Magical Feats

This page contains additional campaign specific, magically oriented feats. These feats are available to any character, as long as the prerequisites are met. The title of the feat, a brief description of the feat, and the source material where the details of the feat may be found are included. The books are available during gaming sessions, and as time permits, the details will be added here. More feats will be added as they become available for play.

Arcane Ritual Mastery [Metamagic]

Source: Twin Crowns p33
Description: You are especially adept at casting arcane rituals.
Benefit: Provides a +3 bonus to all skill checks in arcane rituals.

Divine Ritual Mastery [Metamagic]

Source: Twin Crowns p36
Description: You are especially adept at casting divine rituals.
Benefit: Provides a +3 bonus to all skill checks in divine rituals.

Free Thinker [General]

Source: BR p254
Description: Free Thinker is only available to clerics. When you take this feat, you are freed from aspects of traditional church dogma and ritual, and may pray for your spells at any time of day.
Prerequisite: Wis 13+.
Benefit: With this feat, you may prepare divine spells at any time and any place. You must still follow the “Recent Casting Limit” rules. The effect of this feat is that you may ignore the “Time of Day” rules and may pray for spells whenever you like.

Heretic [General]

Source: BR p254
Description: You hold views deemed heretical by your church, but you still gain spells from your god. This feat is how heretical cults come into existence (see Chapter VIII in The Book of the Righteous).
Prerequisite: Cleric.
Benefit: The cleric may be two alignment shifts from a god’s alignment and still receive powers from that god, but may not be the opposite alignment from the sponsor god. A heretic may be neutral if the sponsor god is one alignment shift from neutral.
Special: A heretic receives the same domains as other clerics of the god, but may not take alignment domains counter to her own. Whether the heretic is actually receiving power from the god he professes to worship is up to the GM. If your GM defines a heretical cult, you might receive different domains from the cult thanfrom the usually church of the god (like the cults in Chapter VIII in The Book of the Righteous).

Increase Arcane Recharge [Metamagic]

Source: Twin Crowns p38
Description: This feat doubles the duration of your arcane recharge.
Benefit: With this feat, you are able to double the duration that an arcane recharge will last you. For example, if a 6th level wizard takes this feat, when he recharges at a nexus he will be able to cast spells for 12 days, instead of the normal 6.

Increase Divine Recharge [Metamagic]

Source: Twin Crowns p38
Description: This feat doubles the duration of your divine recharge.
Benefit: With this feat, you are able to double the duration that a divine recharge will last you. For example, if a 6th level cleric takes this feat, when he recharges at a shrine he will be able to cast spells for 12 days, instead of the normal 6.

Improved Familiar [General]

This feat allows you to acquire a familiar from a nonstandard list, but only when you could normally acquire a new familiar (see the Summon Familiar feat above).

Prerequisites: Ability to summon a new familiar, compatible alignment, sufficiently high level.
Benefit: When choosing a familiar, improved creatures are also available to you. You may choose a familiar with an alignment up to one step away from your own on each of the alignment axes (lawful thru chaotic, good thru evil). For example, a chaotic good character could acquire a neutral good familiar. A lawful neutral character could acquire a neutral good familiar.
Improved familiars otherwise use the rules appropriate for the class of their master that they are associated with, with one exception: If the creature’s type is something other than animal or beast, its type does not change. If the creature is an animal or beast it becomes a magical beast.

Necromantic Ritualist [Metamagic]

Source: Twin Crowns p40
Description: You are especially adept at casting necromancy rituals, whether arcane or divine. The improved ability to cast these rituals comes from opening oneself up to the forces of necromancy, rather than any increased skill.
Prerequisites: Evil Alignment, Wizard level 9+ or Sorcerer level 12+.
Benefit: Provides a +4 to all ritual rolls for Necromancy rituals only.
Special: This feat can be taken by a character who also has other ritual enhancing feat(s), in which case the bonuses stack.

Overreach Ritual [Metamagic]

Source: Twin Crowns p40
Description: You are able to burn additional drams of korba during the casting of a ritual (arcane or divine) in order to increase your chance of success.
Prerequisites: Six ranks in either the Arcane or Divine Ritual skill.
Benefit: Add 1d4 bonus to skill checks for casting rituals per extra dram of korba burned up, to a maximum of three drams of korba. Use of this feat also increases the flaw of the ritual cast by 1 per extra dram of korba burned. For example, a Wizard with 10 ranks in Arcane Ritual and and intelligence of 18 (total bonus to skill check is 10 + 4 = 14) casts an arcane ritual with a DC of 30 and a flaw of 2. He uses this feat and burns an additional three drams of korba, which means he can add 3d4 to the d20 roll for his skill check, but the flaw of the ritual increases from 2 to 5. If his total combined skill roll +14 equals 30-34 then the ritual is a flawed success, and if it is 35 or greater then it is an ordinary success.
Use of this feat does not increase the chance of critical success, which still requires a natural 20 on the d20 roll, followed by a normal success roll. The d4 bonuses for this feat are not used for the second roll when determining critical success. Likewise, the d4 bonuses do not apply to the second roll when determining criti- cal failure. Therefore, although this feat may decrease the chance of failure, and therefore the critical failure, when failures do occur they tend to be critical.
Special: This feat may be taken more than once. Each pick in this feat increases the maximum number of extra korba that can be burned by three.

Profound Faith [General]

Source: BR p256
Description: Profound Faith can only be taken by clerics. You may not be the brightest holy symbol in the temple, but your faith is stronger than most. Just as holy warriors are able to draw on the raw power of their faith, you use your faith more than your wisdom to call for aid from your god.
Prerequisites: Cha 13+, Cleric.
Benefit: You may use your Charisma instead of your Wisdom to determine what level divine spells you can cast and the number of bonus spells you receive. However, you continue to use your Wisdom modifier to determine everything else about your divine spells, such as the DC for saving throws against them.

Scribe Arcane Ritual Scroll [Item Creation]

Source: Twin Crowns p42
Description: You can create arcane ritual scrolls, which are necessary for the casting of arcane rituals.
Benefit: You can create any arcane ritual scroll whose prerequisite you meet my copying an existing scroll, or of a ritual which you have in memory or have just researched successfully. Scribing a ritual scroll takes 1 day for every 1,000 gp of its base price. Base price is determined by the DC of the ritual + the minimum drams of korba to cast multiplied by 1,000 gp. If the DC is variable, then use the maximum DC or the base DC + 10 if there is no set maximum. The raw materials for making the ritual scroll cost one half the base price (mostly special inks and paper). You must also expend XP equal to 1/25 the base price).
The prerequisite for being able to copy a specific ritual scroll is that you have to be able to successfully cast the ritual (at minimum DC) without situational modifiers, temporary bonuses, or bonuses from magic items. In other words, your skill check modifier from ranks in Arcane Ritual + Intelligence Modifier, + bonuses from feats must be within 20 points of the minimum DC of the ritual you wish to scribe. Situational modifiers, such as being in a nexus, do not count.

Scribe Divine Ritual Scroll [Item Creation]

Source: Twin Crowns p42
Description: You can create divine ritual scrolls, which are necessary for the casting of divine rituals.
Benefit: You can create any divine ritual scroll whose prerequisite you meet my copying an existing scroll, or of a ritual which you have in memory or have just researched successfully. Scribing a ritual scroll takes 1 day for every 1,000 gp of its base price. Base price is determined by the DC of the ritual + the minimum drams of korba to cast multiplied by 1,000 gp. If the DC is variable, then use the maximum DC or the base DC + 10 if there is no set maximum. The raw materials for making the ritual scroll cost one half the base price (mostly special inks and paper). You must also expend XP equal to 1/25 the base price).
The prerequisite for being able to copy a specific ritual scroll is that you have to be able to successfully cast the ritual (at minimum DC) without situational modifiers, temporary bonuses, or bonuses from magic items. In other words, your skill check modifier from ranks in Divine Ritual + Wisdom Modifier, + bonuses from feats must be within 20 points of the minimum DC of the ritual you wish to scribe. Situational modifiers, such as being in a shrine, do not count.

Transform Familiar to Guardian Familiar [General]

You are capable of changing your familiar into a more powerful creatures.
Prerequisites: Summoned familiar, compatible alignment, sufficiently high level.
Benefit: You can turn your standard familiar into a greater familiar, transforming your existing familiar into a Guardian Familiar. Doing so requires a ritual which takes 24 hours and uses up magical materials that cost 1,000 gp. Only familiars originally of the Animal or Vermin types can be transformed into guardian familiars This familiar will continue to be treated as a magical beast.
As you advance in level in the class associated with the familiar, the familiar also increases in power according to the appropriate Greater Familiar Special Abilities chart. Note that levels of different classes that are already entitled to familiars (such as sorcerers and wizards), or that are associated with a particular class due to a feat, stack for the purposes of determining any familiar abilities that depend upon the master’s level.
If the greater familiar dies, or you choose to dismiss it, you must attempt a Fortitude save (DC 20). Failure means you gain two negative levels; success reduces the loss to one negative level. These negative levels remain for one week per hit dice of the lost familiar. A slain or dismissed greater familiar cannot be replaced for a year and a day. A slain greater familiar can be raised from the dead just as a character can be, and it does not gain a negative level or a Constitution point when this happy event occurs.
In all other ways, greater familiars function as per standard familiars.

Wizards and sorcerers may take this feat, if they possess summon familiar class ability, even if they do not currently have a familiar.

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Magical Feats

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