Feats
The following feats are little more than Weave versions of the Shadow Weave feats that appear in the Player's Guide to Faerun. The techniques and training behind these feats were pioneered by the Red Guard as they sought to counteract the advantages of Shadovar spellcasters.

All text is designated as Open Game Content under the
OGL.

Benevolent Magic (Metamagic)

You can draw upon the Weave to make your spells harder for Weave users to resist.
    
Prerequisite: Any other metamagic feat.
    
Benefit: You gain a +4 bonus on caster level checks made to defeat a Shadow Weave users spell resistance. This benefit stacks with those from the Spell Penetration and Greater Spell Penetration feats, but it does not extend to spells you cast from the schools of of enchantment, illusion, and necromancy.

Radiant Magic (Metamagic)
You can draw upon the Weave to make your spells harder for Shadow Weave users to dispel.
    
Prerequisite: Any other metamagic feat.
    
Benefit: Your spells resist dispelling attempts made by Shadow Weave users. When a Shadow Weave user makes a dispel check to dispel one of your spells (including using dispel magic to counterspell a spell that you are casting) the DC is 15 + your caster level. This benefit does not extend to spells you cast from the schools of enchantment, illusion, and necromancy.

True Magic (Metamagic)
You can draw upon the Weave to make your spells harder for Shadow Weave users to detect.
    
Prerequisite: Any other metamagic feat.
    
Benefit: Any Shadow Weave user who employs a divination spell (such as detect magic), spell-like ability, or magic item that could detect the aura of one of your spells must make a successful level check (DC 11 + your caster level) to succeed. Similarly, a Shadow Weave user attempting to reveal the effects of one of your spells via a divination spell (such as see invisibility) must make a caster level check to succeed. The Shadow Weave user may check only once for each divination spell used, no matter how many of your spell effects are operating in that area.
     This benefit does not extend to spells you cast from the schools of enchantment, illusion, and necromancy.
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