Magical Enervation (3.5e Flaw)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Leziad (talk)
Date Created: 11th January 2019
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Magical Enervation

When you cast or manifest you risk overloading and hurting yourself.

Prerequisite: Must be able to cast spells.

Effect: Whenever you attempt to cast a spell or use a spell-like ability you have a 5% chance of "enervating". Whenever you enervate, you fail to cast and lose the spell slot but not other resources involved in the casting. The energy backlash deals you non-lethal damage equal to twice the spell level and you are dazed until the start of your next turn. The enervation chance increases by 5% for each consecutive round you cast a spell or use a spell-like ability, to a maximum of 15% If you enervate or spend 1 round not casting spells, the chance is reduced to 5%.

Benefit: A Metamagic bonus feat feat for which you meet the prerequisites.

Special: Alternatively another spell which affects only your spellcasting may be taken as a bonus feat.




Back to Main Page3.5e HomebrewCharacter OptionsFlaws

Leziad's Homebrew (4427 Articles)
Leziadv
AuthorLeziad +
Flaw GrantsA Metamagic bonus feat feat for which you meet the prerequisites. +
Identifier3.5e Flaw +
RatingUndiscussed +
SummaryWhen you cast or manifest you risk overloading and hurting yourself. +
TitleMagical Enervation +