wizard bonus feat

Talented Crafter

Talented Crafter [General]

By supplementing your crafting with parts of your personality, you are able to craft magic items with less taxing on your soul.
Prerequisite: Any two item creation feats
Benefit: When creating a magic item, instead of paying the normal cost in XP, you may instead opt to reduce the XP cost by 25 percent, but you must sacrifice Charisma to do so. The amount of Charisma that is sacrificed is equal to 2 points for a minor item, 6 points for a medium item or 10 points for a major item. Unlike ability damage, these points return at a rate of 1 per week and may not be healed with any magic short of a miracle or wish. You may not craft any magic item while your Charisma is drained in this way. You may not use this feat if doing so would reduce your Charisma below 1. The cost of raw materials is not affected by this feat.
Normal: Base XP costs for magic item creation are 1/25 of the item’s base price.
Special:
A wizard may select Talented Crafter as one of his wizard bonus feats.

Spell Familiarity

Spell Familiarity [General]

Through long practice, you have become so intimately familiar with a spell that you can cast it at will.
Prerequisite: Arcane caster level 3+
Benefit: Choose one cantrip from your spell list. You may now use that spell as a spell-like ability an unlimited number of times per day. If this spell was chosen from a sorcerer or bard list, you may replace it with a new cantrip in the list of spells you know.
Special: You may take this feat multiple times. Each time you take this feat, you choose an additional cantrip to use as a spell-like ability.
Special: A wizard may select Spell Familiarity as one of his wizard bonus feats.

Necromantic Conduit

Necromantic Conduit [General]

Your ability to transfer the life essence of others now extends to ability damage as well.
Prerequisite: Arcane or divine caster level 8+, Necromantic Channel
Benefit: Whenever you successfully damage a target with a spell or effect that deals ability point damage to a target (such as ray of enfeeblement), you may instead deal half the listed damage (rounded down, minimum 1) and convert the remaining half into a touch effect, which can transfer the ability to an ally you touch (including yourself), healing his own ability damage. This effect may not be used to increase an ally’s ability score beyond its normal maximum.
Special: A wizard that has specialized in the school of necromancy may select Necromantic Conduit as one of his wizard bonus feats.

Necromantic Channel

Necromantic Channel [General]

Your familiarity with necromantic magic has given you the ability to transfer stolen life energy to others.
Prerequisite: Arcane or divine caster level 3+
Benefit: Whenever you successfully damage a target with a spell or effect that deals hit point damage to a target and transfers those hit points to you (such as vampiric touch), you may instead convert those hit points into a touch effect, which can transfer the hit points to an ally you touch.
Special: A wizard that has specialized in the school of necromancy may select Necromantic Channel as one of his wizard bonus feats.

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