Feats/Magic

Magic feats are a style of feat that are generally meant for casters, by making improvements to their spellcasting abilities, creating unique interactions for spells, or allowing the bypassing of some casting limitations.

Advanced Spellstrike (Magic)
Prerequisite: Spellstrike talent

Benefit: You may treat the attack with the spellstrike talent as a focused attack action, and thus may be combined with other feats and abilities such as Vital Strike. This still requires casting a spell to initiate and may not be combined with abilities that require their own action to initiate (such as the charge action).

Anchoring Spellstrike (Magic)
Prerequisite: Spellstrike talent, Anchored Spell, Base Attack Bonus +2, Base Casting Bonus +2

Benefit: When using spellstrike to make a ranged attack with an arrow or crossbow bolt you may apply a single area of effect spell to it as part of spellstrike, treating the arrow as your spell anchor. If your attack fails to hit its target roll a d8 to determine where it lands adjacent to your intended target; if you successfully hit your spell does not automatically go off but you treat the creature’s square as the landing point of the arrow. Once the attack resolves the area of effect spell is automatically cast using the location of the arrow as the point of origin. Once the spell is cast the arrow reverts and is no longer a spell anchor unless you spend an additional spell point as part of this ability to make it a spell anchor with the usual duration.

Armored Caster (Magic)
Prerequisite: Proficiency in light or heavy armor; Casting

Benefit: You gain the ability to cast while wearing light armor. You still automatically fail all casting in heavy armor. This feat only functions with armor you are proficient with; you still fail at casting when casting in armor you are not proficient with.

Special: You may select this feat a second time gaining the ability to cast in both light and heavy armor.

Concurrent Concentration (Magic)
Prerequisite: Casting, Base Casting Bonus +2

Benefit: You may concentrate on an ongoing spell as a move action rather than a standard action, allowing a character to concentrate on multiple spells at once.

Elemental Specialist (Magic)
Prerequisite: Casting, Focused Element

Benefit: Spells cast which use the affinity of your focused element treat the target’s spell resistance as 5 lower, plus 5 for every 10 BCB you possess.

Elemental Superconductor (Magic)
Prerequisite: Casting, Focused Element

Benefit: When you receive elemental damage matching your focused element, until the end of your next turn you gain +1 on save attack rolls using that element, treat any spell resistance as 5 lower when casting spells which use that elemental affinity, and add your BCB to any damage of that element dealt by a spell that you cast (but no more than once per round to any target).

Special: This effect does not trigger if the elemental damage you would take is prevented by Resist or Immunity, or was delayed damage that would have been taken in an earlier round.

Extra Magic Talent (Magic)
Prerequisite: Casting

Benefit: You may select an additional magic talent and gain it as a bonus talent. You must meet all the prerequisites of this talent to select it.

Special: You may select this more than once, each time selecting a different magic talent.

Extra Spell Point (Magic)
Prerequisite: Spell Pool class feature.

Benefit: Your spell pool total increases by 2.

Special: A character may take this feat more than once. The effects stack.

Focused Element (Magic)
Prerequisite: Casting

Benefit: You may select one element for which you have access to an affinity talent. When casting spells which use this affinity, increase your save attack rolls by 1, plus 1 per 10 BCB.

Irresistible Element (Magic)
Prerequisite: Casting, Focused Element

Benefit: When dealing elemental damage matching your focused element with a spell, treat any Resist as 1 lower per 5 BCB (minimum 1). This does not cause vulnerability if the target’s Resist would be reduced below 0.

Natural Spell (Magic)
Prerequisite: Casting

Benefit: You are considered to be holding your implement while polymorphed if your implement was merged into your new form as part of the polymorph. Additionally, your polymorphed form may substitute its own sounds (such as barks and bleats) for verbal spell components. This effect only applies to polymorph spells cast by yourself.

Ritual Casting Initiate (Magic)
Prerequisite: Casting or 1 Rank in Use Magic Device

Benefit: You learn to perform ritual casting. Upon taking this feat you obtain a ritual casting book along with a single ritual without a BCB requirement that you otherwise qualify for.