Mage Feats
BrewPotion [Item Creation]
You can create potions, which
carry spells within themselves. See the Dungeon Master
for rules on potions.
Prerequisites: Spell Power 4+, Alchemy
9+.
Benefit: You can create a potion of any
spell of 3rd level or lower that you know and that
targets a creature or creatures. Brewing a potion takes 1
day. When you create a potion, you set the caster level.
The caster level must be sufficient to cast the spell in
question and no higher than your own level. The base
price of a potion is its spell level multiplied by its
caster level multiplied by 50 gp. To brew a potion, you
must use up raw
materials costing half this base price.
When you create a potion, you make any choices that you
would normally make when casting the spell. Whoever
drinks the potion is the target of the spell.
CombatCasting
[General]
You are adept at casting spells in combat.
Benefit: You get a +4 bonus to
Concentration checks made to cast a spell while on the
defensive.
CraftMagicArmsAndArmor
[Item Creation]
You can create magic weapons, armor, and shields.
Prerequisites: Spell Power 8+,
CraftWondrousItem.
Benefit: You can create any magic
weapon, armor, or shield whose prerequisites you meet.
Enhancing a weapon, suit of armor, or shield takes 1 day
for each 1,000 gp in the price of its magical features.
To enhance a weapon, suit of armor, or shield, use up raw
materials costing half of this total price. (See a DM for
these prices.)
You can also mend a broken magic weapon, suit of armor,
or shield if it is one that you could make. Doing so
costs half the raw materials, and half the time it would
take to enchant that item in the first place.
The weapon, armor, or shield to be enhanced must be a
masterwork item that you must provide. (Its cost is not
included in the above cost.)
CraftRod
[Item Creation]
You can create magic rods, which have varied magical
effects.
Prerequisites: Spell Power 14+,
CraftWonderousItem.
Benefit: You can create any rod whose
prerequisites you meet. Crafting a rod takes 1 day for
each 1,000 gp in its base price. To craft a rod, you must
and use up raw materials costing half of its base price.
(See a DM for these prices.)
Some rods incur extra costs in material components as
noted in their descriptions. These costs are in addition
to those derived from the rods base price.
CraftStaff
[Item Creation]
You can create magic staffs, which have multiple magical
effects.
Prerequisites: Spell Power 18+,
CraftWondrousItem.
Benefit: You can create any staff whose
prerequisites you meet. Crafting a staff takes 1 day for
each 1,000 gp in its base price. To craft a staff, you
must spend use up raw materials costing half of its base
price. (See a DM for these prices.)
A newly created staff has 50 charges.
Some staffs incur extra costs in material components as
noted in their descriptions. These costs are in addition
to those derived from the staffs base price.
CraftWand
[Item Creation]
You can create wands, which cast spells.
Prerequisites: Spell Power 8+,
CraftWondrousItem.
Benefit: You can create a wand of any
spell of 4th level or lower that you know. Crafting a
wand takes 1 day for each 1,000 gp in its base price. The
base price of a wand is its caster level multiplied by
the spell level multiplied by 750 gp. To craft a wand,
you must use up raw materials costing half of this base
price. (See a DM for these prices.)
A newly created wand has 50 charges.
Any wand that stores a spell with a costly material
component also carries a commensurate cost. In addition
to the cost derived from the base cost, you must expend
fifty copies of the material component.
CraftWonderousItem
[Item Creation]
You can create miscellaneous magic items, such as crystal
balls and flying carpets.
Prerequisite: Spell Power 5+.
Benefit: You can create any
miscellaneous magic item whose prerequisites you meet.
Enchanting a miscellaneous magic item takes 1 day for
each 1,000 gp in its price. To enchant a miscellaneous
magic item, the spellcaster must use up raw materials
costing half of this price. (See a DM for these prices.)
You can also mend a broken miscellaneous magic item if it
is one that you could make. Doing so costs half the raw
materials, and half the time it would take to enchant
that item in the first place.
Some wondrous items incur extra costs in material
components as noted in their descriptions. These costs
are in addition to those derived from the items
base price. You must pay such a cost to create an item or
to mend a broken one.
ForgeRing
[Item Creation]
You can create magic rings, which have varied magical
effects.
Prerequisites: Spell Power 18+,
CraftWondrousItem.
Benefit: You can create any ring whose
prerequisites you meet. Crafting a ring takes 1 day for
each 1,000 gp in its base price. To craft a ring, you
must use up raw materials costing half of its base price.
(See a DM for these prices.)
You can also mend a broken ring if it is a ring that you
could make. Doing so costs half the raw materials, and
half the time it would take to craft that ring in the
first place.
Some magic rings incur extra costs in material components
or XP as noted in their descriptions. For example, a ring
of three wishes costs 15,000 XP in addition to costs
derived from its base price (as much XP as it costs to
cast wish three times). You must pay such a cost to
create a ring or to mend a broken one.
ScribeScroll
[Item Creation]
You can create scrolls, from which you or another a
spellcaster can cast the scribed spells.
Prerequisite: Spell Power 2, Calligraphy
5+.
Benefit: You can create a scroll of any
spell that you know. Scribing a scroll takes 1 hour for
each 1,000 gp in its base price. The base price of a
scroll is its spell power multiplied by its caster level
multiplied by 15 gp. To scribe a scroll,you must use up
raw materials costing half of this base price.
SummonFamiliar
[Mage]
Prerequisite: Spell Power 1.
Benefit: Familiars are magically linked
to their masters. In some sense, the familiar and the
master are practically one being. Thats why, for
example, the master can cast a personal range spell on a
familiar even though normally he can only cast such a
spell on himself. Familiars are similar to the normal
creatures they resemble.
Familiar Basics: Use the basic
statistics for a creature of its type, as given in the
Monster Manual, but make these changes:
Hit Dice: Treat as the masters character
level (for effects related to Hit Dice). Use the
familiars normal total if it is higher.
Hit Points: One-half the masters total,
rounded down. For example, at 2nd level, Hennet has 9 hit
points, so his familiar has 4.
Attacks: Use the masters base attack
bonus. Use the familiars Dexterity or Strength
modifier, whichever is greater, to get the
familiars melee attack bonus with unarmed attacks.
Damage equals that of a normal creature of that type.
Saving Throws: The familiar uses the
masters base saving throw bonuses if theyre
better than the familiars (Fortitude +2, Reflex +2,
Will +0).
Skills: Use the normal skills for an animal of
that type or the masters, whichever are better.
Table: Familiar Special
Abilities
Master
Class
Level |
Natural
Armor |
Int |
Special |
| 1-6 |
+1 |
6 |
Improved evasion, share
spells, empathic link |
| 7-12 |
+2 |
7 |
Touch |
| 13-18 |
+3 |
8 |
Speak with master |
| 19-24 |
+4 |
9 |
Speak with animals of
its type |
| 25-30 |
+5 |
10 |
Spell resistance |
| 31-36 |
+6 |
11 |
Scry on familiar |
| 37-42 |
+7 |
12 |
|
| 43-48 |
+8 |
13 |
|
| 49-54 |
+9 |
14 |
|
| 55-100 |
+10 |
15 |
|
T
Familiar
Ability Descriptions:
All familiars have special abilities (or impart abilities
to their masters) depending on the level of the master,
as shown on Table : Familiar Special Abilities. The
abilities on this table are cumulative.
Natural Armor: This number improves the
familiars AC. It represents a familiars
preternatural toughness.
Intelligence:: The familiars Intelligence
score. Familiars are as smart as people (though not
necessarily as smart as smart people).
Improved Evasion: If the familiar is subjected
to an attack that normally allows a Reflex saving throw
for half damage, the familiar takes no damage if it makes
a successful saving throw and half damage even if the
saving throw fails. Improved evasion is an extraordinary
ability.
Share Spells: At the masters option, he
may have any spell he casts on himself also affect his
familiar. The familiar must be within 5 feet at the time.
If the spell has a duration other than instantaneous, the
spell stops affecting the familiar if it moves farther
than 5 feet away. The spells effect will not be
restored even if the familiar returns to the master
before the duration would otherwise have ended.
Additionally, the master may cast a spell with a target
of You on his familiar (as a Touch range
spell) instead of on himself. The master and familiar can
share spells even if the spells normally do not affect
creatures of the familiars type (magical beast).
Empathic Link: The master has an empathic link
with the familiar out to a distance of up to one mile.
The master cannot see through the familiars eyes,
but the two of them can communicate telepathically. Note
that the low Intelligence of a low-level masters
familiar limits what it is able to communicate or
understand, and even intelligent familiars see the world
differently from humans. This is a supernatural ability.
Because of the empathic link between the familiar and the
master, the master has the same connection to an item or
place that the familiar does. For instance, if his
familiar has seen a room, the master knows about the
room.
Touch: If the master is 7th level or higher, the
familiar can deliver touch spells for the master. When
the master casts a touch spell, he can designate his
familiar as the toucher. (The master and the
familiar have to be in contact at the time of casting.)
The familiar can then deliver the touch spell just as the
master could. As normal, if the master casts another
spell, the touch spell dissipates.
Speak with Animals of Its Type: The familiar can
communicate with animals of approximately the same type
as itself (including dire variants): bats and rats with
rodents, cats with felines, hawks and owls and ravens
with birds, snakes with reptiles, toads with amphibians,
weasels with creatures of the mustelidae family (weasels,
minks, polecats, ermines, skunks, wolverines, and
badgers). The communication is limited by the
Intelligence of the conversing creatures.
Speak with Master: The familiar and master can
communicate verbally as if they were using a common
language. Other creatures do not understand the
communication with out magical help.
Spell Resistance: If the master is 25th level or
higher, the familiar gains spell resistance equal to the
(masters level / 5) + 5. If another spellcaster
tries to affect someone elses familiar with a
spell, that spellcaster must make a caster level check
(1d20 + caster level) at least equal to the
familiars spell resistance.
Scry: If the master is 31st level or higher, the
master may scry on the familiar (as if casting the spell
scrying) once per day. This is a spell-like ability that
requires no material components or focus
You can create potions, which carry spells within
themselves. See the Dungeon Master for rules on potions.
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