TEXT: 1 Houserule Footnotes: spell point Feats
  Houserule Footnotes: spell point Feats 1 
  
  2 Houserule Footnotes: spell point Feats
  Houserule Footnotes:  
  spell point Feats
  Welcome to the Houserule Footnotes: Spell Point Feats, 
  the first in a planned series of short, concise products 
  designed to support material presented in the 
  Houserule Handbooks line of products. This product 
  adds a series of feats for use with Houserule Handbooks: 
  Spell Points, and requires that product to be useful. 
  The feats included here are designed to both 
  give spell-point spellcasters access to the same kind 
  of mechanical, numeric bonuses characters that use 
  other limited-resource powers enjoy, and to showcase 
  how the flexibility of the spell point system can be 
  used to add interesting options to a campaign and its 
  traditions of magic.
  new Feats
  The following feats are all designed to work with the 
  spellpoint system introduced in Houserule Handbooks: 
  Spell Points.
  Cooperative Casting
  You can help other spellcasters fuel their spells.
  Prerequisite: 1 level in a class that grants a spell 
  point pool.
  Benefit: As a full-round action, you can prepare 
  to assist an adjacent spellcaster. When the character 
  you have prepared to help casts a spell before 
  the beginning of your next turn, as an immediate 
  action you can spend 1 spell point from your open 
  pool to reduce the number of spell points your ally 
  must spend by 1. You cannot take spell points from 
  a reserve pool or other source when using this feat. 
  If both you and the allied spellcaster you assist have 
  the Cooperative Casting feat, you may spend spell 
  points up to half the spell’s cost, to reduce the spell 
  points your ally spends by the same number.
  Eldritch Aspect
  You can channel spell energy directly into your aura 
  to take on the aspect of a magical totem.
  Prerequisites: Int 13, 1 level in a class that grants 
  a spell point pool.
  Benefit: You can use a fraction of your spell points 
  to take on a magical totem. This gives you a minor 
  bonus and changes your appearance. For a cost of 3 
  spell points you may gain one magical totem, selecting 
  one creature a wizard could take as a familiar. Your 
  head (and possibly hands and other features) take 
  on the appearance of that creature and you gain the 
  benefits a wizard with that familiar would gain. For 
  example, if you took on the aspect of a raven you 
  would gain a +3 bonus to Appraise checks.
  You may use spell points from any spell point 
  pool to use this feat. An aspect remains until you 
  dismiss it as a free action or you regain your daily 
  allotment of spell points. You may take on multiple 
  aspects, paying a separate spell point cost for each, 
  with each additional aspect adding some element of 
  that creature’s appearance to your own.
  Eldritch Blending
  You have learned to call on multiple sources of magic 
  to cast spells.
  Prerequisite: Levels in more than one class that 
  grants a spell point pool.
  Benefit: Add all your open spell point pools 
  together to form a single open spell point pool. Add 
  all your reserve spell point pools together to form a 
  single reserve spell point pool. You may use these 
  pools to cast any spell you may cast with open or 
  reserve spell pools. This does not impact spell points 
  you have that are not open or reserve pools (such as 
  domain pools or bonded item pools).
  Eldritch Focus
  Your deep understanding of one spell makes it easier 
  to cast.
  Prerequisite: Ability to cast 2nd level spells, 1 level 
  in a class that grants a spell point pool.
  Benefit: Select one 2nd-level or higher spell 
  you know. If you are a preparation spellcaster, you 
  calculate this spell’s eldritch dissonance as if you 
  were a spontaneous spellcaster (increasing its cost by 
  +1 spell point each time you cast it on the same day, 
  rather than increasing it by a value equal to its spell 
  level). If you are a spontaneous spellcaster, reduce its 
  spell point cost by 1.
  Special: This feat may be taken more than once. 
  Its effects do not stack. Instead, each time you select 
  this feat, it applies to a different spell.
  Eldritch Strike (Combat)
  You can use spell points to increase the magical boost 
  you give your weapons.
  Prerequisites: Arcane Strike, ability to cast arcane 
  spells, 1 level in a class that grants a spell point pool.
  Benefit: When you use Arcane Strike, you may 
  spend up to a number of spell points equal to the 
  
  3 Houserule Footnotes: spell point Feats
  Houserule Footnotes: spell point Feats 3 
  damage bonus received from that feat as part of 
  same the swift action. For each spell point spent you 
  may add 1d3 cold, electricity, or fire damage to your 
  weapons, or 1d2 acid or sonic damage. This effect 
  lasts as long as Arcane Strike.
  Extra Spell Points
  You have an unusually large reserve of mystic energy.
  Prerequisite: 1 level in a class that grants a spell 
  point pool.
  Benefit: You gain additional spell points equal to 
  half your caster level, minimum +1 spell point. Half 
  of these spell points are added to your open pool, 
  and the rest to your reserve pool. If you have more 
  than one class that grants you spell points, you may 
  select which class’s open and reserve pools gain 
  these points. Once this decision has been made, it 
  cannot be changed.
  Magic of the Wild
  You can draw power directly from the forces of nature.
  Prerequisites: Wis 13, nature bond or favored 
  terrain class feature, 1 level in a class that grants a 
  spell point pool.
  Benefit: Select one terrain from the ranger favored 
  terrain class feature. If you have the favored terrain 
  class feature, the selected terrain must be one of 
  your favored terrains. When you are in this terrain 
  you have an additional pool 
  of spell points, your terrain 
  pool. Your terrain pool is equal to half your caster 
  level, minimum +1 spell point. You may use these 
  points to pay or help pay the cost of any spell you 
  cast. When you are not in the selected terrain, you 
  cannot use these spell points for any purpose. 
  Special: You may select this feat more than once. 
  Its effects do not stack. Instead each time you select 
  it, you may add 2 terrains in which you may access 
  your terrain pool. The number of spell points in your 
  terrain pool do not increase as a result of taking this 
  feat multiple times.
  Mystic Resilience
  You are less likely to tire when you draw upon your 
  reserves of mystic energy.
  Prerequisite: 1 level in a class that grants a spell 
  point pool.
  Benefit: You gain a +3 bonus to Will saves made 
  to avoid fatigue or exhaustion when you use spell 
  points from your reserve pool.
  Spell Eater
  You can absorb eldritch energy used against you.
  Prerequisites: Ability to cast dispel magic, 1 level 
  in a class that 
  grants a spell 
  point pool.
  
  4 Houserule Footnotes: spell point Feats
  Benefit: When you successfully counterspell a 
  spell, or roll a natural 20 on a saving throw against 
  a spell (and take no effect from it), you absorb some 
  of the eldritch energy used and gain temporary 
  spell points. You gain a number of temporary spell 
  points equal to half the level of the spell you resist or 
  counterspell, to a maximum of ½ your caster level. 
  You may add these spell points to your open pool, or 
  any specialty spell pool you have (such as a domain 
  pool or bonded item pool). These spell points fade at 
  a rate of 1 per hour if not used, and they are the first 
  spell points expended when you use the associated 
  spell pool. You cannot absorb more spell points in a 
  day with this feat than your caster level.
  Tantric Magic
  You can turn the energy of physical intimacy into 
  mystic energy able to fuel your spells. 
  Prerequisites: Cha 13, 1 level in a class that grants 
  a spell point pool.
  Benefit: You can restore some spell points by 
  engaging in sexual activity with a partner. This 
  takes 15 minutes per spell point restored and 
  requires uninterrupted concentration. You may 
  restore spell points from any spell point pool, but 
  may not restore points from your open pool until 
  your reserve pool is full. You cannot restore more 
  spell points per day that half your caster level or 
  your Charisma bonus, whichever is higher, and 
  cannot increase any spell point pool to above 
  its normal maximum.
  Successfully 
  restoring 
  spell 
  points 
  requires you make both a Charisma check (to 
  generate the right level of carnal energy) and 
  Spellcraft check (to convert the generated 
  energy into spell points). The 
  DCs for these checks is 15 + the 
  number of spell points to be 
  restored. On a failed check 
  no spell points are regained. 
  A GM may allow you to 
  replace the Charisma check 
  with an appropriate Perform 
  or Profession check.
  After attempting to use 
  this feat to restore spell points, 
  whether you succeed or fail, you 
  must wait before you can 
  try again on the same day. 
  After an hour you may make 
  a Constitution check with a 
  DC equal to the DC of your 
  previous Tantric Magic effort. 
  (Bonuses from the Endurance 
  feat apply to this check.) If 
  you succeed you may use 
  the feat again, if you fail 
  you must wait an hour and 
  make another Constitution 
  check. The DC of this check 
  decreases by 1 for every 
  hour that has passed since 
  you last used the feat.
  
  5 Houserule Footnotes: spell point Feats
  we err on tHe side oF 
  awesome!
  Designer:
  Owen K.C. Stephens
  Editor:
  The Geniuses
  Project Manger:
  Lj Stephens
  Cover Art:
  Kimagu
  Interior Art:
  Mongoose & Fantasy Clip Inks
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Creative Director:
  Stan!
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
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