Guardian Spell (Feat): Difference between revisions

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{{Template:Feats


| Category=[[Category:Epic Feats]][[Category:Metamagic Feats]][[Category:Wizard]][[Category:Sorcerer]][[Category:Bard]][[Category:Druid]][[Category:Paladin]][[Category:Cleric]]
| Category=


| Flavor=You can cast a spell into your own aura, where it is trapped until the condition you set it is met.
| Flavor=You can cast a spell into your own aura, where it is trapped until the condition you set it is met.

Revision as of 14:05, 1 October 2019


convert to a shoulder magic item


You can cast a spell into your own aura, where it is trapped until the condition you set it is met.

Prerequisites: Caster Level 24

Benefit: A guardian spell remains dormant on the caster until triggered by a specific event determined at the time of casting. All other effects of the spell are determined when the spell is activated. If the guardian spell is set to be triggered by another individual's action, such as an attack or an attempt to grapple, the spell activates immediately, interrupting the action that triggered it. Guardian spells can remain dormant for up to 1 week, after which, if they haven't been discharged by their triggering event, they dissipate.


Special: A given caster can only have a number of Guardian spell levels in effect equal to or less than his caster level. For example, a ninth level Guardian Spell would 'use up' fifteen levels, requiring the caster to be higher than fifteenth level.


Note: All triggers for Guardian spells must be game mechanic based, ie, an attack roll being made, versus 'Bill speaks a code word.' The GM adjudicates in all circumstances of use of this feat.

Level Increase: +6 (A guardian spell uses up a spell slot six levels higher than the spell's actual level.)