mage feats

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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 rod’s 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 staff’s 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 item’s 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. That’s 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 master’s character level (for effects related to Hit Dice). Use the familiar’s normal total if it is higher.

Hit Points: One-half the master’s total, rounded down. For example, at 2nd level, Hennet has 9 hit points, so his familiar has 4.

Attacks: Use the master’s base attack bonus. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that type.

Saving Throws: The familiar uses the master’s base saving throw bonuses if they’re better than the familiar’s (Fortitude +2, Reflex +2, Will +0).

Skills: Use the normal skills for an animal of that type or the master’s, 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 familiar’s AC. It represents a familiar’s preternatural toughness.

Intelligence:: The familiar’s 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 master’s 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 spell’s 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 familiar’s 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 familiar’s eyes, but the two of them can communicate telepathically. Note that the low Intelligence of a low-level master’s 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 (master’s level / 5) + 5. If another spellcaster tries to affect someone else’s familiar with a spell, that spellcaster must make a caster level check (1d20 + caster level) at least equal to the familiar’s 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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