Difference between revisions of "Feats in Development (D&D)"

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Unofficial rules compendium

Extra Target Spell (Metamagic)

Your spells can affect one additional target.

Benefit: An extra target spell affects one additional target. Can only be used on spells which normally targets one or more creatures or objects and which is not personal. If the spell normally only affects one target, both targets must be no more than 30 ft. apart; otherwise the targeting limitations of the original spell are not changed. An extra target spell uses a spell slot one level higher than normal.

Double Targets Spell (Metamagic)

Your spells can affect twice as many targets.

Benefit: An extra target spell affects twice as many targets as usual. Can only be used on spells which normally targets one or more creatures or objects and which is not personal. If the spell normally only affects one target, both targets must be no more than 30 ft. apart; otherwise the targeting limitations of the original spell are not changed. An extra target spell uses a spell slot two levels higher than normal.

Ritual Spell (Metamagic)

This is a development of the already adopted feat.

You may reduce the power required for a spell by casting it as a ritual.

Benefit: Any spell with a casting time of ten minutes or less can be cast as a ritual spell. Prepare a ritual spell in a spell slot one to five levels lower than normal. Note that the actual level of the spell is not reduced; only the level of the spell slot required. To actually cast the spell requires a ritual with a casting time of one hour. In addition, it requires that a number of other ritual conditions be met, depending on how many spell levels you lowered the spell. Finally, the caster level of the spell is increased by an amount depending on the number of ritual conditions fulfilled. If you have "extra" ritual conditions beyond those required to cast the spell at the level you prepared it, those do not affect the spell level in any way but can still be used for caster level benefits.

Number of
ritual conditions
Spell Level
Decrease
Caster Level
Increase
1 -1 +2
4 -2 +4
9 -3 +6
16 -4 +8
25 -5 +10

Ritual conditions can include the following; it is up to the player to invent more and get the DM's approval for each. Note that several grades of similar conditions (such as a six-hour ritual and a one-week ritual) each count separately.

  • A six-hour ritual.
  • A one-week ritual.
  • In a significant site, such as a temple, druid circle, or wizard's sanctum.
  • In a place that is attuned to this kind of magic, such as a druid circle famous for fertility rites or a volcano associated with fire spells.
  • A number of (unskilled) helpers equal to the spell's level.
  • A number of assistant casters equal to the spell's level. These need not be able to cast the spell, but must have it on their spell list.
  • A congregation of at least ten times the spells original level.
  • A congregation of at least a hundred times the spells original level.
  • A congregation of at least a thousand times the spells original level.
  • The ritual cumulates on a day significant to your magic tradition (about four of these per year, and they are generally well known).
  • Astrological calculations have pointed to this time as especially auspicious for this particular spell. (This will happen about once per year and coincide with the one above about once per century.)
  • Use a minor (or greater) artifact related to the spell being cast as prop in the ritual.
  • Use a major artifact as a prop in the ritual.
  • Make an appropriate sacrifice (a sentient life, 10 xp per spell level, or five times this in gold piece value).
  • Make a major sacrifice. (Multiply the above with caster level.)
  • The ritual has side-effects that make it obvious to everyone within one mile per spell level that something magical is happening, such as lightning, howling, strange glow, billowing smoke, or discolored balefire. The side effects mirror the spell being cast, and Spellcraft (DC 20 + spell level) can identify the exact spell.

Notes: This feat is recommended for evil NPCs, whose terrible rituals the PCs must stop. It is particularly useful to divine spellcasters, who know high-level spells but normally just can't cast them. Many cleric spells do very well as rituals. Wizards can learn spells of a level they cannot normally cast, but must scribe it using the standard rules, not take it for free when they go up in level. Sorcerers and Bards can never learn spells that they cannot normally cast, and thus find this feat almost useless.

Skill Specialization (General)

You train one skill to the limit of your ability.

Benefit: Select one skill. You gain skill ranks in this skill equal to your maximum allowed skill ranks for the skill. This is Hit Dice +3 for class skills and (Hit Dice +3)/2 for cross-class skills. If the skill in question later becomes a class skill, your ranks increase accordingly. Any skill points you already have in the skill are refunded and can be placed in other skills.

Special: This feat can be taken several times. Each time, it applies to a new skill.

Notes: The DM might require some form of special training or study period to take this feat, as a great influx of skill points can be disruptive to role play.