Spell Touched Feats

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List of the more-useful Spell Touched feats for D&D

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Spell-Touched FeatsFeatPrerequisitesBenefit

Accurate JauntExposure to greater teleport, plane shift, teleport, or shadow walkBetter chance of successfully traveling between planes

Eyes to the SkyExposure to scrying or greater scryingAutomatically spot magical scrying sensor within 40 feet

False PretensesExposure to charm or dominate spellMislead opponent into thinking you are charmed or dominated

Ineluctable EchoExposure to wail of the banshee or any power word spellCaster who targets you with power word spell or wail of the banshee is also affected by spell

Live My NightmareExposure to phantasmal killerSend nightmarish vision against creature that targets you with divination effect

Naturalized DenizenExposure to dimensional anchorYou are never treated as extraplanar creature

Accurate Jaunt You have an instinctive sense of interplanar travel. Prerequisite: Exposure to greater teleport, plane shift, teleport, or shadow walk spell. Benefit: When you use teleport, you can roll the targeting roll twice, taking whichever result you prefer. When you use plane shift or shadow walk, you likewise make the roll to determine your destination twice, choosing the better (usually lower) result. Eyes to the Sky You have an instinctive sense of when someone is magically watching you. Prerequisite: Exposure to scrying or greater scrying spell. Benefit: You automatically spot the magical sensor created by a spell of the scrying subtype (arcane eye, clairaudience/clairvoyance, greater scrying, or scrying) if it's within 40 feet of you.False Pretenses Those who try to charm you get an unpleasant surprise. Prerequisite: Exposure to charm or dominate spell. Benefit: When you succeed on a save against a charm or compulsion effect, the character trying to charm or compel you believes that you failed your save. You can play along voluntarily if you wish to. if the charm or compulsion involves telepathic commands, you continue to receive them, although you aren't obligated to follow them.Ineluctable Echo Those who use words of power around you hear the sound of their own voices. Prerequisite: Exposure to wail of the banshee or any power word spell. Benefit: When you are targeted by a power word spell, whoever speaks the power word is also affected by it (as if he had cast it on himself). Likewise, when you're within the area of a wail of the banshee spell, the caster of the spell also hears the wail and must succeed on a Fortitude save (using his own save DC) or die. Possessing the Ineluctable Echo feat doesn't protect you against power word or wail of the banshee spells. You experience their effects normally. Live My Nightmare Those who magically pry into your mind become privy to your most frightening dreams. Prerequisite: Exposure to phantasmal killer spell. Benefit: Whenever someone successfully targets you with a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as a phantasmal killer spell, except that the form comes from your dreams, not the other creature's dreams. The other creature must succeed on a Will save (DC 14 + your Cha modifier) to disbelieve the nightmare and a Fortitude save (DC 14 + your Cha modifier) to avoid dying from fear. Naturalized Denizen You are unusually anchored to your location. Prerequisite: Exposure to dimensional anchor spell. Benefit: You are never treated as an extraplanar creature (and you lose the extraplanar subtype). Thus, you can't be affected by a banishment or dismissal spell or similar effects that send extraplanar creatures back to their home planes.