Collateral Spell (Feat): Difference between revisions

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{{Template:Feats
{{Template:Feats


| Category=[[Category:Metamagic Feats]][[Category:Wizard]][[Category:Sorcerer]][[Category:Bard]][[Category:Druid]][[Category:Paladin]][[Category:Cleric]]
| Category=[[Category:Metamagic Feats]][[Category:Undaunted Tier (16-20)]]


| Flavor=Your magics begin to bleed into reality in strange and uncontrolled ways, diminishing their damage to foes but wreaking utter havoc upon your surroundings.
| Flavor=Your magics begin to bleed into reality in strange and uncontrolled ways, wreaking utter havoc upon your surroundings.


| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Caster Level 13th
| Prerequisites|Caster Level 16, [[Burning Spell (Feat)]]
}}</onlyinclude>
}}</onlyinclude>


| Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}}
| Unlocks|
}}</onlyinclude>


| Benefit=A collateral spell must have a [[Spells#Master_Circle_Charts_for_Spell_and_True_Dweomer_Damage | Circle]]. When cast as a collateral spell, that circle is reduced by some number, to a minimum of Circle 0.  
| Benefit = When a spell with the Collateral Spell feat applied to it is cast, all creatures that were targeted by the spell are also subject to a [[Sunder]] effect. This is resolved by the caster making a [[Caster Check]] against each target (after all other effects of the spell are resolved), versus each target's [[Maneuver Defense]].  If successful, each target suffers 1 durability damage to a piece of equipment they are carrying (or they simply suffer a -2 penalty to AC if they have no equipment defined).


In exchange for this reduced damage, a collateral spell allows the caster to choose up to {{targets|3}} who were affected by the spell, or one unattended object. The caster may roll a [[Caster Check]] against the Maneuver Defense of creatures or the Hardness of an object. If they are successful with this caster check, they inflict a Sunder upon the creatures or object. The total number of Sunder Successes is equal to the number of Circles of damage that the spell was reduced by. The Sunder Successes are levied against each creature, or the chosen object, as the caster wishes.
A Collateral Spell can also be used to sunder unattended objects in the area of a spell.  In most cases, this is automatic as the power of the spell crumbles and cracks the undoubtedly beautiful scenery around you.  However, the GM may require more [[Caster Check]]s to sunder any unattended objects that are of particular interest (or they may not... sometimes, using massively destructive power isn't always the best idea).


'''Special:''' If this feat is used with the Burning Spell feat at the same time, any and all objects which take siege damage from the collateral spell feat also gain the burned condition... which will inflict even more siege damage. Yes, this will ignite people, animals, rocks, dirt, steel doors, glass windows, goblets, and bowls, '''everything'''. Only specifically anti-magic materials (such as [[Dweomermetals#Unworkable_Materials | Siege Stone]]) are immune. This burning ends at the end of the encounter, but this combination is ''ruinously'' destructive, and should be approached with great caution. You Have Been Warned!


| LevelInc=<onlyinclude>{{#ifeq:{{{transcludesection|LevelInc}}}
| LevelInc=<onlyinclude>{{#ifeq:{{{transcludesection|LevelInc}}}

Latest revision as of 15:47, 8 April 2020


Your magics begin to bleed into reality in strange and uncontrolled ways, wreaking utter havoc upon your surroundings.

Prerequisites: Caster Level 16, Burning Spell (Feat)

Benefit: When a spell with the Collateral Spell feat applied to it is cast, all creatures that were targeted by the spell are also subject to a Sunder effect. This is resolved by the caster making a Caster Check against each target (after all other effects of the spell are resolved), versus each target's Maneuver Defense. If successful, each target suffers 1 durability damage to a piece of equipment they are carrying (or they simply suffer a -2 penalty to AC if they have no equipment defined).

A Collateral Spell can also be used to sunder unattended objects in the area of a spell. In most cases, this is automatic as the power of the spell crumbles and cracks the undoubtedly beautiful scenery around you. However, the GM may require more Caster Checks to sunder any unattended objects that are of particular interest (or they may not... sometimes, using massively destructive power isn't always the best idea).

Special: If this feat is used with the Burning Spell feat at the same time, any and all objects which take siege damage from the collateral spell feat also gain the burned condition... which will inflict even more siege damage. Yes, this will ignite people, animals, rocks, dirt, steel doors, glass windows, goblets, and bowls, everything. Only specifically anti-magic materials (such as Siege Stone) are immune. This burning ends at the end of the encounter, but this combination is ruinously destructive, and should be approached with great caution. You Have Been Warned!

Level Increase: +4 (A collateral spell uses up a spell slot four levels higher than the spell's actual level.)