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Focuses on feats that alter or utilize magic. Sample feats include Maximize Spell, Heighten Spell, Craft Wondrous Item, Craft Rod, and Scribe Scroll.




Absolute Authoriy

[Eldritch]

Prerequisites: Ability to cast Enchantment spells of 3rd level or higher, Charisma 14+.

Benefit: When a target under the effects of a spell you cast with the charm or compulsion descriptors would normally be released because of a condition of that spell or an outside influence trying to break that spell, you may make a Charisma check (DC 15 + level or spell). If successful, you force the target back under control.

                This attempt can only be made once per spell, whether successful or not. This feat does not allow you to force a target back under control if the spell’s duration ends normally.

 

Additional Magic Item Space

[Eldritch, Epic]

Benefit: Choose one type of magic item that has a limit on the number you can simultaneously wear and gain its benefit. You can now wear one more magic item of this type and also gain its benefit.

Normal: Without this feat, you are limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of wearable magic item. This applies to rings on a per-hand basis (meaning you could wear four rings, two on each hand).

 

Aid Spellcasting

[Eldritch]

Prerequisites: Ability to cast arcane spells, Spellcraft 8+ ranks.

Benefit: As a standard action, similar to Aid Another (see PHB, Chapter Eight: Combat), you make a Spellcraft check to help another arcane spellcaster. If you exceed a DC of 10 + the level of the spell being cast, you add either +1 to the DC of the spell, or +1 to the caster level of the spell (your choice). These bonuses increase by +1 per 2 eldritch feats you have.

                Additional casters with this feat can make attempts to add to the spell also. However, they can add no more to the DC or caster level than double the level of the spell being cast. (For example, three spellcasters can aid a fellow casting a 6th level spell by contributing up to 6 points total to the spell's DC or caster level).

                You may sacrifice an available spell from your remaining spells per day to cause this bonus to continue for a number of rounds after this round equal to the level of spell you sacrifice.

 

Arcane Affinity

[Eldritch]

Prerequisites: Knowledge (arcana) 12 ranks, Spellcraft 12 ranks.

Benefit: The amount of time it takes you to regain your spell energy while resting is decreased by 1 hour for every 2 eldritch feats you have, to a minimum of 4 hours.

                If you have at least 5 eldritch feats, you may spend 30 minutes at any time during the day to replace up to 1 spell per 2 eldritch feats you have with any other spell of equal or lesser spell level, effectively letting you re-memorize a few spells during the middle of the day.

 

Arcane Mastery

[Eldritch]

Prerequisite: Ability to cast arcane spells or use spell-like abilities.

Benefit: You can take 10 on caster level checks, including checks to overcome spell resistance and for the dispel magic spell.

 

Arcane Understanding

[Eldritch]

Prerequisites: Knowledge (arcana) 4 ranks.

Benefit: For each arcane spellcaster level you gain, you may add 1 more spell to your spellbook, and an additional 1 for every 2 eldritch feats you have. You may not add more spells in this way per level than your primary casting ability bonus.

 

Augment Summoning

[Eldritch]

Prerequisites: Spell Focus (Conjuration).

Benefit: Each creature you summon with any "Summon" spell gains a +3 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it, and an additional +1 enhancement bonus per 2 eldritch feats.

 

Automatic Metamagic Capacity

[Eldritch, Epic, Metamagic]

You can cast spells that exceed the normal limits of spellcasting.

Prerequisites: Ability to cast spells at the normal maximum spell level in at least one spellcasting class, four metamagic feats.

Benefit: When you select this feat you gain one free level of metamagic per round, which you may spontaneously apply to any spell (or spell-like ability) you can cast. This feat replaces the following epic feats: Automatic Quicken Spell; Automatic Silent Spell; Automatic Still Spell and Improved Spell Capacity.

Example: A wizard with Automatic Metamagic Capacity could spontaneously apply the Enlarge Spell feat (or any other metamagic that increases the level of the spell slot required by one) once per round to any spell he casts, without increasing the level of the spell slots required.

Special: A character can gain this feat multiple times. Each time they gain the feat they gain one free level of metamagic per round. This feat stacks, each time it is taken you gain an additional +1 free spell level of metamagic.

Example: A wizard with 3 Automatic Metamagic Capacity feats could spontaneously apply the Maximize Spell feat to a previously prepared empowered delayed blast fireball in a 9th-level spell slot.

 

Automatic Writing

[Eldritch, Epic]

Any spell you see in action is automatically written into your spellbook.

Prerequisites: Int 25, Scribe Scroll.

Benefit: As soon as you see a spell in operation; either in the act of being cast or its ongoing effects, you automatically are able to commit such a spell to memory. If there is room in one of the spellbooks you currently have on you, it is transcribed into the book. This is a supernatural ability.

                This does not function if the spell uses a type of magic different from your own (for example if a mage with Automatic Writing saw a cleric cast the miracle spell, he would not gain a copy of the spell in his spellbook since mages cannot cast divine magic).

 

Brew Potion

[Eldritch, Item Creation]

Prerequisites: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one hour per spell level. When you create a potion, you set the caster level, which 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 × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one 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.

                Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

                If you have 7 eldritch feats, you brew one additional potion of the exact same type each time you create a potion.

                If you have 4 item creation feats, the raw material cost of brewing potions is equal to the XP cost for you.

 

Combat Casting

[Eldritch]

Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while casting defensively or while you are grappling or pinned, and an additional +1 per 2 eldritch feats you have.

 

Communicator

[Eldritch]

You possess a magical understand of the essence of language.

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st level caster: 1/day – arcane mark, comprehend languages, message. Charisma is considered the casting ability score for these abilities.

                For every 2 Eldritch feats you have your caster level for these spell-like abilities increases by 1.

                For every 5 Eldritch feats you have you may use each of these spell-like abilities one additional time per day.

 

Compressed Spell

[Eldritch, Metamagic]

Prerquisites: Spellcraft 8 ranks.

Benefit: You may reduce the radius or length of cone of a spell’s area of effect by 5 ft. If you do, the spell’s maximum dice of damage increase by 2. A compressed spell takes up a spell slot of 2 levels higher than the spell’s actual level. This feat only applies to spells with circular, cylindrical, spherical, and conical areas of effect.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Counterspell Riposte

[Eldritch, Metamagic]

Benefit: When you successfully perform a counterspell action, you can then instantly cast another prepared spell you have in response. The spell chosen to riposte with may not have a casting time longer than one action. The spell used to riposte with takes up a spell slot 2 levels higher than the spell’s actual level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Craft Chemical Mixture

[Eldritch, Item Creation]

Prerequisites: Brew Potion, Craft (alchemy) 8 ranks, Skill Focus (Craft (alchemy)).

Benefit: If you spend twice the time and gp cost of a potion you are creating, you do not have to pay the experience point cost for that potion. That potion’s die type (if applicable) increase by 1 size, and all non-random numeric effects are increased by 50%.

 

Craft Magic Arms and Armor

[Eldritch, Item Creation]

Prerequisites: Caster level 5th.

Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

                The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

                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 XP, half the raw materials, and half the time it would take to craft that item in the first place.

                If you have 5 item creation feats, you pay 5% less XP and gold when creating magical arms and armor per item creation feat you have, up to a 50% discount.

 

Craft Rod

[Eldritch, Item Creation]

Prerequisites: Caster level 9th.

Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

                Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

                If you have 4 item creation feats, you craft rods in half of the normal time (minimum 1 day).

 

Craft Staff

[Eldritch, Item Creation]

Prerequisites: Caster level 12th.

Benefit: You can create any staff whose prerequisites you meet.

                Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.

                Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.

                If you have 9 eldritch feats, all staffs you create regenerate 1 charge every 48 hours as long as they contain at least 1 charge.

 

Craft Wand

[Eldritch, Item Creation]

Prerequisites: Caster level 5th.

Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

                Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

                If you have 5 item creation feats all wands you create have 60 charges instead of 50, and when used are cast at either your current caster level or your caster level when you created the wand, whichever is greater.

 

Craft Wondrous Item

[Eldritch, Item Creation]

Prerequisites: Caster level 3rd.

Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

                You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

                Some wondrous items incur extra costs in material components or XP, 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.

                If you have 6 item creation feats, you may substitute 1 required spell that you do not know for one you do for every 4 item creation feats you have.

 

Culinary Brewing

[Eldritch, Item Creation]

Prerequisites: Brew Potion.

Benefit: You may choose to make your potions into food items in place of liquid. This food is magically preserved and does not naturally spoil. The food created must be entirely consumed for the potion's effect to take place.

 

Cull Wand Essence

[Eldritch]

Prerequisite: Craft Wand or Use Magic Device 4 ranks.

Benefit: When using a spell trigger device, such as a wand or staff, you can expend a charge from the device and produce a ray of magical energy that you can fire at a single target within 60 ft. With a successful ranged touch attach, the ray deals damage based on the level of the spell normally produced by the magic item (or the lowest level of spell if an item can produce multiple spells): a level 1 spell deals 1d6 damage, a level 2 spell deals 3d6 damage, a level 3 spell deals 6d6 damage, and a level 4 spell deals 10d6 damage.

                This attack benefits from Weapon Focus (ranged spells) and similar feats and effects. The ray is treated as a spell of the same level as the spell normally produced by the magic item. Spell resistance applies to the damage, using the caster level of the spell trigger item.

 

Double Wand Wielder

[Eldritch]

Prerequisite: Craft Wand, Two-Weapon Fighting.

Benefit: As a full-round action you can wield a want in each hand (if you have both hands free), with one wand designated as your primary wand and the other your secondary wand. Each use of the secondary wand expends 2 charges from it instead of 1.

 

Dragonsmith

[Eldritch, Item Creation]

Prerequisites: Any other item creation feat, caster level 3+.

Benefit: If you have access to a recently slain dragon, you can produce magical items for 25% less gp cost than normal. This may also reduce the experience point cost and time required. A dragon is considered recently slain if it died within the past day, plus 1 additional day per 2 eldritch feats you have. To make use of this ability you must be allowed access to the dragon carcass for 1 hour of undisturbed work.

Special: If a dragon is aware that you possess this feat, its attitude immediately becomes hostile toward you.

 

Efficient Item Creation

[Eldritch, Item Creation, Epic]

Prerequisites: Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.

Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item’s market price, with a minimum of one day.

Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item’s market price.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different item creation feat.

 

Elemental Independence

[Eldritch, Metamagic]

Prerequisites: Spellcraft 8+ ranks.

Benefit: You may strip away any elemental descriptor of a spell and replace it with pure magical force, similar to the energies that make up a forcewall. An elementally independent spell takes up a spell slot one level higher than the spell’s actual level, loses all elemental descriptors, and gains the [Force] descriptor.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Empower Spell

[Eldritch, Metamagic]

Benefit: All variable, numeric effects of an empowered spell are increased by one-half.

                Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Empowered Blood

[Eldritch, Metamagic]

Prerequisites: Any Blood feat.

Benefit: Prior to casting a spell, as a swift action you may deal yourself damage equal to the maximum result of your hit die (i.e. 4 points for a mage, 8 points for a druid, etc) any number of times you choose. This damage cannot be prevented in any way. For every increment of damage you take in this way before casting the spell, you may generate one of the following effects:. Each effect can only be applied to a given spell once.


  • +2, plus another +1 per 2 metamagic feats you have, to spell penetration checks.
  • +2, plus another +1 per 2 metamagic feats you have, to the spell’s DC.
  • +1 damage per die, plus another +1 per 5 metamagic feats you have.

 

Energy Admixture

[Eldritch, Metamagic]

Prerequisite: Energy Substitution.

Benefit: Choose one type of energy (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can then modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy to the spell’s normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, which each type of energy counting separately toward the spell’s damage cap. Thus, an acid-admixed fireball cast at 6th level deals 6d6 points of fire damage and 6d6 points of acid damage (rolled separately), while the same acid-admixed fireball cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of acid damage. Even opposed types of energy (such as fire and cold) can be combined using this feat.

                An energy admixed spell uses up a spell slot four levels higher than the spell’s actual level. As well, the spell’s descriptor changes to include both energy types present in the spell.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 5 eldritch feats you have, up to 5 applications per day.

             Special: You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for the Energy Substitution feat. You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling its normal damage dice.

 

Energy Substitution

[Eldritch, Metamagic]

Prerequisite: Knowledge (arcane) 5 ranks, any metamagic feat.

Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell’s normal level. The spell’s descriptor changes to the new energy type.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 5 eldritch feats you have, up to 5 applications per day.

                Special: This feat may be gained multiple times, choosing a different type of energy each time.

 

Enhance Spell

[Eldritch, Metamagic, Epic]

Prerequisite: Maximize Spell, Spellcraft 25 ranks.

Benefit: The damage cap for your spells increases by 2 dice per Eldritch feat you have (for spells that deal a number of dice of damage equal to caster level) or by 1 die per Eldritch feat you have (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 5 eldritch feats you have, up to 5 applications per day.

Normal: Without this feat, use the damage dice caps indicated in the spell’s description.

 

Enlarge Spell

[Eldritch, Metamagic]

Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.

                Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Epic Spell Superiority

[Eldritch, Epic]

Prerequisites: Spell Superiority in the chosen school, caster level 21+.

Benefit: Choose a school of magic. When applying metamagic effects to spells from that color, you may reduce the metamagic level cost by an additional 1 per 2 epic eldritch feats you have, minimum 0.

 

Epic Spellcasting

[Eldrtich, Epic]

Prerequisite: Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.

Benefit: You may develop and cast epic spells. If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (arcana) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or Knowledge (nature) divided by 10.

Special: If you meet more than one set of prerequisites, the limit on the number of spells you may cast per day is cumulative.

 

Extend Spell

[Eldritch, Metamagic]

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Extra Spell Energy

[Eldritch]

Prerequisites: Caster level 5+.

Benefit: You gain the ability to cast one additional spell of the lowest spell level you can cast. You gain the ability to cast a spell of one higher than the previous bonus spell granted by this feat for every 2 eldritch feats you have. If you use spell points, you gain 1 spell point per Eldritch feat you have, instead. If you have more than one spellcasting class, you must choose which this feat applies to upon taking it.

 

Forge Ring

[Eldritch, Item Creation]

Prerequisites: Caster level 12th.

Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

                You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

                Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

                If you have 8 item creation feats, rings that you create can take up a third ring space without interfering with other magical rings worn.

 

Fuse With Item

[Eldritch, Transformation]

Prerequisites: Caster level 10+, Charisma 19+.

Benefit: You can absorb a magic item and make its powers inherent within you. You cannot fuse with magic weapons or armor, nor can you fuse with potions or scrolls. You can fuse with any other item. Activating or using an item that’s fused with you works the same as for a normal item. A fused wand of wall of ice allows you to cast wall of ice as a spell-like ability (using the item’s caster level) 50 times, or however many charges it had left at the time of the fusing. Bonus types do not change. A fused amulet of health +4 grants you a permanent enhancement bonus (not an inherent bonus) of +4.

                Fusing with an item with limited uses (such as a wand or staff) first requires an XP cost equal to 1/25 of the item’s gold piece value plus 50xp per your character level. An item that grants a permanent bonus or effect requires double this total. Then, you must make a Spellcraft check with a DC equal to 20 plus the item’s caster level for each of the item’s separate abilities. Failure means that you cannot use that power. You may try only once per ability. Even if you are unable to use any of the powers of a fused item, the item is consumed and the experience points lost.

                Once consumed, a fused item cannot be taken away from you. It does not need to be drawn or wielded, and it is not visible in any way. It takes up no space on your body, so if you have fused with an amulet you can wear another amulet without problems. Like all spell-like abilities, using the fused item requires no components and draws no attack of opportunity.

                Items that logically grant no benefit from being absorbed---mainly because their power comes from being independent of the user, such as a figurine of wondrous power or dust of tracelessness -- cannot be fused.

                Disjunction removes the item from you, restoring it to its normal state.

                Intelligent items and most artifacts cannot be fused.

 

Greater Spell Focus

[Eldritch]

Prerequisites: Spell Focus.

Benefit: Choose a school of magic to which you already have applied the Spell Focus feat. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select, and an additional +1 per 2 eldritch feats you have. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

 

Greater Spell Penetration

[Eldritch]

Prerequisite: Spell Penetration.

Benefit: You get a +1 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance, and an extra +1 per 2 eldritch feats you have. This bonus stacks with the one from Spell Penetration.

 

Heighten Spell

[Eldritch, Metamagic]

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Hide Spell

[Eldritch, Metamagic]

Benefit: This feat cloaks all audible and visual effects of a spell, but not the casting sounds and motions, touch, taste, or smell. Only the manifestation of the spell is hidden, not the casting of it. This feat could, for example, cause a fireball to be invisible and silent, but would still burn affected creatures. This feat causes any Reflex saves to be made without the target’s Dexterity bonus. A target with the uncanny dodge (Dex to AC) ability is immune to this effect. A hidden spell takes up a spell slot two levels higher than its actual level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Hole in the Middle

[Eldritch, Metamagic]

Benefit: You may create a hole in the area of any spell you cast. This hole may not be more than 5 ft. in diameter (big enough for a Medium sized creature). Any creatures that fit completely within that hole do not suffer the effects of the spell. A spell with a hole in the middle takes up a spell slot one level higher than its actual level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Improved Counterspell

[Eldritch]

Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

 

Improved Spellcasting

[Eldritch, Epic]

You expand the horizons of your spellcasting capabilities.

Prerequisites: Ability to cast 9th level spells, Spellcraft 25 Ranks.

Benefit: You gain two extra spell slots. These can individually be assigned to any spell level you can cast. If you use spell points, you instead gain 20 spell points.

Special: You can gain this feat multiple times and its effects stack. Each time you take it you can cast two more spell slots per day or 20 more spell points.

 

Insightful

[Eldritch]

You possess a magical understand of the workings of arcane detection

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st level caster: 1/day – detect magic, detect secret doors, read magic.

                For every 2 Eldritch feats you have your caster level for these spell-like abilities increases by 1.

                For every 5 Eldritch feats you have you may use each of these spell-like abilities one additional time per day.

 

Intensify Spell

[Eldritch, Metamagic, Epic]

Prerequisite: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th level arcane or divine spells.

Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 5 eldritch feats you have, up to 5 applications per day.

 

Item Lore

[Eldritch]

Prerequisites: At least 1 item creation feat, caster level 1+.

Benefit: If you possess the item creation feat(s) necessary to create an item, you may inspect that item and determine its magical qualities without need of spells such as identify. This requires one hour of study and a Spellcraft check DC 20 + the item’s required caster level to craft it. If the check is successful, you learn one of the item’s lowest level properties, plus another property per 2 eldritch feats you have.

                This feat does not work on artifacts or items of legacy.

 

Lace Spell: Elemental Energies

[Eldritch]

Prerequisites: Caster level 7+.

Benefit: You can give extra power to a single-target spell when you cast it by adding elemental energy. In addition to its normal effect, any spell with a single target also inflicts +1d6 points of damage to that target if the spell takes effect (assuming the target fails the saving throw, if any). The damage is a type of your choosing: fire, electricity, cold, acid, or sonic. Spells with different effects based on the success or failure of a saving throw (such as disintegrate or slay living) inflict the additional damage either way.

                The damage improves by +1 for every 2 eldritch feats you have.

 

Lace Spell: Enemy Bane

[Eldritch]

Prerequisites: Caster level 7+.

Benefit: You give an extra power to a damaging spell when you cast it on a specific type of creature (you must choose the type of creature when you select this feat). Any spell that causes damage inflicts 20%, plus another 10% per 2 eldritch feats you have (up to +100%), more damage against creatures of this type. Some people claim to hear an intense crackling sound when a bane spell strikes its intended target.

Special: This feat may be gained multiple times. Each time it is gained you must choose another creature type. Creature types for this feat follow the same list as a ranger’s favored enemy.

 

Lace Spell: Greater Elemental Energies

[Eldritch]

Prerequisites: Caster level 12+, Lace Spell: Elemental Energies.

Benefit: You may now use your Lace Spell: Elemental Energies feat with spells that have an area effect and multi-target effect as well as single-target spells.

 

Lace Spell: Holy/Unholy

[Eldritch]

Prerequisites: Caster level 7+.

Benefit: You give extra power to a spell that you cast against either an evil or good opponent. You must choose whether to make your spells holy or unholy at the time you select this feat, and afterward you can never take this feat again. Spells laced with holy or unholy energy are changed in these ways:

                Holy: Changes the spell's descriptor to [good] and adds a +2 bonus to the save DC and damage (if applicable), plus another +1 per 2 eldritch feats you have, if the target or creatures within the area are of evil alignment.

                Unholy: Changes the spell's descriptor to [evil] and adds a +2 bonus to the save DC and damage (if applicable), plus another +1 per 2 eldritch feats you have, if the target or creatures within the area are of good alignment.

 

Lace Spell: Law/Chaos

[Eldritch]

Prerequisites: Caster level 7+.

Benefit: You give extra power to a spell that you cast against either a chaotic or lawful opponent. You must choose whether to make your spells lawful or chaotic at the time you select this feat, and afterward you can never take this feat again. Spells laced with law or chaos energy are changed in these ways:

             Law: Changes the spell's descriptor to [lawful] and adds a +2 bonus to the save DC and damage (if applicable), plus another +1 per 2 eldritch feats you have, if the target or creatures within the area are of chaotic alignment.

              Chaos: Changes the spell's descriptor to [chaotic] and adds a +2 bonus to the save DC and damage (if applicable), plus another +1 per 2 eldritch feats you have, if the target or creatures within the area are of lawful alignment.

 

Lace Spell: Resistant

[Eldritch]

Prerequisites: Caster level 7+.

Benefit: You give to all spells you lace with this feat a +2 bonus to the DC required for another caster to dispel them, plus another +3 per 2 eldritch feats you have. Any spell can be laced with this feat, although spells that cannot be dispelled (such as wall of force) gain no benefit.

 

Lace Spell: Spellripper

[Eldritch]

Prerequisites: Caster level 14+, Magical Talent, at least 3 other eldritch feats.

Benefit: You give an extra power to an offensive spell you cast on an opponent. In addition to its normal effects, the lacing attempts to dispel (as described in dispel magic) one spell effect on the target per 2 eldritch feats you have. The highest level spell currently active is always the spell to be ripped away. For example, a skeptomancer casts a Spellripper-laced hold person at a foe with cat’s grace and stoneskin active upon her. The skeptomancer makes a level check (d20 + 10) with a DC of 11 + the caster level of the caster of stoneskin. If the dispel succeeds, the stoneskin is “ripped” away before the laced hold person takes effect. If the dispel fails, resolve the hold person casting attempt normally -- no spells are ripped away.

                Spellripper lacing affects only spells cast upon a creature or object. Independent spell effects, or those affecting an area -- such as a wall of fire, an antimagic field, an illusion, or a conjured monster---cannot be dispelled, even if they prevent the laced spell from affecting the target.

 

Lace Spell: Unravel

[Eldritch]

Prerequisites: Caster level 17+, Magic Talent.

Benefit: You give an extra power to an offensive spell you cast on an opponent. In addition to its normal effects, the lacing attempts to end any permanent magical effects that are ongoing on the target or any carried equipment. This includes magical enchantments on items. This works like the Spellripper lacing feat, except that it emulates a disjunction spell instead of a dispel magic spell.

 

Maximize Spell

[Eldritch, Metamagic]

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

                An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Multispell

[Eldrtich, Epic]

Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.

Benefit: You may cast one additional quickened spell in a round.

Special: You can gain this feat multiple times. Its effects stack.

 

Mutable Spell

[Eldritch, Metamagic]

Benefit: You may prepare two or more spells from the same color in a single spell slot. Upon casting the spell, choose one of the spells to take effect; the other spells are discarded. A mutable spell occupies a spell slot equal to the highest level spell included, plus one spell slot for each additional spell you prepare. For example, you could prepare polymorph self (4th), polymorph other (4th), and haste (3rd) into the same mutable spell slot. This spell would occupy a 6th level spell slot (4th level for the highest spell + 2 for the additional spells).

                If you have 3 metamagic feats you may apply this feat to 1 spell for free when preparing spells for every 2 eldritch feats you have, up to 5 applications per day.

 

Necropolis Born

[Eldritch]

You possess a magical understand of the essence of mortal dread.

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st level caster: 1/day – cause fear, ghost sound, touch of fatigue. Save DC 10 + spell level + your Cha modifier.

                For every 2 Eldritch feats you have your caster level for these spell-like abilities increases by 1.

                For every 5 Eldritch feats you have you may use each of these spell-like abilities one additional time per day.

 

Night Haunt

[Eldritch]

You possess a magical understand of the workings of the unseen.

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st level caster: 1/day – dancing lights, prestidigitation, unseen servant. Save DC 10 + spell level + your Cha modifier.

                For every 2 Eldritch feats you have your caster level for these spell-like abilities increases by 1.

                For every 5 Eldritch feats you have you may use each of these spell-like abilities one additional time per day.

 

Ominous Chant

[Eldritch or Piety]

Prerequisites: Arcane or divine caster level 1+.

Benefit: Whenever you cast a spell with a verbal component, all of your foes within 30 ft. must make a Will save (DC 10 + Cha bonus + 1 per 2 eldritch or piety feats you have), or be frightened for 1 round. A successful save immunizes that creature for 24 hours against your ominous chants.

 

Permanent Emanation

[Eldrtich, Epic]

Prerequisites: Spellcraft 25 ranks, ability to cast the spell to be made permanent.

Benefit: Designate any one of your spells whose area is an emanation centered on you. This spell’s effect is permanent (though you can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.

Special: You can gain this feat multiple times. Each time, select a different spell to become permanent.

 

Quicken Spell

[Eldritch, Metamagic]

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Scribe Scroll

[Eldritch, Item Creation]

Prerequisites: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one hour for each 1,000 gp in its base price (minimum 1 hour). The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

                Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

                If you have 7 eldritch feats, you scribe one additional scroll of the exact same type each time you create a scroll.

                If you have 4 item creation feats, the raw material cost of scribing scrolls is equal to the XP cost for you.

 

Sculpt Spell

[Eldritch, Metamagic]

Prerequisite: Any metamagic feat.

Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10 ft. radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20 ft. radius spread), or a 120 ft. line. The sculpted spell works normally in all respects except for its shape.

                A sculpted spell uses a spell slot one level higher than the spell’s actual level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Silent Spell

[Eldritch, Metamagic]

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Special: Bard spells cannot be enhanced by this metamagic feat.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Sing the Spell

[Eldritch, Metamagic]

Prerequisites: Perform (singing) 6 ranks.

Benefit: You may substitute the somatic or material components to any spell by singing a verbal component. A spell that already has a verbal component has the casting time increased by 1 increment. Singing a spell does not increase the spell’s level. This feat cannot replace material components costing more than your ranks in Perform (singing) x 10gp.

 

Soul of the North

[Eldritch]

You possess a magical understanding of the nature of cold.

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st level caster: 1/day – chill touch, ray of frost, resistance. Save DC 10 + spell level + your Cha modifier.

                For every 2 Eldritch feats you have your caster level for these spell-like abilities increases by 1.

                For every 5 Eldritch feats you have you may use each of these spell-like abilities one additional time per day.

 

Spell Focus

[Eldritch]

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

 

Spell Hand

[Eldritch]

You possess a magical understanding of the manipulation of force.

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st level caster: 1/day – mage hand, open/close, Tenser’s floating disk. Save DC 10 + spell level + your Cha modifier.

                For every 2 Eldritch feats you have your caster level for these spell-like abilities increases by 1.

                For every 5 Eldritch feats you have you may use each of these spell-like abilities one additional time per day.

 

Spell Mastery

[Eldritch]

Prerequisite: Any arcane class with spells per day (not spell points).

Benefit: Each time you take this feat, choose a number of spells equal to your relevant spellcasting ability modifier that you already know, plus an additional spell per 2 eldritch feats you have. From that point on, you can prepare these spells without referring to a spellbook.

 

Spell Penetration

[Eldritch]

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

 

Spell Recovery

[Eldritch]

Prerequisites: Caster level 3+, Wisdom 13+.

Benefit: By meditating for 10 minutes, you can attempt to regain a spent spell with a spell level no higher than 1 per 2 eldritch feats you have. This meditation time must be uninterrupted or the attempt is wasted. This can be used once per day per 2 eldritch feats you have.

 

Spell Superiority

[Eldritch]

Prerequisites: Greater Spell Focus in the chosen school.

Benefit: Choose a school of magic. When applying a metamagic feat to a spell of the chosen school, you may reduce the level cost of the metamagic components by 1, to a minimum of 0. This feat can be applied only once per spell.

 

Spell Thematics

[Eldritch]

Prerequisites: Not prohibited from casting Illusion or Grey spells.

Benefit: Choose a theme for your spellcasting, such as "ice" or "fire" or "screaming skulls." All spells you cast have this theme in the manifestation of their effects, although this does not actually change the spell in any way. You cannot use this feat to make your spell manifestations invisible, and it never causes your spells to deal more damage because of the visual change. (You may still cast spells without this thematic manifestation if you so choose.)

                For example, if your theme is "fire," then your magic missile spell might appear to produce bolts of fire, although the bolts still are a force effect and cause normal damage, not fire damage. If your theme is "screaming skulls," your fireball might manifest as a small screaming skull that impacts the target and explodes into a fiery ball that momentarily resembles a 20-foot-radius burning skull, although it causes damage exactly like a standard fireball (and doesn't cause any sonic damage, despite the screaming of the skull).

                Add +5 to the DC of any Spellcraft check made to identify a spell cast in this manner.

                If you use the Hide Spell metamagic feat, the increased DC to identify the spell is negated.

 

Still Spell

[Eldritch, Metamagic]

Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected by the arcane spell failure chance caused by wearing armor.

                Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

 

Subtle Scrying

[Eldritch]

Benefit: When you scry upon a subject, the DC or the subject to notice your scrying sensor is increased by 5, plus an additional +5 per 2 eldritch feats you have.

 

Tap Item

[Eldritch, Item Creation]

Prerequisites: At least one of the following: Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Forge Ring.

Benefit: When creating an item using one of the prerequisite feats, you may draw up to half of the XP needed from another item of the same type. The item from which the energy is taken is destroyed in the process. This feat cannot target cursed items or artifacts. The maximum amount of XP that an item can produce for this is equal to half of the XP that would be necessary to create the item.

 

Twin Spell

[Eldritch, Metamagic]

Prerequisite: Any metamagic spell.

Benefit: Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spell, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable).

                A spell whose effects wouldn’t stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned. For example, a twinned charm person doesn’t create a more potent or long-lasting effect, but any ally of the target would have to succeed on two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned spell.

                A twinned spell uses up a spell slot four level higher than the spell’s actual level.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 4 eldritch feats you have, up to 5 applications per day.

 

War Wizard

[Eldritch]

Benefit: When casting spells that require melee or ranged touch attacks, you may add your primary casting ability score bonus instead of your Strength or Dexterity bonus.

 

Widen Spell

[Eldritch, Metamagic]

Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell’s actual level.

                Spells that do not have an area of one of these four sorts are not affected by this feat.

                If you have 3 metamagic feats you may apply this feat to 1 spell for free spontaneously for every 2 eldritch feats you have, up to 5 applications per day.

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