The source of your magic buckles against your control, always pressing to be released. You regain magic power quickly, but it can be difficult for you to control. You must select Wellspring Mage Dedication as your 2nd-level class feat.
Wellspring Magic (1st Level)
Prerequisites You must have a class that casts spells with a spell repertoire.
Wellspring Mage Adjustments: You learn spells as normal for your class, but change your spontaneous spellcasting in the following ways.
You can cast fewer spells each day unless you gain more spells thanks to your wellspring. Reduce your number of spell slots of each spell level by 1. Reduce the number of cantrips you gain from your class by 1.
A wellspring of magic fills you with power that's not fully under your control. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check.
Critical Success You temporarily recover an expended spell slot of any level of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate wellspring surge.
Success As critical success, except you randomly determine the level of spell slot from among your top three spell levels (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute.
Failure You generate a wellspring surge, with a spell level chosen randomly among your top three levels of spell slots (or all your levels if you have fewer than three).
You can gain a temporary spell slot no more than twice per day. If you would gain a temporary spell slot for a level that has no expended spell slots, there's no effect. If you use a temporary slot to cast a spell with a duration, the spell ends whenever you would have lost the slot if its duration hasn't yet elapsed. If you roll for wellspring magic while you currently have a temporary spell slot, you automatically fail the flat check.
Wellspring Surges
Wellspring Mage Dedication (Feat 2)
Archetype | Dedication |
Prerequisites wellspring magic
There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic.
Special You can't select another dedication feat until you've gained two other feats from the wellspring mage archetype.
4th Level Wellspring Mage Feats
Wellspring Control (Feat 4)
Archetype | Fortune |
Prerequisites Wellspring Mage Dedication
When you generate a wellspring surge, roll twice on the Wellspring Surges Table and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge.
6th Level Wellspring Mage Feats
Urgent Upwelling [R] (Feat 6)
Archetype |
Trigger An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect.
Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy.
8th Level Wellspring Mage Feats
Energetic Resonance [R] (Feat 8)
Archetype | Abjuration |
Trigger You would take acid, cold, electricity, fire, or sonic damage from a spell.
Requirements You have an unexpended spell slot of a level equal to or higher than the triggering spell.
Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level.
Spell Relay [R] (Feat 8)
Archetype | Concentrate |
Trigger An ally Casts a Spell and you are within that spell's range
You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.
10th Level Wellspring Mage Feats
Surging Might [A] (Feat 10)
Archetype | Metamagic | Manipulate |
Prerequisites Wellspring Mage Dedication
With a complex gesture, you focus the power of your spell to overcome enemies' resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: entropic, radiant, negative, and positive. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life. This doesn't cause the spell to ignore immunities, only resistances.
12th Level Wellspring Mage Feats
Interfering Surge [R] (Feat 12)
Archetype | Abjuration |
Trigger A creature you can see Casts a Spell
You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a –2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a –5 penalty if it was cast using a different tradition.
If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).
16th Level Wellspring Mage Feats
Scintillating Spell [A] (Feat 16)
Archetype | Metamagic | Light |
Prerequisites Wellspring Mage Dedication
Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.
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