Collateral Spell (Feat)

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Your magics begin to bleed into reality in strange and uncontrolled ways, wreaking utter havoc upon your surroundings.

Prerequisites: Caster Level 16, Burning Spell (Feat)

Benefit: When a spell with the Collateral Spell feat applied to it is cast, all creatures that were targeted by the spell are also subject to a Sunder effect. This is resolved by the caster making a Caster Check against each target (after all other effects of the spell are resolved), versus each target's Maneuver Defense. If successful, each target suffers 1 durability damage to a piece of equipment they are carrying (or they simply suffer a -2 penalty to AC if they have no equipment defined).

A Collateral Spell can also be used to sunder unattended objects in the area of a spell. In most cases, this is automatic as the power of the spell crumbles and cracks the undoubtedly beautiful scenery around you. However, the GM may require more Caster Checks to sunder any unattended objects that are of particular interest (or they may not... sometimes, using massively destructive power isn't always the best idea).

Special: If this feat is used with the Burning Spell feat at the same time, any and all objects which take siege damage from the collateral spell feat also gain the burned condition... which will inflict even more siege damage. Yes, this will ignite people, animals, rocks, dirt, steel doors, glass windows, goblets, and bowls, everything. Only specifically anti-magic materials (such as Siege Stone) are immune. This burning ends at the end of the encounter, but this combination is ruinously destructive, and should be approached with great caution. You Have Been Warned!

Level Increase: +4 (A collateral spell uses up a spell slot four levels higher than the spell's actual level.)