Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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Building on the idea presented in the Magus thread here, I decided to try my hand at writing it as a feat.
Arcane Focus (Combat)
You tie a spell to yourself, enhancing your attacks as long as it remains uncast.
Prerequisite: Ability to cast 1st level arcane spells, Arcane Strike
Benefit: When preparing your daily spells, you may designate one spell to this feat. As long as that spell remains uncast, you receive a benefit depending on the spell’s school and level. Spontaneous casters must designate a specific spell slot for the spell, in effect memorizing the spell to that spell slot, and being unable to cast any other spell with it. Cantrips cannot be designated in this fashion
You may cast the spell on yourself as an immediate action, or on a successful attack. If using this ability after a successful attack, then the spell only affects the target struck, even if the spell normally has an area of effect or multiple targets. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components and must roll for arcane spell failure if necessary.
The effects of the schools are listed below.
Abjuration: You receive a deflection bonus to AC equal to the spell’s level.
Conjuration: a successful attack reduces the target’s speed is by 5’ per spell level for one round as conjured energy hampers his movements (Reflex save negates, DC is 10 + spell level + casting attribute). Targets with a speed reduced to zero are slowed for one round. Multiple hits in the same round stack.
Divination: You receive an insight bonus to initiative equal to the spell’s level.
Enchantment: On a successful hit, the target is dazed for one round (Will save negates, DC is 10 + spell level + casting attribute) as it regains control of its mind. This is a mind affecting effect.
Evocation: Your melee attacks do one point of energy damage per level of the spell. The energy type is the same as the spell designated for the feat. Force effects allow the attack to damage incorporeal creatures, but only the force damage is not halved, not the entire damage.
Illusion: On a successful hit the target is assaulted by phantasmal images and sounds resulting in a miss chance equal 5%/spell level for one round. Subsequent hits are not cumulative.
Necromancy: On a successful hit with a ranged weapon (not a spell) the target takes 1 point/spell level of negative energy damage. On a successful hit with a melee weapon, the target takes 1 point/two spell levels of negative energy damage, you are healed for a like amount. Excess healing is lost.
Transmutation: On a successful hit the target is sickened for one round/spell level, as his body tries to shift uncontrollably. A Fortitude save (DC is 10 + spell level + casting attribute) reduces this to one round. Multiple hits require multiple saves, but do not extend the duration. Use the last successful strike as the duration of any remaining effects.
Special: This feat may be taken multiple times, however effects from each feat do not stack with themselves (you cannot take two abjuration spells and add their AC bonus, but taking abjuration and divination are fine.
Themetricsystem
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This was obviously well thought out and a bit of effort was put into it.
That I can appreciate but really the only thing I can contribute here is that I think it is kinda encroaching on the wizards territory with the school specialization.
Also there is no mention of the wizards opposition schools in this. I would think he should be prevented from spec'ing into a prohibited school.
Perhaps also the prereqs are too easy to achieve as well. Any regular jackoff with an off-level in bard can pick these really powerful buffs up given the two feats.
| Slacker2010 |
stuff
WOW, I really like it. Good work too, I like how you got all 3 saves in there. I dont know if its overpowered yet. I would have to make an EK or something to test it.
EDIT:
Perhaps also the prereqs are too easy to achieve as well. Any regular jackoff with an off-level in bard can pick these really powerful buffs up given the two feats.
It goes off of spell level so with only one level in bard or wizard and burning two feats you can get a plus 1 defelection bonus or +1 Initiative bonus? It looks to scale nicely and stop dipping for it. You can do better with Dodge for AC, and Improved Initiative for the other bonus.
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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This was obviously well thought out and a bit of effort was put into it.
That I can appreciate but really the only thing I can contribute here is that I think it is kinda encroaching on the wizards territory with the school specialization.
Also there is no mention of the wizards opposition schools in this. I would think he should be prevented from spec'ing into a prohibited school.
Perhaps also the prereqs are too easy to achieve as well. Any regular jackoff with an off-level in bard can pick these really powerful buffs up given the two feats.
Thank you for the feedback.
I don't think a wizard would readily grab this feat once, let alone multiple times. You're tying up a spell in the effect, and while a first level (human) wizard could conceivably get it, does he really want to tie up his first level spell for a +1 for initative or possibility of dazing someone in a melee attack? Same goes for the 'jackoff with an off-level in bard.'
In addition, it's going to top out at +9. My only concern is the Enchantment effect being too powerful (lock down a 9th level spell, take the target out of combat for 9 rounds), though it being mind affecting does hamper some of its usefulness.
As for the specialist issue, good point. I mean he'd be tying up two spell slots for this focus, but a 'Special: A specialist wizard may not used Arcane Focus on a spell of his opposition schools.' would be worth consideration.
| SmiloDan RPG Superstar 2012 Top 32 |
Yeah, the daze 1 rd/spell level is a bit powerful, especially for a bard 1/fighter X that hits every round, so he is dazing every round. Granted, it would be a pretty weak save at higher levels, but still pretty powerful. Even a 5% chance of having a foe do nothing for a round is nothing to sneeze at, and probably worth having if it only costs 2 feats when you get 21 or 22.
But a really great concept and delivery. I like it a lot!
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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I'm thinking that changing the Conjuration effect to an entangle effect for one round (save negates) is good.
I think I'll keep the daze the same though, it does require a to hit roll, and a save negates, and it's mind affecting. I thought about a one round confusion effect for enchantment, but that would be full on [/i]lesser confusion[/i]
Conjuration/enchantment/transmutation do not scale with the level of the spell being used, not sure I like that.