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View Full Version : D&D 3.x Other Familiar Spell Power (Feat)



Zaydos
2015-09-14, 10:31 PM
So I made a feat, posted here (www.giantitp.com/forums/showthread.php?441550-Sorcerous-September) but decided it needed its own thread because it's big and there are some things I have questions about.

Well before the questions here's the feat..

Familiar Spell Power
You have invested greater magical power in the bond between you and your familiar letting it resonate
Prerequisites: Ability to summon a familiar, Spell Focus.
Benefit: As long as your Spell Focus feat matches the school associated with your familiar as listed below you gain the benefit described for that familiar when your is within 100 ft of you. Each familiar either has an additional bonus if you have the feat Greater Spell Focus in the same school, or grants a different benefit from Spell Focus in each of two schools. Whenever an associated ability references your level it is your effective sorcerer/wizard level for the purposes of your familiar's abilities. Whenever this feat's benefit applies a bonus to you it applies equally to your familiar.

In addition you do not suffer XP loss for the death of your familiar and may summon a new one during the next full or new moon (or after 14 days if on a plane without a lunar cycle).

Bat: Necromancy. Whenever you cast a necromancy spell a wave of dark energy spills forth. Creatures within 5 ft of you per level which are currently suffering from a fear effect suffer a -1 to AC and all d20 rolls for 1 round. This is in addition to the effects of fear. If you have Greater Spell Focus (necromancy) mind-affecting spells with the [Fear] descriptor may affect creatures normally immune to mind-affecting effects but they gain a +5 bonus to their save; this does nothing to creatures specifically immune to Fear (such as a paladin).

Cat: Illusion. You may cast spells with verbal components more silently. Your hushed verbal components are only as loud as a whisper requiring a DC 15 Listen check to hear and requiring a DC 25 to make out clearly enough to identify the spell from them. In addition you may make a single attack when invisible without breaking an invisibility effect which is broken when you attack; this is 1 attack per effect not per round. If you have Greater Spell Focus (Illusion) whenever you cast an Illusion spell you turn invisible until the end of your turn.

Hawk: Evocation. Your instantaneous evocation spells deal +1 damage to targets per 10 ft away from you they are; this damage is only applied to a single target once per spell no matter how many times it strikes. If you have Greater Spell Focus (Evocation) the range of all Evocation spells you cast is doubled.

Lizard: Conjuration. Whenever you take damage you may teleport 5 ft per level as an immediate action. If you have Greater Spell Focus (Conjuration) this increases to 20 ft per level.

Owl: Divination. Whenever you cast a spell you gain Low-Light Vision, Darkvision 10 ft plus 5 ft per level, and the ability to see invisible and ethereal creatures for 1 round. If you have Greater Spell Focus (Divination) you also gain the benefits of True Seeing for 1 round with a range of 5 ft per level whenever you cast a 4th level or higher spell.

Rat: Abjuration. Whenever you cast an Abjuration spell you gain temp hp equal to your level for 1 round. If you have Greater Spell Focus (Abjuration) you also gain a bonus to AC and DR equal to the spell level of any Abjuration spell you cast for 1 round (this is DR X/-).

Raven: Necromancy. Whenever you cast a Necromancy spell you may release a pulse of energy which is either harmful to undead and deathless or which restores life to the undead. If you choose to release a harmful pulse undead and deathless creatures within 5 ft per level take 3 damage per level of the cast spell. If you choose to release a restorative pulse undead creatures, and other creatures healed by negative energy (but not deathless), are healed 2 damage per level of the cast spell. If you have Greater Spell Focus (Necromancy) you may expend a 3rd level or higher spell slot to Rebuke/Command Undead as an evil cleric of your level.

Snake: Enchantment. Your spellcasting is hypnotic. Creatures that can see you must make a Will save (DC 10 + 1/2 level + Cha modifier +2 if you are casting an Enchantment spell) to attack you while you are casting a spell (this affects attacks of opportunity as well as readied actions), this is a mind-affecting effect. If you have Greater Spell Focus (Enchantment) whenever you cast an Enchantment spell you gain a bonus equal to its level for 1 minute on Charisma based checks against any creature that saw you cast it.

Toad: Transmutation. Whenever you cast a Transmutation spell you gain a swim speed equal to your land speed for 1 minute per spell level, and a bonus to Jump checks equal to your level for the same duration. If you have Greater Spell Focus (Transmutation) you may choose to share this effect with 1 ally per 4 levels (min 1) all of which must be within 30 ft of you.

Weasel: Evocation. You add 1/2 your level to saves versus Evocation spells or +3 (whichever is higher). If you have Greater Spell Focus (Evocation) you gain Improved Evasion against Evocation effects.

Horned Lizard: Abjuration. When you cast an Abjuration spell you gain a bonus to Will saves equal to its spell level for 1 round plus 1 round per 4 levels. If you have Greater Spell Focus (Abjuration) you gain this bonus whenever you cast a spell and gain immunity to mind-affecting effects for 1 round whenever you cast an Abjuration spell (in addition to this bonus).

Albatross: Transmutation. Transmutation spells you cast have their duration on you and your familiar doubled (if a spell targets both you and someone else the doubling only benefits you). If you have Greater Spell Focus (Transmutation) this benefit applies to any spell regardless of school.

Eel: Evocation or Necromancy. If you have Spell Focus (Evocation) whenever you cast an area spell you may choose to reduce the area to 1/2 normal to give all targets a -2 on any saving throw made to resist it and gain +1 damage per die. If you have Spell Focus (Necromancy) whenever a spell you cast deals damage to a target equal to 1/2 their current hp they are staggered for 1 round and are able to take only 1 non-free action that round.

Fish Owl: Divination or Conjuration. If you have Spell Focus (Divination) whenever you cast a spell you gain Blindsense 5 ft + 5 ft/2 levels for 1 round. If you have Spell Focus (Conjuration) creatures you summon with a swim speed gain a fly speed equal to their swim speed with good maneuverability and the ability to breathe air as easily as if it were water (this does not stop things that can't breathe water from breathing air if they already could).

Octopus: Enchantment. Whenever you cast an Enchantment spell the target is plagued by hallucinations suffering a -2 to attacks, AC, skill and ability checks for 1 round whether they succeed or fail their save; you may choose to have this ability not affect a creature that fails its save when you cast the spell. If you have Greater Spell Focus (Enchantment) you may communicate telepathically with any creature that has failed a Will save against an Enchantment spell you cast within the last 24 hours at a range of 100 ft per level, and whenever you cast an Enchantment spell you may choose to include a message of up to 25 words or an image which will appear to hte creature in their dreams the next time they sleep whether they failed their save or not.

Parrot: Evocation. Whenever you cast a spell on your next turn you may use an empty spell slot of at least 1 levels lower to cast it again. If you have Greater Spell Focus (Evocation) you may use a spell slot 2 levels lower instead of 1.

Sea Snake Transmutation. Whenever you cast a 1st level or higher transmutation spell you may choose to change your appearance as if with the Thousand Faces (druid) ability instead of have the spell's normal effect; this has a duration of permanent until dismissed but is considered a spell effect and therefore radiates magic and can be dispelled. If you have Greater Spell Focus (Transmutation) you gain +2 to Strength and Constitution as long as you are not in your natural form.

Artic Fox: Illusion. Whenever you cast an Illusion spell you can expend a 0 level spell slot to cast Ghost Sound as part of casting the other spell. If you have Greater Spell Focus (Illusion) whenever you cast an Illusion spell attacks against you suffer a miss chance of 5% per 2 levels you possess for 1 round.

Gyrfalcon: Evocation. When you cast a spell which deals Cold damage the target's cold resistance is treated as being reduced by your level. If you have Greater Spell Focus (Evocation) whenever you cast a spell that deals cold damage 1/2 of that damage is treated as pure magical force and ignores cold immunity and resistance.

Lemming: Divination. Whenever you cast a spell you gain an insight bonus to AC equal to the spell level. If you have Greater Spell Focus (Divination) whenever you cast a Divination spell you gain Uncanny Dodge (as the rogue ability) for 10 minutes per spell level.

Penguin: Abjuration. Whenever you receive the effect of an Abjuration you gain Cold Resistance 5 times the spell level for its duration. If you have Greater Spell Focus (Abjuration) you gain resistance to acid, electricity, fire, and sonic equal to twice its level as well.

Puffin: Transmutation. Whenever you cast a spell you may change the direction of the wind or water current within 30 ft of you for 1 minute per spell level, this has no effect on the intensity merely the direction, the new direction is chosen when you cast the spell and the area moves with you (and your familiar). If you have Greater Spell Focus (Transmutation) you may also halve the speed of the current or increase it by 50%, like the direction this is chosen when you cast the spell.

Snowy Owl: Divination or Conjuration. If you have Spell Focus (Divination) whenever you cast a spell you can ignore inclement weather and all forms of magical fog for the purposes of sight for 1 round or 1 minute if it was a Divination spell. If you have Spell Focus (Conjuration) a light fog appears in your square and those adjacent to it granting all within concealment, this fog lasts for 1 round.

Huitzil: Divination or Evocation. If you have Spell Focus (Divination) whenever you cast a Divination spell you can sense the location and amount of any precious metals or gems within 10 ft per spell level; this does not require line of effect. If you have Spell Focus (Evocation) whenever you cast an Evocation spell your familiar may release a breath weapon dealing 1d6 damage of the same type per spell level, this breath weapon is a cone 5 ft long per 3 levels or a line 10 ft long per level chosen when it is released.

Hairy Spider: Divination or Enchantment. If you have Spell Focus (Divination) whenever you cast a spell you gain tremorsense out to 5 ft per level for 1 round, or 1 round per spell level if it is a Divination spell. If you have Spell Focus (Enchantment) whenever you cast a spell targeting a creature and it fails its save you gain the ability to communicate with it telepathically from up to 10 ft away per level.

Compsognathus: Conjuration. Whenever you cast a Conjuration spell you may teleport 5 ft per spell level. If you have Greater Spell Focus (Conjuration) you may instead teleport an unattended object within 10 ft per level into your hand or onto an empty space adjacent to you; this object may weigh no more than 30 lbs per spell level of the cast spell.

Rhamphorhynchus: Evocation. Whenever you cast an Evocation spell which deals damage it deals +1d6 damage +1d6/8 levels to flat-footed targets; this bonus damage only applies once per target. If you have Greater Spell Focus (Evocation) this damage becomes +1d6 +1d6/5 levels instead.

Turtle: Abjuration. As long as you have not moved since the end of your last turn you gain an enhancement bonus to natural armor equal to 1/3rd the spell level of the highest level Transmutation spell you have available to cast. If you have Greater Spell Focus (Transmutation) this is not considered an enhancement bonus and instead simply stacks with other sources of natural armor.

Hummingbird: Conjuration. You may cast Summon Monster spells as a swift action, if you do their duration is reduced to 1/4th their normal duration (minimum 1 round). If you have Greater Spell Focus (Conjuration) when you use this feat to summon a creature as a swift action it gains the benefits of a Haste spell.

Fly: Divination. Whenever you cast a spell you may make a Spot or Listen check as a free action, you ignore penalties on this check due to distance up to twice the level of spell cast. If you have Greater Spell Focus (Divination) you gain a bonus on the check equal to your level.

Mink: Enchantment. Whenever a creature successfully saves against an Enchantment spell you cast they suffer a -2 penalty to saves against spells that you cast for 1 round per spell level of the spell they saved against. If you have Greater Spell Focus (Enchantment) this penalty applies whenever they successfully save against a spell you cast regardless of school.

Spider: Evocation. Whenever you cast an evocation spell with an area you may select 1 square + 1 square per 5 levels each of which must be within 10 ft of the area. These squares are considered to be in the spell's area. If you have Greater Spell Focus (Evocation) any creature which fails its save against one of your Evocation spells is entangled for 1 round by cobwebs of force.

Fox: Illusion. Whenever you cast an illusion spell you may select another spell of the same level, spellcraft checks made to identify your spell mis-identify it as the selected spell. If you have Greater Spell Focus (Illusion) whenever you cast an illusion spell select another school, its aura of magic is that of the chosen school instead of illusion.

Vulture: Necromancy. Whenever you cast a spell with one or more targets you learn how many hit points they currently have. If you have Greater Spell Focus (Necromancy) necromancy spells you cast gain an additional +1 to their DC against creatures at 1/2 health or less.

Caterpillar: Transmutation. Whenever you cast a Transmutation spell you gain an enhancement bonus to natural armor for 1 round equal to 1 plus the spell level. If you have Greater Spell Focus (Transmutation) this bonus lasts 1 round per level.

Butterfly: Transmutation. Whenever you cast a Transmutation spell you gain a fly speed of 5 ft per level for 1 round per spell level of the cast spell. If you have Greater Spell Focus (Transmutation) this applies whenever you cast a spell regardless of school.

Chameleon: Transmutation or Illusion. If you have Spell Focus (Transmutation) whenever you cast a 1st level or higher transmutation spell you may choose to change your appearance as if with the Thousand Faces (druid) ability instead of have the spell's normal effect; this has a duration of permanent until dismissed but is considered a spell effect and therefore radiates magic and can be dispelled. If you have Spell Focus (Illusion) whenever you cast an Illusion spell you gain a competence bonus on Hide checks equal to twice the spell level and may hide without cover or concealment for 1 minute per level.

Crow: Necromancy. Whenever you cast a Necromancy spell you gain immunity to disease and poison for 1 round per spell level. If you have Greater Spell Focus (Necromancy) you gain immunity to Fear and Death effects as well.

Dark Chanting Goshawk: Evocation. Whenever you cast a spell you gain an enhancement bonus to your speed equal to 10 ft per spell level. If you have Greater Spell Focus (Evocation) whenever you cast an Evocation spell you gain a fly speed equal to twice your base land speed for 1 round per spell level.

Dog: Abjuration or Conjuration. If you have Spell Focus (Abjuration) whenever you would are affected by a spell you may have it affect your familiar instead, or vice versa. If you have Spell Focus (Conjuration) you may expend a 1st level or higher spell slot (but not prepared spell) to teleport your familiar to your side; if the slot is at least 4th level this ignores effects which would prevent teleportation (such as dimension lock and dimensional anchor). Your familiar does not need to be within 1 mile for you to teleport it to your side in this way and may be up to 20 miles away per level.

Flying Fox: Enchantment. You gain a bonus to Diplomacy checks equal to the highest level Enchantment spell you can currently cast. If you have Greater Spell Focus (Enchantment) you may lay a Morale Bolstering effect upon a target by touching them and expending an enchantment spell or empty spell slot. This is a spell-like ability which counts as a spell effect of the same level as the expended spell or spell slot and grants the target a morale bonus to attacks, weapon damage, skill checks, and saves versus fear equal to the spell level of the expended spell/slot and lasts 1 minute per level; your caster level for this effect is your level.

Iguana: Abjuration. Whenever you cast an Abjuration spell you gain an enhancement bonus to natural armor for 1 round equal to 1 plus the spell level. If you have Greater Spell Focus (Abjuration) this bonus lasts 1 round per level.

Monkey: Conjuration or Transmutation. If you have Spell Focus (Transmutation) whenever you cast a Summoning spell your familiar transforms into the summoned creature (as if with the polymorph spell but it does not regain hit points) for 1 round, unlike with polymorph your familiar gains all Ex and Su abilities of the creature but not Spell-like abilities. If you have Spell Focus (Conjuration) you may, as a standard action, teleport one unattended object within 5 ft per level which weigh 5 lbs or less into your hand.

Platypus: Transmutation. Whenever you cast a transmutation spell select one of a swim speed, natural armor, or poison resistance. If you select a swim speed you gain a swim speed equal to 1/2 your land speed, if you choose natural armor you gain an enhancement bonus to natural armor equal to 1/2 the level of spell (rounded up), if you choose poison resistance you gain a bonus to saves versus poison equal to the level of spell cast. These bonuses last 1 minute per 2 levels. If you have Greater Spell Focus (Transmutation) you no longer have to choose gaining all three bonuses.

Rabbit: Divination or Transmutation. If you have Spell Focus (Divination) whenever you cast a spell you may move up to 1/2 your speed as a free action immediately afterwards. If you have Spell Focus (Transmutation) whenever you cast a spell you gain an enhancement bonus to your land speed of 10 ft per spell level of the cast spell for 1 round.

Squirrel: Abjuration. Whenever you cast a spell you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment for 1 minute per spell level. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. If you have Greater Spell Focus (Abjuration) you gain the full benefits of Freedom of Movement for 1 round per spell level as well whenever you cast a spell.

Vampire Bat: Necromancy. Whenever a spell you cast deals damage to 1 or more creatures you regain 1 hp per 3 points of damage it dealt to the creature which received the most damage. If you have Greater Spell Focus (Necromancy) any creature damaged by a spell you cast takes 2 points of Constitution damage; if a spell deals damage to the same creature multiple times in a round this Constitution damage only applies once per round.

Special: The benefits of this feat are supernatural in nature.

So the questions:

Should I give the gyrfalcon the snowy owl's ability? If so any suggestions for snowy owl?
Should I do improved familiars?
Any familiars I missed you want added?
If I do improved familiar should I make a separate Necromancy focused benefit set for Imp/Quasit gained via being a dread necromancer?


Update: Added Dragon #341 familiars.