limits of spellcasting. | Ability to cast spells of the normal maximum spell level in at least one spellcasting class, Epic Level |
Improved Spell Resistance | Your innate resistance to magical effects increases. | Must have spell resistance from a feat, or other permanent effect, Epic Level |
Improved Turning | Your turning or rebuking attempts are more powerful than normal. | Turn/Rebuke Undead |
Increased Effectiveness | Magic items respond to your touch and gain strength from your spellcasting power. | Spellcraft (8 ranks), Any Item Creation feat, Ability to cast spells |
Ishiken-do | The power of the Void runs through your veins. | Void Use, Shugenja |
Item Image | You can bond yourself or someone else with a magic item by use of a tattoo. | INT 17, 7th Level Caster |
Master Staff | You can activate a staff without using a charge. | Craft Staff, Epic Level, Spellcraft (15 ranks) |
Master Wand | You can activate a wand without using a charge. | Spellcraft (15 ranks), Epic Level |
Melodic Casting | You can weave your music and magic together into a single perfect voice. | Bardic Music, Spellcraft (4 ranks), Perform (4 ranks) |
Mystic Awareness | You have a supernatural ability to use your senses even when prevailing conditions would otherwise prevent you from doing so. | Ability to cast Divination Spells, Alertness |
Natural Spell | You cast spells while in a wild shape. | WIS 13, Ability to Wild Shape |
Negative Energy Burst (Feat) | You can use your rebuke/ command undead ability to unleash a burst of negative energy | CHA 25, Epic Level, Ability to turn or rebuke undead, Inflict Critical Wounds, Evil Alignment |
Nimbus of Light | You are cloaked in a radiant light that marks you as a servant of the purest ideals. | |
Permanent Emanation | One of your personal emanation spells becomes permanent. | Spellcraft (25 ranks), Ability to cast the spell to be made permanent, Epic Level |
Planar Turning | You can turn or rebuke outsiders. | WIS 25, CHA 25, Epic Level, Ability to turn and rebuke undead |
Plant Control | You can channel the power of nature to gain mastery over plant creatures. | Can Cast Speak With Plants, Plant Defiance |
Plant Defiance | You channel the power of nature to drive off plant creatures. | Can Cast Speak With Plants and Animals |
Positive Energy Aura | You automatically turn (or even destroy) lesser undead. | Epic Level, Dispel Evil, Turn Undead |
Primeval Wild Shape | Your wild shape forms are stronger than normal. | Wild Shape |
Reactive Counterspell | You can react quickly to counter spells cast by opponents. | Improved Counterspell, Improved Initiative |
Shadow Reflection | Your shadow flickers and moves in an aggressive, independent manner, enabling you to avoid some attacks of opportunity. | 3rd Level Shadowcaster, Dancing Shadows or Clinging Darkness |
Snowcasting | You add ice or snow to your spell's components to make them more powerful. | CON 13 |
Spell Focus | Choose a school of magic, such as illusion. Your spells of that school are more potent than normal. | |
Spell Focus: Alignment | Your spells with an alignment descriptor are more potent than normal. | Relevant Alignment |
Spell Girding | Your spells are particularly hardy, resisting dispel checks more readily than normal. | |
Spell Knowledge | You add two additional arcane spells to your repertoire. | Ability to cast spells of the maximum normal spell level of an arcane spellcasting class, Epic Level |
Spell Mastery | You are so intimately familiar with certain spells that you don't need a spellbook to prepare them anymore. | Prepared Arcane Caster Level 1 |
Spell Mimicry | You have superior ability to mimic the effects of spells from a certain school with your illusions | Spell Focus |
Spell Opportunity | You can cast a touch spell as an attack of opportunity. | Combat Casting, Combat Reflexes, Spellcraft (25 ranks), Quicken Spell, Epic Level |
Spell Penetration | Your spells are especially potent, breaking through spell resistance more readily than normal. | |
Spell Stowaway | Choose a spell-like ability you possess or a spell you can cast. You gain the benefits of this magic whenever it is used near you. | Spellcraft (24 ranks), Epic Level, 12th level caster |
Spell Thematics | Your spells have a distinct visual or auditory effect in their manifestation. | Must be able to cast one Illusion spell |
Spellfire Wielder | You are one of the rare people who have the innate talent to control raw magic in the form of spellfire. | |
Split Concentration | You can maintain multiple independent spells at the same time. | |
Spontaneous Domains | You need not prepare your domain spells in advance. | Ability to cast 3rd level spells, Access to two or more cleric domains |
Spontaneous Healer | You can spontaneously cast heal spells like a cleric a certain number of times per day. | Knowledge(religion) 4 ranks, Ability to cast any cure wounds spell, Non-evil alignment |
Storm Magic | You gain a boost in spellcasting power during storms. | |
Sunken Song | You can project your voice underwater. | Perform (sing) (4 ranks), Bardic Music |
Superior Element Focus | The spells of your elemental focus are particularly potent. | Shugenja |
Tenacious Magic | Choose one of your spells or spell-like abilities. That magic cannot be dispelled, only suppressed. | Spellcraft (15 ranks), Epic Level |
Transfer Spell Slot | You are able to transfer your own spell slots to another battle mage within 300 ft. | Both the sender and receiver of the spell slots must be wearing an operational mortis harness |
Tremulous Touch | Your sense of touch has grown so acute that you can feel vibrations in the air and through the ground. | Mystic Awareness |
Undead Mastery | You can command a greater number of undead than normal. | Ability to turn and rebuke undead, CHA 21, Epic Level |
Widen Aura of Courage | Your aura of courage is wider than normal. | CHA 25, Aura of Courage, Epic Level |
Windsinger | You can use song or a wind instrument to compel the winds to obey you. | Bardic Music, Perform (Sing or Wind Instruments) |
Wolfen Boon | Your hearing and sense of smell have become preternaturally keen. | Mystic Awareness |
Words of Creation (Exalted) | You have learned a few of the words that were spoken to create the world. | INT 15, CHA 15, Base Will Save Bonus +5 |
Words of Surety | You know Charms that help to steady a warrior’s hands. | INT 13 |
Zone of Animation | You can channel negative energy to animate undead. | Undead Mastery, CHA 25, Epic Level, Ability to turn and rebuke undead |