Alternative Magic System Feats
Spell System Erden2800 Version: Feats
An Alternative Magic System for use with the Classless d20 system.
Armoured Caster [General]
Benefit: Armour check penalties for casting spells are reduced by two.
Brew Potion [Item Creation]
Prerequisite: 6 ranks in a Form or Technique.
Benefit: The character can create a potion of any spell with a Final DC of 25 or lower that the character knows and that targets a creature or creatures. This Final DC cannot be lowered by any form of Backlash or Slow Casting.
Brewing a potion takes 1 day. When the character creates a potion, the character sets the effects of the spell and must make a casting check equal to the Final DC. The cost of a potion is its Final DC multiplied by 10 gp and must be paid even if the casting check fails. Whoever drinks the potion is the target of the spell.
Combat Casting [Sorcery]
Benefit: Your spell modifier to cast a spell while on the defensive is reduced to +4.
Damage/Healing over Time [Sorcery]
Benefit: This feat changes the duration of a damaging/ healing spell that normally has a duration of Instant to a duration of Diameter (2 minutes). You set the number of d6 damage or healing per round for the target. However, the total damage/ healing dealt does not exceed the amount set at the casting of the spell. For example: a mage casts a Create Fire spell dealing 4d6 damage and spreads that damage so that in each round the target takes 1d6 damage, at the end of 4 rounds the spell is finished. If conditions change between in such a fashion as to make the spell impossible - for example, the target you designate leaves the spell's maximum range or area - the spell fails. Using this feat increases the DC by 4.
Delay Spell [Sorcery]
Benefit: A delayed spell doesn't activate until 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate. Only area, personal, and touch spells may be affected by this feat. Any decisions you would make about the spell, including attack rolls, designating targets, or determining or shaping an area, is decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the spell triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible - for example, the target you designate leaves the spell's maximum range or area before it goes off-the spell fails. A delayed spell may be dispelled normally during the delay, and can be detected normally in the area or on the target with Perceive Magic spells. A delayed spell increases the DC by 4.
Focused Spellcaster [Sorcery]
Benefit: Your spell modifier to cast spells during vigorous/ violent motion is reduced by half.
Focus Item [Sorcery]
Benefit: The spellcaster attunes themselves to one focus item which grants them a bonus to their spellcasting check. This bonus can be to a variety of areas such as:
- Techniques and Forms
- Range
- Duration
- Area of Effect
- Damage
- Saving Throw
The actual bonus depends on the focus item itself. The spellcaster must have possession of the focus item to gain the benefits of this feat. If the item is lost/ destroyed an equivalent replacement focus item (granting the same bonus as the original) may be bonded with.
Group casting [Sorcery]
Prerequisite: 1 rank in a Form and Technique. All spellcasters must have this Feat and ranks in the same Form and Technique as the spell being cast. Benefit: This feat grants a spellcaster the ability to boost another caster's spells if they have the required Forms and Techniques for the spell being cast. The Spell's DC cannot be lowered by any form of Backlash. One mage acts as the focus, he is the mage the spell is centered and cast from. Additional mages are channels and must be within 2 meters of the caster. Any mage wishing to help another mage cast must have a readied action to do so. The extra casters simply add their Form and Technique scores and add that total to the focus' score. If the spell fails, the amount of damage taken is multiplied by the number of mages participating and they all take this damage.
Example: A Druid wants to teleport himself to the treetop temple where his master grew up. He only has vague descriptions from stories his master told him. The DC is simply too high for him to attempt it on his own. Luckily two other Druids in the woods can cast Control Nature. He petitions them to help him and they agree. Teleport DC: Control Nature DC 24 +12 (Vague location) +10 (Plane) = DC45 Focus: Control 7 + Nature 7 + Intelligence 3 = 17 Channel 1: Control 5 + Nature 6 = 11 Channel 2: Control 4 + Nature 4 = 8 Combined score = 36 + d20 In order for them to be successful the focus needs to roll a 9 on a d20. If the focus rolls a 2 (missing the DC by 7) all three Druids suffer 7 x 3 (participant number) = 21 points of subdual damage.
Hardy Spellcaster [Sorcery]
Benefit: When you are damaged during spellcasting you add only half the damage to the spell's DC.
Holy/ Unholy Spellcaster [Sorcery]
Prerequisite: Faith. Benefit: Your spells deal half their damage as Holy/ Unholy. A Holy/ Unholy spell increases the spellcasting DC by 4.
Improved Armoured Caster [General]
Prerequisite: Feat: Armoured Caster.
Benefit: Armour check penalties for casting spells are reduced by a total of four.
Improved Combat Casting [Sorcery]
Prerequisite: Feat: Combat Casting.
Benefit: Your spell modifier to cast a spell while on the defensive is reduced to zero.
Improved Reaction [Sorcery]
You can react can react more quickly than others when counterspelling because of your highly trained reflexes.
Prerequisite: Dex 13+, 6 ranks in Control Magic.
Benefit: The penalties for counterspelling preparedness are reduced as follows.
Penalty Preparedness
0 It is your initiative or you have readied an action to counterspell.
-4 You have not readied an action, but you also have not used all your attacks of opportunity this round.
Special: This feat may be taken multiple times, each time it will reduce the penalty for Not Ready by -2. These penalties may only be reduced to zero.
Improved Silent Spell [Sorcery]
Prerequisite: Int 13+, 6 ranks in a Technique or Form.
Benefit: Your spell modifier to cast spells is now +3 rather than +6 when you attempt to cast a spell without speaking any words (no verbal component).
Improved Still Spell [Sorcery]
Prerequisite: Int 13+, 6 ranks in a Technique or Form.
Benefit: Your spell modifier to cast spells is now +3 rather than +6 when you attempt to cast a spell without using any gestures (no somatic component).
Maximise Spell [Sorcery]
Prerequisite: Int 13+, 6 ranks in a Technique or Form.
Benefit: All variable, numeric effects of a maximised spell 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 increases the DC by 8.
Quicken Spell [Sorcery]
Prerequisite: Int 13+, 6 ranks in a Technique or Form.
Benefit: Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell increases the DC by 12.
Scribe Scroll [Item Creation]
Prerequisite: 6 ranks in any Form or Technique.
Benefit: The character can create a scroll of any spell that the character knows. Scribing a scroll takes 1 day for every 500gp it costs. When the character creates a scroll, the character sets the effects of the spell and must make a casting check equal to the Final DC. This Final DC cannot be lowered by any form of Backlash or Slow Casting. The cost of a potion is its Final DC multiplied by 25 gp and must be paid even if the casting check fails.
Slow Casting [Sorcery]
Benefit: The caster slows down the speed of casting from one standard action to a whole round or longer. This makes spellcasting easier and gives benefits as described below:
Full round: -2 to final DC
Minute: -6 to final DC
Spell Focus [General]
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the Form the character selects to focus on.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new Form.
Spell Penetration [General]
Benefit: The character gets a +4 bonus to caster level checks (1d20+caster level) to beat a creature’s spell resistance.
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