Magical Maneuvers (3.5e Feat)
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Magical Maneuvers [General]
Prerequisites: Able to cast 1st level arcane spells and able to initiate a supernatural maneuver.Benefit: You add somatic and verbal components to your supernatural maneuvers and they are treated as arcane spells for the purpose of class abilities and feat. The maneuver follows the normal rules for spellcasting based on your class and thus may suffer from arcane spell failure. Maneuvers modified by this feat are not subject to spell resistance and are still considered supernatural abilities. Your maneuvers do not count as spells for the purpose of prerequisites, do not provokes like spells and do not require concentration.
This feat allows you apply feat such as Arcane ThesisPHB2 on a maneuver instead of a spell. Your maneuvers are not treated as being of any particular school and thus cannot benefit from school-based feats and effect. Since they do not have proper spell levels, maneuvers cannot be modified by any metamagic feats.
Special: If you are using psychic spellcasting, your maneuvers are psychic spells and you add emotion and thought components instead of somatic and verbal components.
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Article Balance | Low + |
Author | Leziad + |
Identifier | 3.5e Feat + |
Prerequisite | Able to cast 1st level arcane spells and able to initiate a supernatural maneuver. + |
Rating | Undiscussed + |
Summary | You may count your supernatural maneuvers as arcane spells. + |
Title | Magical Maneuvers + |
Type | General + |