RPG Design – Feat Friday: Hold Charges

Hold SpellHold Charges
You have increased control over the forces of magic at your command.
Prerequisite: ability to cast spells, wis 13
Benefit: When you cast a touch spell you can hold the charge for up to one hour and can even cast other spells while holding the charge, although you cannot use that hand for anything else.


Feats like this one are fun partly because they let you do something that you really want to do, but can’t because of certain somewhat obscure rules. I think this feat is pretty powerful, and maybe it should have another prerequisite, but I couldn’t think of a good one. Any suggestions?


-Max Porter-Zasada


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