Homebrew Wizard Feats

Homebrew and House Rules

Here are some feats I thought of that I think should help wizards expand their options some based on the various schools of magic.

Dangerous Wizardry Feat 1

Your evocation spells are especially dangerous. When you Cast a Spell from your spell slots, if the spell is an evocation spell, deals damage, and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.

Energy Realignment ◈ Feat 4
Prerequisites You cannot be undead

Your studies of the way positive and negative energy interact with each other allows you to temporarily realign your own energies. When you use this ability, you gain the negative healing ability, which means you are harmed by positive damage and healed by negative effects as if you were undead until the start of your next turn. If you already have the negative healing ability, you can instead choose to suppress it and be healed by positive effects and harmed by negative damage until the start of your next turn.

Expanded Summoning Feat 10
Prerequisites Master in Nature, Occultism, or Religion

Your mastery of conjuration magic allows you to summon beings that normally only respond to spellcasters of other religions. You can add 1 summon spell that's not on the arcane spell list to your spellbook, and can prepare and cast it from your wizard spell slots as if it was an arcane spell. You must have master rank in the skill of the tradition that the summon spell normally belongs to before you can choose it (Nature if it was on the primal spell list, Occultism if it was on the occult spell list, Religion if it was on the divine spell list).
Special You can choose this feat more than once. You must choose a different qualifying summon spell each time.

Sovereign Court

Interesting. I might do Expanded Summoning a bit differently. "When you prepare your spell in the morning, you can change one of your Summoning spells that you prepared into a different Summons, of the same level, that is not normally on the Arcane list. You must have the appropriate skill that matches the tradition the spell is normally on. You can choose a different Summon and tradition to pull from each day. Each time you take this feat again, you can alter another of your Summoning spells."

How much damage would a 9th level magic missile do with Dangerous Wizardry?

+9 per target no matter how many individual missiles bit that target there would be +9 damage.

Just like from Dangerous Sorcery which this is exactly the same as.

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