Spell

Feat Descriptions

Arcane Strike [Spell]

You can deliver a touch spell via melee attack with any weapon.

Benefit You can cast a spell with a range of touch through a weapon you hold. You can hold the charge indefinitely, but the first successful touch attack will discharge the spell. A normal attack may be made, in which case both the normal result of the attack and the spell discharge both happen.

Normal Touch spells can only be cast using unarmed attacks, though attacks of opportunity do not usually apply to the touch attack.

Armored Spellcaster [Spell, Armor Proficiency]

You are practiced at casting spells in armor.

Prereqs Skill Focus (Concentration) , Ability to cast spells

Benefit You do not suffer Arcane Spell Failure when casting spells in armor or shields with which you are proficient.

Normal You suffer Arcane Spell Failure when attempting to cast spells with somatic components while wearing armor, proficient or not.

Augment Summoning [Spell]

Prereqs Spell Focus (Conjuration)

Benefit Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Cast on the Run [Mobility, Spell]

Prereqs Skill Focus (Concentration) , Dodge, Mobility

Benefit When casting a spell, you can move both before and after casting, provided that your total distance moved is not greater than your speed.

Combat Casting [Spell]

Benefit You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Note Because Skill Focus (Concentration) now gives a +3 bonus to all Concentration checks, this feat is now more or less redundant and I have dropped it. All prerequisites have been changed to Skill Focus (Concentration) .

Eschew Materials [Spell]

Benefit You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Greater Spell Focus [Spell]

Choose a school of magic to which you already have applied the Spell Focus feat.

Prereqs Spell Focus

Benefit Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

Greater Spell Penetration [Spell]

Prereqs Spell Penetration

Benefit You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

Immediate Counterspell [Spell]

Prereqs Combat Reflexes, Quicken Spell, Skill Focus (Spellcraft)

Benefit You can counterspell as an immediate action. You must still succeed at a Spellcraft check to identify the spell you are counterspelling. You do not need to use a quickened spell.

Normal You must ready an action in order to counterspell.

Improved Counterspell [Spell]

Benefit When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Mounted Spellcasting [Spell, Mounted]

You can cast spells more easily while mounted.

Prereqs 1 rank in Ride skill, Skill Focus (Concentration) , Mounted Combat

Benefit You do not need to make a Concentration check to cast a spell because you are mounted.

Natural Spell [Spell, Wildshape]

Prereqs Wis 13, wild shape ability

Benefit You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Spell Focus [Spell]

Choose a school of magic.

Benefit Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Penetration [Spell]

Benefit You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

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