Channel Touch Spell (3.5e Feat)
From D&D Wiki
This material is published under the OGL 1.0a. |
Channel Touch Spell [Metamagic]
You can cast a touch spell through your melee weapon.
Prerequisite:
Benefit: You can cast any of your touch spells through a held melee weapon, allowing you to make a standard armed attack and inflict normal weapon damage plus the effect of your spell on a successful strike. Casting the spell is still a standard action (unless you have the Quicken Spell feat) and you must wait until your next attack action in order to make your armed attack. When resolving your attack, compare your attack roll against your target's normal AC and AC against touch attacks. If your attack roll fails to beat the target's normal AC but beats their AC against touch attacks, the spell is discharged normally but the weapon inflicts no additional damage. Once the spell is cast your melee weapon holds the charge of the spell exactly as if the spell had been cast in the normal manner. You cannot pass a charged weapon to another character, as doing so discharges your spell. Likewise, the spell dissipates (without discharging) if the weapon is ever thrown or leaves your hand. Casting a touch spell in this manner uses up a spell slot one level higher than the level of the spell cast.
Normal: You can discharge a touch spell as either a touch attack (no armor, shield or natural armor bonus to AC) or a normal unarmed strike.
- --
- Author: Eric D. Harry © Eric D. Harry 2001 This feat is from the NBoF, please see NBoF Credits.
Overall | Purp | Pow | Port | Comp | Rule |
---|---|---|---|---|---|
4.05 | 4.25 | 4.00 | 4.25 | 3.50 | 4.25 |
Back to Main Page → 3.5e Homebrew → Character Options → Feats → Metamagic
This page is protected from editing because it is distributed under the OGL. Please discuss possible problems or changes on the talk page.