Magic Fusion

Feats

At 1st level, a magic deceiver gains the ability to create fused spells, combining the effects of two regular spells from her spellbook. She doesn't receive bonus spells from ability scores and cannot add spells from other classes' spell lists to her spellbook. Due to the divergence between their principles of magic use, a magic deceiver cannot take the mystic theurge or loremaster classes. The magic deceiver gives each fused spell a name and writes it into her spellbook. A fused spell gains the effects of both initial spells. The effects of the two initial spells are applied in order, one after the other. A fused spell gains all the descriptors of the initial spells, has a spell level equal to the highest level of the initial spells, is always cast as a standard action, and cannot be modified using metamagic. If the initial spells belong to different schools of magic, have different spell shapes, or require saves of different types to avoid their effects, when creating a fused spell, the magic deceiver defines these properties, choosing between the corresponding properties of the initial spells. The choice of the spell's shape also determines its range, targets, and whether or not it is affected by the target's spell resistance (if the initial spells have the same shape, the best options are chosen for these properties). If any effects of a fused spell require its target to make saving throws, the target always makes a single saving throw, excluding cases where it is required to make another save after a failed save (such as the phantasmal killer spell). The magic deceiver can have up to 10 fused spells in her spellbook at a time. If the effects applied by a fused spell have limits on the maximum number of damage dice, the fused spell receives the following limits instead: Spell level 1 — up to 5 damage dice Spell level 2 — up to 7 damage dice Spell level 3 — up to 10 damage dice Spell level 4 — up to 15 damage dice Spell level 5 — up to 20 damage dice Spell level 6 — unlimited number of damage dice

Magic Fusion — Feats | Pathfinder: WotR Database