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Spell Shifting

December 11th, 2012

Alex Riggs

Extraordinary Feats Archive

            Well, here we are on Transmutation Week, the final week in our ongoing series of theme weeks devoted to each and every school of magic. Feats are always the hardest parts of these weeks, but I’m pretty confident that the following transmutation-themed metamagic feats will be perfectly pleasing to those of you interested in transformative magic.

 

Anatomically Unstable Spell (Metamagic)
Your transmutation spells leave their targets’ organs reinforced, displaced, or otherwise protected, making it more difficult to deal precise damage to them.
Prerequisite: Able to cast 5th-level transmutation spells.
Benefit: An anatomically unstable spell shifts or fortifies the target’s vital organs. In addition to the spell’s normal effects, the target takes only half as much damage as he normally would from sources of precision damage (such as sneak attack), and any rolls made to confirm a critical threat against the target suffer a -5 penalty. An anatomically unstable spell takes up a slot one level higher than the spell’s actual level. Only spells of the transmutation school can be affected by Anatomically Unstable Spell.

 

Lethally Endowed Spell (Metamagic)
Your transmutation spells create sharper claws and teeth than most.
Prerequisite: Ability to cast 2nd-level transmutation spells.
Benefit: A lethally endowed spell enhances the natural attacks of any creature it targets. If the creature possesses a natural attack (whether it possesses it normally, or it is granted by a spell or effect, including the lethally endowed spell itself), then that natural attack deals damage as though the creature were one size category larger than it actually is. This does not stack with any other effect that causes the target’s natural attacks to be treated as though the target were larger. A lethally endowed spell takes up a slot one level higher than the spell’s actual level. Only spells of the transmutation school can be affected by Lethally Endowed Spell.

 

Sensory Spell (Metamagic)
Your transmutation spells bestow greater senses.
Prerequisite: Ability to cast 2nd-level transmutation spells.
Benefit: A sensory spell grants the target the darkvision, low-light vision, scent, and tremorsense special abilities, in addition to its normal effects. These benefits last for as long as the spell does. A sensory spell takes up a spell slot two levels higher than the spell’s actual level. Only spells of the transmutation school can be affected by Sensory Spell.

 

Sickening Transmutation Spell (Metamagic)
Your transmutation spells leave your target’s innards warped and twisted, creating intense stomach distress.
Prerequisite: Ability to cast 3rd-level transmutation spells.
Benefit: In addition to its normal effects, a sickening transmutation spell also adjusts the orientation of the target’s innards. If the spell has its full effect on the creature (any attack rolls hit, spell resistance is overcome if applicable, and the target fails its saving throw if applicable), then the target is also sickened for the spell’s duration, and 1d4 rounds thereafter. This has no effect on creatures that were already sickened: they do not become nauseated. A sickening transmutation spell takes up a slot one level higher than the spell’s actual level. Only spells of the transmutation school can be affected by Sickening Transmutation Spell.

 

Thick-Skinned Spell (Metamagic)
Your transmutation spells leave their targets with incredibly thick, impenetrable hides.
Prerequisite: Ability to cast 4th-level transmutation spells.
Benefit: A thick-skinned spell grants a greater natural armor bonus than that granted normally by the spell. If the spell does not normally grant a natural armor bonus to the target, it now grants a +2 natural armor bonus to the target. If it does normally grant a natural armor bonus to the target, the amount of natural armor it grants is increased by an amount equal to the spell’s level or 1/2 the amount the spell normally grants, whichever is less (so barkskin cast by a 12th-level druid, a 2nd-level spell that would normally grant +5 natural armor, would instead grant +7). A thick-skinned spell takes up a slot one higher than the spell’s actual level. Only spells of the transmutation school can be affected by Thick-Skinned Spell.