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Feat

Magus Casting

Uses a weapon as the spell's conduit

The caster channels a spell through a weapon. The GM determines eligibility; touch and single-target spells such as Shocking Grasp are ideal, while area spells are not.

Slow version—dormant weapon. The spell sleeps inside the weapon for one hour per point of Intelligence and is released by the first successful strike. A missed, dodged or fully parried attack does not discharge it. Only one slow version can remain active. Cost: 2 additional spell slots.

Fast version—in the volley. The spell is channeled during the attacks made that tick and released through one successful strike chosen by the caster. For example, a mage making two dagger attacks can deliver Shocking Grasp through either one that reaches its target. An unsuccessful strike does not discharge the spell. Cost: 4 additional spell slots.

Parrying the conduit. The GM decides whether a parry actually keeps the spell from reaching its target, according to the weapon, the spell and the defense. A dagger may turn the steel of a flaming weapon without offering meaningful protection from the fire carried through it. If the parry stops the spell as well as the weapon, the spell remains stored.

Thrown weapon. Channeling through a thrown weapon costs 1 additional spell slot.

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