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=== RULE EXCEPTIONS === ==== Feat: Undead Leadership ==== (pg. 30 in ''Libris Mortis'')<br> Basically, this is the leadership feat. The difference is that you gain a +2 leadership bonus when attracting undead, and a -4 when attracting anything living. Plus, you can have undead followers and an undead cohort!!! ==== Feat: Spiritual Counter ==== (pg. 62 in ''Complete Divine'', with changes in description to make it less deity-focused)<br> '''Prerequisite:''' Any other divine feat, ability to turn or rebuke undead.<br> '''Benefit:''' As a standard (readied) action, you can expend one or more turn or rebuke undead attempts to counter another caster's spell, as though you had cast the same spell yourself. You must spend a number of daily uses equal to 2 + the level of the spell you wish to counter (min 1) and be able to cast that spell as if it were on your spell list.<br> '''Normal:''' You can counter a spell only by casting the same spell, a specific counterspell, or ''dispel magic''. ==== Feat: Divine Accuracy ==== (pg. 26 in ''Libris Mortis'')<br> '''Prerequisite:''' Ability to turn or rebuke undead.<br> '''Benefit:''' Spend one of your turn or rebuke attempts to grant all your allies (including yourself) within a 60-foot burst the ability to reroll their miss chance with melee attacks whenever they miss a foe because of a miss chance caused by incorporealness. This effect lasts for 1 minute and can be used once per missed attack. ==== Feat: Fearsome Necromancy ==== (pg. 42 in ''Complete Arcane'')<br> '''Prerequisite:''' Spell Focus (necromancy)<br> '''Benefit:''' Any foe required to save against a necromancy spell you cast is shaken for 1 round, regardless of the result of the save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken).<br> ==== Feat: Master of Undeath ==== (pg. 44 in ''Complete Arcane'')<br> '''Prerequisite:''' Knowledge (religion) 5 ranks ''/ Note:'' This would of course need to be changed to Knowledge (spirits) for Midnight<br> '''Benefit:''' When you create an undead creature, you can decide that it doesn't count against your normal limit of controlled undead creatures. In this case, you still control the creature, but only for a number of days equal to your caster level. When this duration ends, the undead immediately becomes hostile to you (though you can establish control over it by other means). You can have only one creature of this kind at a time.<br> ==== Feat: Sickening Grasp ==== (pg. 47 in ''Complete Arcane'') Also, this is a Reserve feat<br> '''Prerequisite:''' Ability to cast 3rd-level spells.<br> '''Benefit:''' As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save.<br> As a secondary benefit, you gain a +1 competenence bonus to your caster level when casting necromancy spells.<br> ''Changes:'' Reserve spells are built around the magic system for D&D, obviously. If the wording were changed so that the requirement is '''Spellcasting (necromancy)''' and this is only available as long as you have 3 spell energy available to use, then it should work fine. The downside of that, of course, is that spell energy is a lot harder to come by than one 3rd-level spell for a D&D wizard. It might be more appropriate for it to be 1 or 2 SE. Even if it were 1 SE then you'd have to give up the benefit of this feat as soon as you use your Con to cast spells, so that's kind of a big deal. ==== Feat: Corpsecrafter ==== (pg. 25 in ''Libris Mortis'')<br> '''Benefit:''' Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.<br>
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