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Arcane Kinetics

You can expend one of your spells to add an explosive quality to a thrown weapon.

Prerequisite(s): Base Attack Bonus +4, any one metamagic feat, ability to cast arcane spells

Benefit: As a swift action, you may expend one of your spells (or spell slots) of at least 1st level to “charge” a thrown weapon or projectile with arcane energy. (The object is not considered a magic weapon due to this infusion.) On a successful hit, the charged object does an extra 1d6 points of damage (if the spell expended was a 1st through 3rd level spell), 2d6 points of damage (4th through 6th level), or 3d6 points of damage (7th through 9th level). Whether the attack hits or misses, the charged object is destroyed by the release of arcane energy.

Section 15: Copyright Notice

Undefeatable: The Collected Feats Sourcebook, Copyright 2009 – 2010, Louis Porter Jr. Design, Inc. Undefeated, Copyright 2011, Louis Porter Jr. Design, Inc.