These feats include homebrew feats that already have been posted on other sites. I linked to them here, rather than re-posting them and causing any confusion over who created it. I searched google for the feats similar to the ones below. If these feats exist elsewhere, I have not found them.
Prestidigitator (Cantrip Mastery):
The definition of “Cantrip” that I use in the world of Loatia comes from Advanced Dungeons&Dragons 2nd Edition. If you like, you can click on the image of the description to go to the AD&D 2E Players Handbook on Scribd. You can find the description of “Cantrip” on page 171.
Benefit: Cantrip or “Prestidigitation” can now be cast with the above description at will, without expending a spell, and without the need for memorization.
DM and Player Note: This may not seem like a very powerful feat, but the Cantrip spell as it was outlined in AD&D 2E made it all but a miniature Wish spell. From the tried-and-true banana peel to provoke a dex check or slip (the banana peel does not cause a loss of HP, but the fall can), to turning your enemy pink to humiliate him in front of his friends, it is the cornerstone of a wizard’s mystique.
The possibilities in terms of roleplay and combat are virtually endless. No one screws with a Wizard who knows how to properly apply Cantrips. And, as an added bonus, it saves the Wizard from having to cast their more powerful spells, or can bail them out of a jam when they are tapped. Not to mention, there is NO SAVING THROW against the actual effect/spell. (But like that banana peel example, can provoke a save) This is a nuanced feat and not suitable for every DM or campaign, and as such, like everything else, is subject to DM/GM/Storyteller approval.
Other examples of legal uses:
- Use it to create an aura around your character that gives people who pass him/her a chill to start the whispers around the inn.
- Create a minor ethereal black glow on your character’s closed fist to bluff a magical attack.
- Give the princess a (fake) wart on her nose.
- Make the dwarf smell like farts.
- Even use it to do your character’s hair and clean the mud off them as emerge from the swamp with the rest of the group, effectively making them look like sh*t literally does not stick to them.
- Changing the clothes of a skulking thief in the crowd to a bright orange color.
Just remember the rules:
- Creates only very minor magical effects (as appropriate for a 0 level spell)
- Cannot cause a loss of hit points. (not directly, at least – see banana peel example above.)
- Cannot effect concentration of spellcasters.
- Can only create small, obviously magical materials.
- Materials created by a cantrip are fragile and cannot be used as tools of any sort.
- Cannot duplicate ANY other spell effect.
- The caster must concentrate to keep the Cantrip effects active.
- If the target is a creature with an intelligence of 1 or above, the target will always know who cast the spell on them. (I added this one for balance after play testing)
- This feat cannot be used in conjunction with other metamagic feats like silent spell or still spell. However, a pick pocket, stealth, or slight of hand check to set the DC to notice the spell can be rolled at the DM’s discretion. (another post-play testing adjustment)
- There is no saving throw.
New Counterspelling Feats
Counterspelling is one of the most underused abilities of the Wizard Class. These feats are intended to change that. Here are the rules for counterspelling as they exist now in Pathfinder and 3.5:
- Select an opponent as the target of the counterspell
- Ready an action to wait until your opponent attempts to cast
- Spellcraft check as a Free Action (DC 15 + the spell’s level).
- Success means the spell is identified and a counterspell can be attempted.
- Without Improved Counterspell, a spell can only counter itself.
- Improved Counterspell rules: For counterspelling, you may use a spell of the
same school that is at least one level higher
- Improved Counterspell rules: For counterspelling, you may use a spell of the
- If the target is within range, the spells negate each other with no effect
- Metamagic feats are not taken into account when determining whether a spell can be countered.
- Dispel Magic cast as a counter:
- “The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.” – Paizo
- “When dispel magic is used [as a counterspell], the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.” – Paizo
- “You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level)” -Paizo
- All casting times, for the most part, are considered ‘Standard Actions‘
That’s a lot to remember and do. It delays the wizard’s action and makes them completely defensive for an entire round. There are too many ways it can fail, and the specificity of the entire thing just reeks of “Screw that, too much effort for not enough result.”
Still, it stands to reason that it should be difficult, and risky. If PC’s can counterspell, so can NPC’s, and no wizard PC wants his hard earned spells snuffed out of existence at the flick of an NPC’s wrist. Understanding that, a feat that simplifies this has to be earned and fair. A wizard that is a master counterspeller would have planned on becoming such, and have had to burn a lot of other feats to achieve that end. A master counterspeller could never happen by accident. Any wizard with these feats would be highly specialized wizard hunters or spell combatants. Their prowess in magical combat would be a thing of legend.
So, here it is:
Dispeller (Counterspell Mastery)
Benefits: When an opponent casts, the wizard may counterspell as a swift action as though it were an attack of opportunity. (Thus negating the need to delay initiative) The Wizard can default any 3rd level spell and above that he/she has memorized to Dispel Magic cast only as a counterspell. The caster must succeed at a Dispel Check:
(1d20 + your caster level) – vs – (DC 11 + the spell’s caster level)
Master Dispeller (Greater Counterspell Mastery)
Benefits: When an opponent casts, the wizard may counterspell as a swift action as though it were an attack of opportunity. (Thus negating the need to delay initiative) The Wizard can default any 6th level spell and above that he/she has memorized to Greater Dispel Magic cast only as a counterspell. The caster must succeed at a Dispel Check:
(1d20 + your caster level + 4) – vs – (DC 11 + the spell’s caster level)
Note: The effect of the Dispelling Feats are similar to the Priest ability to default to a healing spell of equivalent level except it always defaults to Dispel Magic (or Greater Dispel Magic) and is a swift action. The switch to a “swift action” means that a wizard can counterspell and still cast their normal spell for the round. There is no need to delay the action, worry about schools or specific spells, a spellcraft check, or burning the entire round for nothing.
How is this Balanced?
First of all, the limitation on instantaneous duration spells still applies. Second, the number of feats the PC or NPC has to burn to earn these forgoes MANY other feats that would make him or her a more well-rounded mage. A 9th level wizard would have to use almost every feat they earned since the creation of the character to have Dispeller. This means they probably cannot maximize or enlarge spells, or create magical items. Against non spellcasters, the already pronounced handicap in Melee would be even greater because they could not have taken many feats to counteract it. It is very similar to a specialized Illusionist or Conjurer. They have foregone other training in favor of a specific field of study. However, against another spellcaster, the Dispeller or Master Dispeller feats give them a distinct advantage. (Of course, a cleric could still bash the wizard over the head with their mace – no counterspelling that.)