"Man, that spire is huge!"
| Arcane Feats: a variant house rule |
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| Written by Leland J. Tankersley | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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These rules grew out of an attempt to address the well-known "5 minute adventuring day" problem in D&D. They are somewhat similar in concept to the Reserve Feats published by WotC, although developed independently. The idea is to give arcane spellcasters an always available magic ability that can be used in combat in lieu of either (a) using a powerful spell better reserved for a more dangerous encounter or (b) doing nothing. I also include in case (b) actions such as firing a crossbow or making some other largely-ineffectual attack. The core problem as we see it is that everyone wants to do something every round to help the party. The role of a fighter or cleric is usually apparent. But wizards tend to be all-or-nothing. If a mid-level party encounters a large group of, say, orcs, or some other monster that does not really pose a threat to the PCs, then the wizard either does nothing, or else uses a spell that is not at all necessary and which is often overkill. In our view, the desire to avoid boredom leads to arcane casters using spells when they are not really needed for party success, which contributes to early resource depletion and frequent stops for rest and repreparation of spells. By giving these characters a decent (although not overpowered) arcane ability, the characters have something useful to do that retains some magical flavor. Also, providing characters with this always-on magical attack ability gives them freedom to prepare more useful "utility" spells instead of taking all fireball, scorching ray, magic missile or what-have-you. In about 18 months of playing with these rules, we have found that they seem to work well -- your mileage may vary, of course. Changes to Wizard and Sorcerer Classes: Change the “Summon Familiar” class feature gained at 1st level to a bonus feat. Wizard and Sorcerer bonus feats can be used to select a metamagic feat, an item creation feat, an arcane feat (described below), Summon Familiar, or Spell Mastery. New Feats: Flexible Mind [General] Benefit: When determining whether you must take an experience point penalty due to multiclassing, your highest level class does not count. Normal: Without this feat, only humans and half-elves can ignore their highest level class when determining whether to take an experience point penalty due to multiclassing. Summon Familiar [Arcane] Prerequisite: Wizard level 1 or sorcerer level 1. Benefit: You can obtain a familiar as described in the Players Handbook in the sorcerer class description. Arcane Touch [Arcane] Select an energy type (fire, cold, acid, or electricity) Prerequisite: Ability to cast arcane spells. Benefit: As a standard action you can make a touch attack to inflict the chosen type of energy damage, powered by your arcane might. The amount of damage depends on the highest level arcane spell you have prepared or arcane spell slot you have available (see chart). This is a spell-like ability, does not work in an antimagic field, and is subject to spell resistance. Activating this ability is just like casting a melee touch spell (such as shocking grasp) of a level equal to the highest level arcane spell/spell slot you have available, including arcane spell failure, provoking attacks of opportunity, and requiring Concentration checks. Special: You may select this feat multiple times, selecting a different energy type each time. Arcane Bolt [Arcane] Select an energy type (fire, cold, acid, or electricity) Prerequisite: Ability to cast arcane spells. Benefit: As a standard action you can make a ranged touch attack (with a maximum range of 30’) to inflict the chosen type of energy damage, powered by your arcane might. The amount of damage depends on the highest level arcane spell you have prepared or arcane spell slot you have available (see chart). This is a spell-like ability, does not work in an antimagic field, and is subject to spell resistance. Activating this ability is just like casting a ranged touch spell (such as scorching ray) of a level equal to the highest level arcane spell/spell slot you have available, including arcane spell failure, provoking attacks of opportunity, and requiring Concentration checks. Special: You may select this feat multiple times, selecting a different energy type each time. Arcane Burst [Arcane] Select an energy type (fire, cold, acid, or electricity) Prerequisite: Ability to cast arcane spells. Benefit: As a standard action you can create a burst of the chosen type of energy damage into all squares that are adjacent to you, powered by your arcane might. The amount of damage depends on the highest level arcane spell you have prepared or arcane spell slot you have available (see chart). This is a spell-like ability, does not work in an antimagic field, and is subject to spell resistance. Activating this ability is just like casting a spell of a level equal to the highest level arcane spell/spell slot you have available, including arcane spell failure, provoking attacks of opportunity, and requiring Concentration checks. A target that makes a successful Reflex save takes only half damage. Special: You may select this feat multiple times, selecting a different energy type each time. Arcane Smite [Arcane] Select an energy type (fire, cold, acid, or electricity) Prerequisite: Ability to cast arcane spells. Benefit: As a standard action you can use your arcane might to give yourself a bonus to your next melee attack roll and damage. The attack bonus and damage inflicted depend on the highest level arcane spell you have prepared or arcane spell slot you have available (see chart). This is a spell-like ability and does not work in an antimagic field, but is not affected by spell resistance. Activating this ability is just like casting a spell of a level equal to the highest level arcane spell/spell slot you have available, including arcane spell failure, provoking attacks of opportunity, and requiring Concentration checks. Special: You may select this feat multiple times, selecting a different energy type each time.Damage and other effects of Arcane Touch/Bolt/Burst/Smite:
In the chart, "mod” refers to the character’s ability modifier for her primary spellcasting ability. For example, a wizard would use her Intelligence modifier, while a sorcerer or bard would use her Charisma modifier.
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