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T O P I C    R E V I E W
sleyvas Posted - 16 Nov 2005 : 17:06:57
I figure some of you may be like me and appreciate a little tinkering. I've not been fond of the fact that the "circle" ability of the Rashemi and the Thayans have been made into the same ability for the most part. Add further fuel to the fire when you get the Halruanns doing the same thing as well now. I'd always liked the fact that in second edition they were very uniquely different (red wizards got more spells using their circles, plus they had some ability to control golems using their circles, plus their circles were actually useful on the battlefield, and the biggest difference being that the Thayans used their apprentices for their circles.... Rashemen's witches used their ability to use similarly powered witches to enhance their magical effects to tremendous levels).
So, I figured what better way to reflect this than to make some feats that would only be available to those who would go into those classes. Also, this might discourage the hopping from prestige class to prestige class that is seen. Plus, they really add some flavor to certain areas of the realms. I started writing these up a while back, and I know they still need work... I figured what better way than to open it up to these forums. Let me know what you think?

Construct Control Circle
You may make constructs for cheaper but they must be controlled by members of your circle
Prerequisites: Craft Construct (from Monster Manual), tattoo focus, Circle Leader Class ability, Concentration 14
Benefit: The character can make constructs for one-third (1/3) the normal market price to make a construct. However, said construct has no sentience and must be mentally controlled by a member of the character’s circle (who need not have any special skill with constructs). The character himself works as a link for his circle members to his constructs and is unable to control a construct himself. The circle is able to control constructs created by the circle leader that are within 1 mile. In order for a circle member to control a construct he must make a concentration check against a DC equal to 10 + construct’s HD. Success indicates that the circle member can control that construct for up to 10 minutes. If the circle member ever fails a concentration check, he is cast out of the circle and his construct stops functioning. If the circle ever shrinks to below 3 members (including the circle leader) all members lose control of their constructs.
If a construct is ever destroyed while a member is controlling it, there is a chance that the member will be knocked comatose as well. He must make a fortitude save equal to a DC of 10 + one-half the hit dice of the construct (example, iron golem has DC 19) or go into a comatose state for 1 hour per HD of the controlled construct. There is no way magical or otherwise to draw the character out of this comatose state. A controlling member can pull himself out of the circle as a standard action on his construct’s initiative without having to make this check.
Normal: you pay normal cost but your constructs are sentient


Battle Circle
The character learns to spontaneously add metamagic feats to his lower level, already memorized spells so long as the members of his circle are able to maintain concentration. He and the members of the circle run the risk of being overwhelmed by the magic coursing between them.
Prerequisites: Circle Leader Class ability, Tattoo Focus, one metamagic feat from the list below
Benefit: The character may have the members of his circle open themselves directly to the weave and feed him raw magical energy. The character can then use this energy to spontaneously add feats THAT HE KNOWS from the list below to a spell as he casts. Adding feats to a spell makes casting the spell a full round action. The total lvl of the modified spell cannot be higher than the highest lvl spell that the caster can cast (example: a 15th lvl wizard could not make the total spell level higher than 7). The character also cannot use more levels of metamagic feats than he has members in his circle (5 members equals 5 levels of feats possible each round). Each round each of the circle members must make a fortitude save against a DC of 5 + the number of levels used that round (i.e. if a character empowers and maximizes a spell, the DC would be 10). Failure results in that member suffering magical backlash equal to 1d4 times the lvls of metamagic feats used that round. If a member dies as a result of this failure, the circle leader must make a concentration check against a DC of 10 + damage deal to keep the group together. If the circle falls apart, members are treated as shaken for 1d4 rounds and may not immediately attempt to reform their circle.
Any of the following feats may be added to a spell, so long as the caster has said feat : Empower spell, Maximize spell, Heighten spell, Widen Spell, Enlarge Spell, Corrupt spell (Book of Vile Darkness), violate spell (Book of Vile Darkness), Delay Spell (from FRCS), Twin Spell (from FRCS), Reach Spell (from Faiths & Pantheons), fortify spell (from Unapproachable East), Explosive Spell (from Unapproachable East), Transdimensional Spell (from Unapproachable East), Consecrate Spell (Book of Exalted Deeds), Purify Spell (Book of Exalted Deeds), Sculpt Spell (Tome and Blood), Energy Admixture (Tome and blood), Chain Spell (Tome and Blood)
Normal: See rules for Circle Magic


Quick Circle Formation
The character can form his circle in less time than normal
Prerequisites: Circle Leader Class ability, Tattoo focus
Benefit: The character may have the members of his circle form up in 1 minute’s time (10 rounds) rather than 1 hour.
Normal: It takes an hour to form a circle


Circle Sight
The character can use the combined magical castings of its members to scry apply extra divination spells that can be used through the scrying magic
Prerequisites: Circle Leader Class ability, Hathran
Benefit: The character is able to combine the effects of several divination magics while attempting to remotely view a person, place, or thing. For instance, if he were magically viewing an unlit area, he would not normally be able to see. However, if one of his circle members were to cast a divination spell to see in darkness the circle leader would be affected. Similar effects occur when using see invisible, detect magic, detect evil, detect thoughts, true seeing, etc… The number of spells which can be stacked is limited by the number of members in the circle. The will save DC by the person being viewed is modified by +2 for each additional member participating in the circle.
Normal: you are bounded by the capabilities of your scrying spell

Circle Assault
The character can use scrying magic to send low-level spells against her enemies while leading a circle. The enemy can return magical attacks without level restrictions and/or transport themselves to the site of the circle
Prerequisites: Circle Leader Class ability, Circle Sight Feat, Hathran
Benefit: The caster is able to cast enchantment and/or conjuration spells upon an opponent or area upon the same plane through the use of scrying magic. All spells must be of a level no higher than 1/4th the caster lvl (thus a 19th lvl caster would be able to cast 4th lvl spells through her scrying spell). In order to do this, the circle members must take over the burden of the scrying created while the circle leader performs the assaulting magics. In the area being scryed, the source of the spells is seen as a wavering, blue light in the air. This area may be targeted with magic (all effects are treated as though centered upon the circle leader in the case of area effects), and spells cast into this blue light are not limited by level (unlike the leader of the circle). Individuals entering the blue light must make a fortitude save against a DC of 20. Those that make their saves are transferred to the point of the circle. Those that fail suffer 5d4 damage and are randomly transferred within 1000 feet of the blue light. More than one Rashemi Berserker has been saved by the wychlaran by diving into the light while the witches hurled spells of destruction to hold back the enemy.
Normal: you are bounded by the capabilities of your scrying spell

Circle Transference
The character can use scrying magic to create an illusory form of herself that can cast spells
Prerequisites: Circle Leader Class ability, Circle Sight Feat, Circle Assault Feat, Hathran, ability to cast project image
Benefit: The caster is able to use the power of her circle, combined with scrying magic, to create line of effect in order to cast a projected image of herself upon the same plane. The caster is able to cast any spells she would normally be able to cast through the image just as per the spell. However, the image serves as a conduit through space back to the circle leader. Attacks made upon the image are transferred to the circle leader (magical or physical). All effects are treated as though centered upon the circle leader in the case of area effects. Individuals who touch the image with their own bodies must make a fortitude save against a DC of 20. Those that make their saves are transferred to the point of the circle. Those that fail suffer 5d4 damage and are randomly transferred within 1000 feet of the image. Destroying the projected image is a standard action on the caster’s part and may be performed on her turn. Several witches have become master scryers in order to use this feat to invade places normally impregnable against transportation magics.
Normal: project image requires line of effect and spells and/or attacks made at it do not affect the caster.

6   L A T E S T    R E P L I E S    (Newest First)
Chosen of Moradin Posted - 28 Jul 2006 : 22:15:27
quote:
Originally posted by sleyvas

Thank you. I was really proud of these when I wrote them up. I must admit, I haven't playtested any of the hathran ones yet. However, I really enjoyed using the Thayan ones. They're perfect for use with the Heroes of Battle stuff too, but at the time that book wasn't around. I keep meaning to figure out how the Halruaan casters would have THEIR own spins on the circle ability, but I've yet to hit on any one particular idea that really stood out.



You could ask Ed or Elaine about issues of Halruaan Circle magic.
And your work is awesome! I´m right now using it as oficial in my campaign - to the happines of my player red wizard ;)
sleyvas Posted - 28 Jul 2006 : 21:56:03
Thank you. I was really proud of these when I wrote them up. I must admit, I haven't playtested any of the hathran ones yet. However, I really enjoyed using the Thayan ones. They're perfect for use with the Heroes of Battle stuff too, but at the time that book wasn't around. I keep meaning to figure out how the Halruaan casters would have THEIR own spins on the circle ability, but I've yet to hit on any one particular idea that really stood out.
Wandering_mage Posted - 28 Jul 2006 : 12:39:38
Sleyvas, I found this gem and had to give you another congrats on your genius. Truly I am humbled by your innovative spirit.
sleyvas Posted - 17 Nov 2005 : 21:56:17
ah, I'm too slow of a writer. I would love to have some of this stuff published, but I sent it to dragon a year ago and haven't heard a thing.... so figured you guys would enjoy.
khorne Posted - 17 Nov 2005 : 07:45:19
WOTC should employ you, Sleyvas. This is one of the best ideas I`ve read for a while.
Thureen Buroch Posted - 16 Nov 2005 : 23:56:50
One word: awesome. You really ought to submit those to Candlekeep's library of Realmslore. See this post: http://candlekeep.com/forum/topic.asp?TOPIC_ID=1785. Those are really great. I am a GM, and I am pretty strict about players taking prestige classes that reflect their character's goals and temperments, not just prestige classes they think will supercharge their characters, so I really like this. I also like the idea that you can have feats specially for prestige classes.

Anyway, those are awesome feats. I'll have to spend more time reading them over when I'm not so busy!

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