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More Sorcerer/Arcane Magic Feats

3 October, 2011

Been playing around with interesting feats to boost arcane spellcasters, mostly sorcerers (such as Armored in Sorcery and Sorcerous Vis), and their options.  In that vein, I present the following feats:

Arcane into Agility
Your ability to absorb excess magic allows you to react more quickly and more accurately.

Prerequisites: Arcane Spell Caster, Constitution 11 or Lightning Reflexes, Spellcraft 1 rank.

Benefit: Whenever you cast an arcane spell of level 3 or higher, you gain a +2 enhancement bonus to your Dexterity until the end of the next round.

Improved Arcane into Agility
You can over-charge your nervous system by application of excess arcane energies.

Spells for Power

Spells for Power

Prerequisites: Arcane into Agility, Spellcraft 3 ranks.

Benefit: Whenever you cast an arcane spell of level 6 or higher, you gain a +4 enhancement bonus to your Dexterity until the end of the next round and a +2 enhancement bonus until the end of the following round.

Magic into Might
You channel your excess magic into greater fury.

Prerequisites: Arcane Spell Caster, Constitution 11 or Great Fortitude, Spellcraft 1 rank.

Benefit: Whenever you cast an arcane spell of level 2 or higher, you gain a +2 enhancement bonus to your Strength until the end of the next round.

Improved Magic into Might
Your ability to reroute your excess magic into arcane muscle is more potent with higher level spells.

Prerequisites: Magic into Might, Spellcraft 3 ranks.

Benefit: Whenever you cast an arcane spell of level 5 or higher, you gain a +4 enhancement bonus to your Strength until the end of the next round and a +2 enhancement bonus until the end of the following round.

Sorcery into Speed
You use your excess magic to get the jump on your enemies.

Prerequisites: Arcane Spell Caster, Constitution 11 or Fleet, Spellcraft 1 rank.

Benefit: Whenever you cast an arcane spell of level 2 or higher, you gain a +10′ enhancement bonus to your ground movement until the end of the next round.  If you use this ability during a surprise round, you gain a +1 enhancement bonus to Initiative.

Improved Sorcery into Speed
You can now move further and faster by rerouting the excess magic of more powerful spells.

Prerequisites: Sorcery into Speed, Spellcraft 3 ranks.

Benefit: Whenever you cast an arcane spell of level 5 or higher, you gain a +20′ enhancement bonus to your ground movement until the end of the next round and a +10′ enhancement bonus until the end of the following round.  If you do nothing but move in either of these rounds, you gain a +1 Dodge bonus to your Armor Class as well.

Notes: Arcane into Agility triggers on higher level spells as Dexterity is always useful to an arcane spellcaster while adding to strength and movement are much more situational or require usually builds to use them to best advantage.

2 comments

  1. I like these a lot. I’ve played more than one 18 Str / 14 Int Transmuter, so these feats fit my play style niche perfectly.

    I’m not so sure about the attribute versus feat prerequisities. 11 Constitution is not that much of a stretch, even for an elf. I do like that you’ve taken ‘weaker’ feats and made them a starting point for an exciting feat tree.


    • Coolness. I value your opinion.

      The idea was that you either needed to have a, relatively, healthy body or to have already optimized yourself toward the ends to be able to focus the excess magic safely into your body.



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