Protective Spell (3.5e Feat)
From D&D Wiki
This material is published under the OGL 1.0a. |
Protective Spell [Metamagic]
Your protective spells are more potent.
Prerequisite: Ability to cast spells.
Benefit: A protective spell takes up a spell slot 2 levels higher than normal. All AC bonuses and saving throw bonuses provided by the spell are increased by +2. If the bonus is specific (only vs. fear or only vs. poison) it increases the bonus by +4 instead. This has no effect on other bonuses that do not apply to AC or saving throws. Examples:
Barkskin: Natural armor bonus to AC increases to +4 + 1 for every 3 caster levels above 3rd;
Mage Armor: Armor bonus to AC increases to +6;
Heroism: Morale bonus to saving throws increases to +4;
Heroism, Greater: Morale bonus to saving throws increases to +6;
Protection from Evil: Deflection bonus to AC against evil creatures increases to +4 and resistance bonus to saves against evil creatures increases to +4;
Remove Fear: Morale bonus to saving throws against fear increase to +6;
Shield: Shield bonus to AC increases to +6;
Shield of Faith: Deflection bonus to AC increases to +4 + 1 for every 3 caster levels above 3rd.Back to Main Page → 3.5e Homebrew → Character Options → Feats → Metamagic Feats