Giveaway Spell (3.5e Feat)
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Giveaway Spell [Metamagic]
You give away control over a spell.
Prerequisite:
Benefit: You transfer the control of a spell to another willing creature that you touch at the time of casting, such as levitate or flaming sphere. This does not work on spells with a personal range, or an emanation area, or an instantaneous duration. It also does not alter spells whose initial effects are fixed, but whose durations last some time - for example, when you cast charm person it may last days, but when you cast the spell the victim will always view the caster as their friend (if they fail the saving throw). In all other ways the spell functions as normal; the save DC and level-dependent functions are based upon your the caster's abilities. You still make all the decisions inherent in casting the spell, such as what the initial target is, but if the effect can be moved (for example flaming sphere), the creature in control decides how. If the spell requires concentration to maintain, the creature you transfer it to must maintain this concentration, and they can opt to end a dismissable spell at their whim. A Giveaway Spell uses up a spell slot one level higher than the spell's actual level.
Special: A creature must have an Intelligence score of at least 1 to receive control of a Giveaway Spell; if you try to transfer control to a non-intelligent creature then the spell will instantly dissipate and be wasted.
- Revised by the Netbook of Feats Review Board
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- Author: Carl Cramér © Carl Cramér 2001 This feat is from the NBoF, please see NBoF Credits.
Overall | Purp | Pow | Port | Comp | Rule |
---|---|---|---|---|---|
4.24 | 4.20 | 4.20 | 4.60 | 4.00 | 4.20 |
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