Magical Mind (3.5e Feat)

This page was marked as abandoned on 15:04, 7 April 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

<!-Feat Name-> [<!-Feat Types (General, Fighter, etc.)->]

[[3e Summary::<!-A short summary of the feat->]]
Prerequisite: One level in any spellcasting class
Benefit: You obtain the ability to cast all spells with the same Mental Modifier. Once chosen you can't change the Mental Modifier.

Back to Main Page 3.5e Homebrew Character Options Feats Feats

gollark: k.lua probably helps. The addition of a specific eventing framework + the whole initialization mess... not really.
gollark: Honestly, I think Jua and the whole mess of h, w, jua, k and whatever makes shops *harder*.
gollark: I mean "here" in a vaguer sense of "not invented by Ale or whoever".
gollark: Also promises.
gollark: Jua wasn't invented here, though.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.