Æther Touched Image
Prerequisite: Level 4+ Arcane Spellcasting or Pact Magic Feature
 

General Feat (Prerequisite: Level 4+, Arcane Spellcasting or Pact Magic Feature) 

Either through an ancient ritual or a catastrophic accident while spellcasting, you have infused your life force with Æther, a forgotten arcane element, granting you the following benefits.

 

Ability Score Increase. Increase your Intelligence or Charisma score by 1, to a maximum of 20.

Æther Infusion: Each spellcaster's personal connection to Æther determines it's effects. When the feat is taken, the player chooses a color imbued by Æther or may roll on the color table. The Power and Emissive Effect traits are determined by independently rolling on the table. Once determined, a trait can only be changed by a use of the Wish spell. Using Wish to move Power one step on the table, change color, or change the Emissive Effect counts as duplicating a lower level spell and does not induce stress. 

Æther Traits (Roll Separately for Each)

% Roll

Color

Power (dÆ)

Emissive Effect

1-5

Silver

1d8

5’ Emanation

6-10

White

10’ Cone

11-15

Pink

20’ Line 5’ wide

16-20

Orange

40’ Bolt

21-35

Red

1d10

10’ Emanation

36-50

Blue

20’ Cone

51-65

Green

40’ Line 5’ wide

66-80

Yellow

80’ Bolt

81-95

Purple

1d12

15’ Emanation

86-90

Brown

30’ Cone

91-95

Black

60’ Line 5’ wide

96-100

Gold

120’ Bolt

 

Spell Corruption: Your connection to Æther transforms other spells you cast. Any spell that has a visual effect manifests as your Æther color. For example, a Sorcerer with blue Æther would cast blue fireballs. This does not affect any other aspect of the spell, except in the following cases. Light and Darkness spells have their areas increased or decreased by 5', as appropriate, when your Æther color is white or black. Prismatic spells retain their colors tinted with your Æther color at the edges. Spell corruption does not apply to illusion spells as they mask your Æther as easily as reality. 

Arcane Backlash: The Æther within you recoils when your arcane magic is defeated. Roll 1d100 any time an arcane spell you cast is successfully countered or if all targets save resulting in no effect. On a roll of 1, you are unable to cast any spell until the start of your next turn. On a roll of 100, roll on the Wild Magic Surge table in the Player's Handbook. 

Æther Magic. You always have the Æther Attack and Æther Shield spells prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Æther Touched Image

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