Archmagic feats to replace archmage and hierophant?


General Discussion (Prerelease)


Now that the hierophant and archmage are apparently gone, I wonder if the ability they granted could be turned into feats instead.

Make it a new type of feat - [archmagic] or [high magic] or something. Their prerequisites would make them available only to high-level spellcasters (I'd say those with access to 7th-level spells at least), and maybe they'd have to give up a spell slot every day they want to use this.

I think the following abilities would work:

  • Master Channeler (prerequisite: channel energy). Channel energy, as well as spells that use your energy type (i.e. healing spells for positive energy, inflict and the like for negative), are maximised under certain circumstances (positive: target has same alignment or patron deity; negative. opposed alignment, maybe also nemesis faith)

  • Eldritch Reach: Touch spells are cast at 30 feet (or 60, if you take the feat again)

  • Eldritch Fire: at will ability dealing 1d6 +1/2 caster level points points of raw magical energy as a supernatural ability. If you sacrifice spell slots, gain extra 1d6 for every spell level (yes, 0-level gives extra 0d6)

  • Mastery of Counterspelling

  • Mastery of Elements: Choose your energy type

  • Mastery of Shaping: alter the area of effect for certain spells to leave out some squares

  • Spell-Like ability: Your 2nd-level school or domain power is at will instead of 1/day per two caster levels (clerics can take this two times - once per domain).


  • I think that this definitely works, though I am adverse to paying both spell-slots and feats. For instance, the Eldritch Fire could be bought with a feat and slots expended when you actually use the fire, rather than to simply to "learn" the ability (the function of the feat, surely). The Elemental Mastery could apply to any element and be changed during each preparation period and could perhaps function as a metamagic effect.


    Just a thought, for the arcane version of Mastery of Elements, may I make a suggestion? Have it require the energy substitution feat, having this being the improved version, but it also gran an additional energy type per Int or per 2 Int modifiers, and not cost a spell slot any more.


    Sir Hexen Ineptus wrote:
    Just a thought, for the arcane version of Mastery of Elements, may I make a suggestion? Have it require the energy substitution feat, having this being the improved version, but it also gran an additional energy type per Int or per 2 Int modifiers, and not cost a spell slot any more.

    Energy Substitution is not open content as far as I know. Pathfinder couldn't use it as a prerequisite.


    KaeYoss wrote:
    Sir Hexen Ineptus wrote:
    Just a thought, for the arcane version of Mastery of Elements, may I make a suggestion? Have it require the energy substitution feat, having this being the improved version, but it also gran an additional energy type per Int or per 2 Int modifiers, and not cost a spell slot any more.
    Energy Substitution is not open content as far as I know. Pathfinder couldn't use it as a prerequisite.

    Yeah, my group forgot that it wasn't in the PDnD book, so my bad.

    Liberty's Edge

    I do believe your on to something here. Tweaking their powers into feats would be awesome. Being a fan of the archmage, it would be most unfortunate if it were to be gone for good! Though I do recall our boys at Paizo saying that these 2 prestige classes may show up in a future release!
    For now however, this idea of Archmagic Feats is a welcome step towards keeping them alive!
    Excellent! 1000 XP

    Liberty's Edge

    Arakhor wrote:
    I think that this definitely works, though I am adverse to paying both spell-slots and feats. For instance, the Eldritch Fire could be bought with a feat and slots expended when you actually use the fire, rather than to simply to "learn" the ability (the function of the feat, surely).

    Very very cool.

    I'll second the idea of buying the feat, then expending spell slots to power up the Eldritch Fire! Tons of potential!


    No problem with abilities that don't use up spell slots, to be honest. Or maybe something like reserve feats?

    But, as I said: It can work as simple feats!


    What do you think of these?

    HIGH MAGIC FEATS
    High magic feats are abilities the only most powerful of spellcasters are capable of using. In order to take a High Magic feat, the character must be able to cast 7th-level spells. Wizards can choose High Magic feats as their bonus feats, and sorcerers can choose these feats in place of one of their bloodline bonus feats.
    The caster level for these abilities is equal to the caster levels of all your spellcasting classes.

    HIGH MAGIC FIRE [HIGH MAGIC]
    You are able to channel magical energy into eldritch fire, manifesting it as a bolt of raw magical energy.
    Prerequisites: Able to cast an evocation spell of at least 7th level.
    Benefit: You can fire a bolt or raw magical energy as a supernatural ability. The bolt is a ranged touch attack with long range (400 feet + 40 feet/caster level) that deals 1d6 points per 4 caster levels. If you sacrifice a spell slot, you gain +1d6 per spell level to this damage.

    HIGH MAGIC REACH [HIGH MAGIC]
    You are able to use touch spells at a distance.
    Prerequisites: Able to cast at least three different touch spells, one of which must be at least 5th level.
    Benefit: You can use spells with a range of touch on a target up to 30 feet away. If you have a caster level of at least 17, this increases to 60 feat. This is a supernatural ability. You must make a ranged touch attack.

    MASTERY OF COUNTERSPELLING [HIGH MAGIC]
    You are adept at disrupting spells and turning them back upon the caster.
    Prerequisites: Improved Counterspell, able to cast greater dispel magic and spell turning.
    Benefit: When you counterspell a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.

    MASTERY OF SHAPING [HIGH MAGIC]
    You can alter the shapes your area spells take.
    Prerequisites: Widen Spell, able to cast three elegible* spells, one of which must be at least 5th level
    Benefits: You can alter elegible spells*. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapable spells have a minimum dimension of 5 feet instead of 10 feet.
    Special: Any area or effect spell that use one of the following shapes are elegible: burst, cone, cylinder, emanation, or spread.

    FAITH HEALING [HIGH MAGIC]
    You are adept at channelling positive energy.
    Prerequisites: Channel Positive Energy.
    Benefits: If you channel energy or use a cure spell, you heal the maximum amount of HP possible if the target has the same alignment or patron deity as you. Those harmed by positive energy, like undead, are dealt the maximum amount of damage if their alignment is opposed to yours, or they follow a deity that is a direct enemy to your patron deity.

    BLAST INFIDEL [HIGH MAGIC]
    You are adept at channelling negative energy.
    Prerequisites: Channel Negative Energy.
    Benefits: If you channel negative energy or use an inflict spell, you deal the maximum amount of damage possible if the target if their alignment is opposed to yours, or they follow adeity that is a direct enemy to your patron deity. Those healed by negative energy, like undead, are healed the maximum amount of HP possible if the they have the same alignment or patron deity as you.

    OPPOSED ALIGNMENT

    Caster Alignment Opposed Alignment
    Lawful good Chaotic Evil
    Neutral good Neutral evil
    Chaotic good Lawful evil
    Lawful neutral Chaotic neutral
    Neutral Lawful good, chaotic good, lawful evil, chaotic evil (choose one)
    Chaotic neutral Lawful neutral
    Lawful evil Chaotic good
    Neutral evil Neutral good
    Chaotic evil Lawful good
    Mindless undead are effected as if they had their master’s alignment

    RPG Superstar 2009 Top 16, 2012 Top 32

    KaeYoss wrote:
    Now that the hierophant and archmage are apparently gone, I wonder if the ability they granted could be turned into feats instead.

    Good thinking, KaeYoss.

    In fact, I suspect that lots of prestige classes could be turned into feats.

    Dark Archive

    Epic Meepo wrote:
    KaeYoss wrote:
    Now that the hierophant and archmage are apparently gone, I wonder if the ability they granted could be turned into feats instead.

    Good thinking, KaeYoss.

    In fact, I suspect that lots of prestige classes could be turned into feats.

    Awesome stuff, and I agree that many PrC class abilities would make excellent feats (or feat chains). The PrCs wouldn't have to be scrapped or anything, since a lot of people love 'em, but if somebody wants Hide in Plain Sight for their Rogue, they wouldn't have to study with the Shadowdancers or find some other PrC and take exactly as many levels as they need to gain that ability before dropping the 'prestige' class they worked so hard to qualify for like an angry cat.


    Sir Hexen Ineptus wrote:
    KaeYoss wrote:
    Sir Hexen Ineptus wrote:
    Just a thought, for the arcane version of Mastery of Elements, may I make a suggestion? Have it require the energy substitution feat, having this being the improved version, but it also gran an additional energy type per Int or per 2 Int modifiers, and not cost a spell slot any more.
    Energy Substitution is not open content as far as I know. Pathfinder couldn't use it as a prerequisite.
    Yeah, my group forgot that it wasn't in the PDnD book, so my bad.

    Energy Substitution is in the SRD, in the Divine Abilities section.

    As that section (like Epic) was never updated to 3.5 standard it is the 3.0 equivalent though (allows Sonic).

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