SpellBound

SPELLBOUND

[Fiction to be added here]

Untapped Potential: At first level, the Spellbound has a number of raw energy points (similar to spell levels in use) equal to 1 + his Intelligence, Wisdom, or Charisma modifier, whichever is highest. This raw energy may not be used to cast spells. In fact, the Spellbound character can never take any Spellcasting feats. The Spellbound may share this raw energy with spellcasters near him, to power one spell level per point transmitted – working not unlike a Pearl of Power. Any time a spell is being cast within 30 ft. of the Spellbound, he may give up raw energy to power the spell as if it was spell energy. This works in all ways as if the spell energy was coming from the spellcaster, and is a free action for the spell bound. Raw energy is recovered in the same way as spell energy.

Spell Empathy: A Spellbound intuits magic and begins to live and breathe its energies. Not formally trained in the art of Spellcasting, his constant association with it and its practitioners grants him an innate understanding about the power they harness. Effectively the Spellbound gains Spellcraft as an Ability (The mechanics of use ), but he need not use his Intelligence as the base ability modifier, instead he uses the ability that his Untapped Potential power is linked to. He gains a bonus to this ability equal to his level and again additional +1 at 4th, 9th, 14th, and 19th levels. The Spellbound may not use skill points to increase this ability as it is not a skill.

Metamagic Aura (Su): Beginning at 2nd level, the spellbound is able to use his awareness of magic to shift and shape spells cast in the area around him. This ability manifests itself in various forms of metamagic that the character can use to alter spells as they are cast. Some of the abilities can be used to enhance the spells cast by his allies, while others can be used to weaken or even nullify spells cast by his enemies.
Any time a spell is cast within 30 ft. of the spellbound, he can choose to use any metamagic ability to which he has access to (below) modify the spell. Manipulating a spell in this fashion adds NO ADDITIONAL TIME to the spell being cast – effectively a free action in use. The spellbound can target any spell whose level is equal to or less than half the spellbound’s own character level (rounded up). Thus, a 5th level spellbound could affect up to 3rd-level spells with his metamagic aura. The character must know a spell is being cast to use this ability. Thus, a spellbound could not affect a silent spell being cast by an invisible opponent. Nor can Quickened spells or other spell-like abilities that are free actions – be modified by this ability.
If the spellbound is aware a spell is GOING to be cast he does not need to know WHICH spell is being cast in order to affect it – although it is helpful. Per any typical SPELL-CRAFT check – he may attempt to identify the spell by making a successful Spell Empathy check (DC 15 + spell level). If unsuccessful, he may still attempt to modify the spell, but the effects applied may be helpful, superfluous, or dangerous, depending on the actual spell. Knowing what spell is being cast is a tactical factor, but in no way affects the spellbound’s ability; for instance, an allied caster might explain a round ahead of time that he is going to cast a fireball, and that he wants the spellbound to empower it. If the caster changes his mind and casts a lightning bolt instead, the spellbound’s ability would still empower it.

Bonus Raw Energy: The spellbound’s maximum number of raw energy points increases by +2 at 3rd and every 4 levels there after.

The following abilities can be applied to a spell via the spellbound’s metamagic aura:

2nd: Enlarge Spell — As the feat.[+ 1 spell points per spell affected]
4th: Extend Spell — As the feat. [+ 1 spell points per spell affected]
7th: Reduce Spell — Upon use of this ability the Spell bound may override all variable criteria of the spell so affected. This spell variable or numeric effects are summarily decreased by one-half. A reduced spell deals half as much damage as normal, affects half as many targets as normal, etc., as appropriate. Saving throws and opposed rolls (such as that made to overcome spell resistance) are not affected. Spells without random variables are not affected. [+ 4 spell points per spell affected]
9th: Attract Spell — The spellbound becomes the target of the spell being cast. In order for this ability to work, the spell must have a target (although the target can be an area, such as a fireball) other than the spell-caster and a range of Close, Medium, or Long. If both of these conditions are met, the spellbound becomes the new target of the spell. Thus, if Cause Fear is cast on one of the spellbound’s companions, the spellbound may force the spell to target him instead. Area of effect spells still affect others, but are centered on the spellbound. [+4 spell points per spell affected]
12th: Empower Spell — As the feat. [+ 2 spell points per spell affected]
14th: Maximize Spell — As the feat. [+ 3 spell points per spell affected]
17th: Absorb Spell — When the spellbound uses this ability he attracts the spell as if he had used his attract spell ability. If he succeeds at his saving throw against the spell he is attracting, he absorbs the spell rather than simply resisting it. Absorbing any spell enhances the spellbound’s ki energy point pool by the level of spell energy. These spell points lasts until the day ends or the points are used. If his saving throw fails, the spell affects him normally and he gains nothing. [+ 3 spell points per spell affected]
19th: Redirect Spell — The spellbound takes control of the casters aim and may redirect the spell to any point within its normal range. In order for this ability to work, the spell must have a target (although the target can be an area, such as a fireball) other than the spell caster and a range of Close, Medium, or Long.[+ 4 spell points per spell affected]

School Adept/Mastery (Ex): At 10th level and again at 20th, the spellbound may pick one school of magic. The DC for any spells that he alters from that school increases by +2 at the Adept level. At the Mastery level, the spellbound may increase two other schools by +2 or one other other school by +4. While this bonus stacks may stack with the bonus granted by Spell Focus it won’t stack with itself (for a +6 due to attempted Adept/Mastery layering).
Resistance (Su): The spellbound gains the listed bonus on saving throws against spells and spell-like effects.

Class Ability Progression Descriptions
Class by Level Progression

LvlBABFrtRefWillSpecialSpell Points Algorythm
1st+ 0+ 0+ 2+ 2Sneak attack + 1d6, Untapped Potential, Spell Empathy1+[RS]*[HD]
2nd+ 1+ 0+ 3+ 3Metamagic Aura 1/day (Enlarge), talents1st+1+[RS]
3rd+ 2+ 1+ 3+ 3Bonus Raw Energy + 2, Spell Empathy + 11+2+[RS]
4th+ 3+ 1+ 4+ 4Metamagic Aura (Extend), Sneak attack + 2d6
5th+ 3+ 1+ 4+ 4Skill Focus
6th+ 4+ 2+ 5+ 5Resistance + 2, talents
7th+ 5+ 2+ 5+ 5Bonus Raw Energy + 2, Metamagic Aura 2/day (Reduce)
8th+ 6/+ 1+ 2+ 6+ 6Sneak attack + 3d6
9th+ 6/+ 1+ 3+ 6+ 6Metamagic Aura (Attract), Spell Empathy + 2
10th+ 7/+ 2+ 3+ 7+ 7School Adept; Talents
11th+ 8/+ 3+ 3+ 7+ 7Bonus Raw Energy + 2, Resistance + 4
12th+ 9/+ 4+ 4+ 8+ 8Sneak attack + 4d6, Metamagic Aura 3/day (Empower)
13th+ 9/+ 4+ 4+ 8+ 8Advanced talents
14th+ 10/+ 5+ 4+ 9+ 9Metamagic Aura (Maximize), Talents
15th+ 11/+ 6/+ 1+ 5+ 9+ 9Bonus Raw Energy + 2, Skill Focus, Spell Empathy + 3
16th+ 12/+ 7/+ 2+ 5+ 10+ 10Resistance + 6, Sneak attack + 5d6
17th+ 12/+ 7/+ 2+ 5+ 10+ 10Metamagic Aura 4/day (Absorb)
18th+ 13/+ 8/+ 3+ 6+ 11+ 11Talents
19th+ 14/+ 9/+ 4+ 6+ 11+ 11Bonus Raw Energy + 2, Metamagic (Redirect), Spell Empathy + 4
20th+ 15/+ 10/+ 5+ 6+ 12+ 12Skill Focus, School Mastery + 6d6

SpellBound

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