Card and Deck Feats
Table of Contents
gamble
Expanded Spheres: Cardcaster's Gamble
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The feats referenced here involve one or more cards or decks, or in the case of Ante feats make reference to "gambling" with power.


Ante Feats

Ante feats are a category of feats dedicated to a unique system of gambling with magical power. A character can increase their ante in various ways, usually through the Ante Up feat (the Ante feat which acts as a prerequisite for all other ante feats). A character can have a total ante of a maximum of 2 + 1 for every 4 levels possessed beyond first (3 at 5th level, 4 at 9th level, etc.). A character can utilize their ante in various risky ways depending on what feats they possess.
Whenever a character with an ante of 1 rolls a natural 1 on a d20 or a creature rolls a natural 20 on a saving throw against one of their abilities, the character suffers ante backlash, takes a penalty to their caster level and base attack bonus equal to their current ante for a number of rounds equal to their ante, during which time they cannot gain ante. After this, their ante is reset to 0. For every point of ante the character has beyond 1, the range of this backlash increases by 1 (for example, if a character has an ante of 4, they would suffer backlash when they roll a 1, 2, 3, or 4 or when a target rolls a 20, 19, 18, or 17). Reroll effects such as the Fate sphere Temperance (motif) talent cannot be used on rolls which would trigger backlash while you have an ante, nor can backlash rolls be negated or replaced.

Ante feats are supernatural abilities.

Ante Up (Ante, Combat)

Benefit: As a swift action, you may increase your ante by 1. If you increase your ante in this way, you gain a circumstance bonus to the next attack roll you make this round equal to your ante and increase the save DCs of the next sphere ability you use within the next round by 1 for every 2 points of ante you possess.

You must be in combat to increase your ante, and your ante is reduced to 0 when combat ends.

Ace in the Hole (Ante, Chance, Combat)

Prerequisites: Ante Up

Benefit: Whenever you would suffer ante backlash, you may spend kismet to reduce your ante before the penalty is calculated (but after it is determined that you are suffering ante backlash). For every kismet point spent, your effective ante is reduced by 1. This takes effect before you gain kismet from rolling a natural 1.

Lethal Gambit (Ante, Combat)

Prerequisites: Ante Up

Benefit: Whenever you have ante, you suffer ante backlash whenever you take damage from an attack or fail a saving throw against a damaging effect. A number of times per round up to the number of Ante feats you possess, you may increase your ante by 1 whenever you damage a hostile creature of at least half your CR in which you are engaged in combat. Additionally, you gain a circumstance bonus on damage rolls equal to your ante (minimum 1). In addition, you may reduce your ante to 0 when you make an attack in order to apply one of the following effects so long as you have the minimum listed ante (you still retain the damage bonus on the attack).

  • Penetration (2 ante): Your attacks ignore a number of points of damage reduction, energy resistance, and hardness equal to twice the ante you expend for 1 round.
  • Second Chance (3 ante): You may reroll a number of damage dice for the attack equal to the ante you expend, chosen after you see the result.
  • Optimize (4 ante): If any damage dice rolled as part of the attack produce a result lower than your ante prior to lowering it, change their results to the value of your current ante (or the maximum possible result of the die, whichever is lower)
  • Lasting Pain (5 ante): For a number of rounds equal to your ante when you made the attack, any creature struck by the attack takes additional damage equal to twice the expended ante at the start of their turn.
  • Lethality (6 ante): The attack automatically threatens a critical hit.

Raise the Stakes (Ante, Combat)

Prerequisites: Ante Up, caster level 3rd.

Benefit: As a swift action, you may create any magic sphere effect you could create as a standard action, increasing your ante by 1 for every spell point spent on the effect (minimum 1. You cannot spend spell points such that your ante would go above its maximum). The sphere effect has its spell point cost increased by 2 (this affects ante gained) and does not take effect immediately, but if you attack or create another magic sphere effect which requires an attack roll or saving throw and targets a hostile creature of at least half your CR before the start of your next turn, the triggered sphere effect takes effect if the triggering effect hits or at least half of the targets fail their saving throws (the triggering sphere effect must affect its target in order for the triggered effect to take effect). Any die rolls for the triggered sphere effect (such as saving throws or attack rolls) must still be rolled for the triggered sphere effect. You may only have one effect stored with this feat at a time.

Striker’s Ante (Ante, Combat)

Prerequisites: Ante Up, Tension class feature

Benefit: Once per round, when you would increase your ante, you also gain tension equal to your ante increase.

Vigilant Gambler (Ante, Combat)

Prerequisites: Ante Up

Benefit: Whenever you ready an action, you may increase your ante by 1. Add half your ante to a single d20 roll made as part of a readied action. If your readied action is not triggered at all, you lose ante and suffer backlash as if you had rolled a natural 1.

Deck Feats

Deck feats are a subcategory of Drawback feats which specifically deal with the Card Casting drawback. They alter the deck created with Card Casting in some way or allow the character to manipulate their deck in some manner. For every deck feat a character possesses, they may also select a special deck manipulation from the following list:

Deck Ripper: (requires Cooldown) If you have multiple identical cards in your hand, you may reveal any number of cards which are identical to each other and discard all but one of them, drawing cards equal to the number of cards discarded.

Dedicating Summons: (requires Conjuration sphere, Mana Pool) As long as you and a summoned companion have both line of sight and line of effect to each other, the companion may spend a full-round action to add one additional Mana Point Card to the number you have in play for the purpose of spending spell points. This additional Mana Point Card lasts until the start of your next turn. You may select this deck manipulation multiple times, each time increasing the number of Mana Point Cards added with this ability by 1.

Drawpower Enhancement: By spending a spell point as a free action once per round, you may shuffle one card from your hand into your deck. If you do, draw 2 cards. This improves to three cards if you take this deck manipulation a second time.

Extra Deck: When you rest to regain your spell point, choose five cards from your deck and place them face-down next to your deck. These cards become your Extra Deck. By spending a spell point as a free action, you may draw a card from this Extra Deck. By spending two spell points as a free action, you may search your Extra Deck for a card and put it into your hand. As both of these effects cost spell points, both require specific spell cards in order to be used. You may select this deck manipulation multiple times, each time selecting five additional cards and putting them in your Extra Deck when you rest to regain your spell points.

Fresh Hand: At the start of your turn, shuffle your hand into your deck and draw a number of cards equal to the number you may draw at the beginning of an encounter. You may spend a spell point to keep a single card from your previous hand before shuffling, plus up to one additional card for every 5 points of MSB you possess. For each kept card, draw one fewer card.

Fused Cards: When you build your deck, choose a number of cards up to your casting ability modifier. Each of those chosen cards may have one additional magic effect printed on them (this includes Mana Point Cards). When you play a fused card, you may choose which effect on the card takes effect, but many only choose one such effect. You may select the same card multiple times, allowing you to place up to five effects on a single card. You may take this deck manipulation multiple times, each time selecting an additional number of cards up to your casting ability modifier.

Impulse: (requires Control Caster, Warp Sphere, and Cooldown) Once per round as a free action, you may exile the top card of your deck. If you do, you may use that card as if it was played from your hand before the start of your next turn.

Into Nothing: (requires Cooldown) As a free action which can be taken outside of your turn, you may discard any number of cards from your hand

Life Draw: As a free action once per round, you may deal yourself nonlethal damage equal to half your character level (minimum 1) to draw a card. This damage cannot be avoided by nonlethal damage immunity, reduced by damage reduction, and cannot be healed through any means except rest. (A full night’s rest heals all nonlethal damage caused by this deck manipulation at once).

Loaded Hand: At the start of combat, draw 2 additional cards. You may select this manipulation any number of times

Mulligan: The first time each encounter you shuffle and redraw your card casting hand, you may draw the same number of cards as before rather than drawing 1 fewer card

Primed Hand: When you spend a standard or full-round action to target only yourself with a magic sphere effect, you may spend a spell point to draw one card for every 3 caster levels of the effect (minimum 1)

Prize Card: Whenever you reduce a creature of at least half your CR to 0 hit points or knock such a creature unconscious from nonlethal damage, draw a card.

Rapid Fill: As a swift action, you may draw a card.

Read the Cards: As a free action even outside of your turn, you may look at the next card on the top of your deck. By spending a spell point, you may place that card on the bottom of your deck. You may use this ability a number of times per round up to the number of deck feats you possess. You can choose to use this ability before you draw your card each round.

You may take this deck manipulation a second time. If you do, you may look at the top 3 cards of your deck rather than just one, and may discard any of the cards rather than put them on the bottom or back on top of your deck (you may put them on the bottom or discard them in any order). You may put these cards on the top or bottom of your deck in any combination.

Readied Renewal: (requires Cooldown and Charged Spells drawback) Whenever you recharge a charged sphere effect, you may return a single card corresponding to the charged sphere effect from your graveyard to your hand.

Recollection: (requires Cooldown) You may discard two cards from your hand to put a card from your discard pile into your hand. Whenever you would draw a card, you may instead discard a card from your hand to draw the top card of your discard pile

Resupply: (requires Cooldown) As a move action, you may put a Mana Point Card from your discard pile into your hand

Retrace: (requires Cooldown) You may spend an additional spell point or increase the casting time by one step in order to cast any magic effect from a card in your discard pile

Shield Card (requires Life sphere) Whenever any creature’s temporary hit points from invigorate are reduced to 0, draw a card

Sideboard: When you rest to regain your spell point, choose one card from your deck. That card is removed from your deck and remains face-up next to your deck. You may cast that card at any time, and it returns to this “sideboard” position every time it would be discarded or shuffled back into your deck. You may select this deck manipulation multiple times, each time selecting an additional card and putting it on your “sideboard” when you rest to regain your spell points.

Specialized Mana Cards: (requires Mana Pool) Every time you select this deck manipulation, choose one of the abilities listed below. You may apply it to any mana point cards in your deck. A single mana point card can only have one of the abilities listed below. You may select this deck manipulation multiple times.

  • Blooming: (requires Cooldown, incompatible with Mana Graveyard) This mana point card provides the use of three spell points, but is discarded at the end of any turn it is used
  • Consumptive: (requires Cooldown and Control Caster feat) As a free action, you may discard this card. If you do, choose another creature within close range. That creature discards a single mana point card.
  • Dual-Color: (requires Colored Mana) this mana point card is considered to have two colors rather than one (selected when you put it in your deck) for the purpose of determining what effects it can apply spell points for.
  • Mana Rock: this mana point card treats your MSD as 5 higher for the purpose of resisting dispel attempts against the card. If you possess the Gradual Ramp drawback, you may spend a spell point as a free action (without needing a card) to play a mana rock even if you have already played a Mana Point Card this turn.
  • Matched Set: If you have two matched set cards in play, they count as four mana point cards for the purpose of determining how many spell points you can spend. If you have three matched set cards in play, they count as seven mana point cards for the purpose of determining how many spell points you can spend. If you already have at least three Mana Point Cards in play which are part of a matched set, any additional matched set cards must form a new matched set rather than contributing to an already completed matched set. If you possess the Colored Mana modification, all cards in a matched set must be the same color.
  • Moxen: (requires Colored Mana and Gradual Ramp) You may play this card from your hand even if you have already played a mana point card this turn. If a mana point card has this ability, you may not give this ability to any other mana point card in your deck that has the same color as the mana point card with Moxen.
  • Neo-Moxen: (requires Colored Mana) This card is considered to be a mana point card of all colors, but follows one of the following restrictions
    • You may not count this card towards the number of spell points you may spend unless you have a creature summoned
    • You may not count this card towards the number of spell points you may spend unless you have three or more spell effects active
    • You may not play this card unless you put a non-mana point card from your hand into exile (requires Control Caster, Warp Sphere, and Cooldown)
    • You may not play this card unless you put a mana point card from your hand into exile (requires Control Caster, Warp Sphere, and Cooldown)
  • Planar Alliance: (requires Conjuration sphere) This card counts as one mana point card for every Conjuration sphere companion you have summoned (minimum 0) for the purpose of determining how many spell points you can spend.
  • Type Exchange: (requires Colored Mana) You may spend a swift action to change the color of this mana point card to a different color until the start of your next turn
  • Wasting: (requires Cooldown and Control Caster feat): You may put this card from play into your discard pile. If you do, choose another mana point card in play. The controller of that mana point card puts that card into their discard pile (if they have Cooldown) or shuffles it into their deck (if they don’t)

Wild Card: Each time you select this manipulation, add a card to your deck denoted as the wild card. Whenever you play the wild card, you may search your deck for any one other card and put it into your hand. Afterwards, shuffle the wild card back into your deck. You may select this manipulation any number of times

Alternate Win Condition (Aristeia, Deck, Drawback)

Source: Baron's Otherworldly Citadel

Prerequisites: Card Casting Drawback
Benefits: Choose one of the following options that you meet the prerequisites for. When the listed condition is fulfilled, you may spend the listed number of spell points as a swift action to enter aristeia level 1 without spending a hero point or gaining a point of accrual.

  • Coalition Triumph (10 spell points) (requires Mana Pool, Colored Mana x2): You have mana point cards in play that can create each of the five colors as well as at least one subordinate created or controlled using effects using each of the five colors of mana (multicolored effects from the Rainbow Efficiency feat are treated as being of each of their colors)
  • Cosmic Alignment (3 spell points) (requires Cooldown, Control Caster, Warp Sphere): You have at least one card with this effect in your discard pile, in exile, and in your hand (not including the card you played to use this effect).
  • Destined End (3 spell points): When you add this card to your deck, make a list of nine other cards in your deck. You may activate this effect if all nine of the listed cards are in play.
  • Forbidden Wrath (5 spell points) (requires Singleton): When you add this card to your deck, add four “blank cards” with no effects. You may enter aristeia if you have this card and all four blank cards in your hand.
  • Inevitable Approach (7 spell points) (requires Gradual Ramp, Mana Pool, Stagnant Pool): You have used this effect at least once in the current encounter. You may use this effect without activating aristeia if you have not used in previously, in which case you put the corresponding card below the top 7 cards of your deck.
  • Lost Legion (2 spell points) (requires Cooldown, Control Caster, Warp Sphere): Another player’s exile contains at least 6 sphere effects from the same sphere.
  • Oracular Mysteries (2 spell points) (requires Cooldown, Deckout): You have 0 cards in your deck. You do not begin taking ability burn from having no cards in your deck until Aristeia ends.
  • Overloaded Options (4 spell points): You have 35 or more cards in hand.

Standalone Glory (6 spell points) (requires Gradual Ramp, Mana Pool): At the start of the turn, you have no active effects which require spending spell points and no Mana Point Cards in play.

  • Thirteenfold Truth (3 spell points): You started your turn with exactly 13 cards in hand
  • Wit’s End (5 spell points) (requires Gradual Ramp, Mana Pool): You have 200 or more cards in your deck
  • Zenith of Fortune (11 spell points): You do not need to meet any conditions to use this effect, but you must roll a d100 when you use it. On any roll besides 1, 2, or 3, you do not enter aristeia.

Special: You may select this feat multiple times, each time selecting a different Alternate Win Condition option you have not selected before.

Alternate Win Condition, Improved (Aristeia, Deck, Drawback)

Source: Baron's Otherworldly Citadel

Prerequisites: Alternate Win Condition, Card Casting Drawback

Benefits: Increase the aristeia level you may enter when using Alternate Win Condition to your normal maximum Aristeia level.

Bolt from the Blue (Deck, Drawback)

Prerequisites: Card Casting (cooldown), Destruction Sphere (Energy Satellite)

Benefits: By spending a spell point, you may discharge an energy satellite even if you do not have a satellite formed.

Burn the Deck (Deck, Drawback)

Prerequisites: Card Casting drawback (Cooldown)

Benefit: As a swift action, you may discard a number of cards from the top of your deck to a maximum of ¼ your character level (minimum 1). For every card discarded, you gain the ability to reroll one die as part of a damage roll before the start of your next turn.

Caging Spell (Deck, Drawback, Metamagic)

Prerequisites: Card Casting (Cooldown), Control Caster

Benefits: As long as you have an ongoing effect affected by this metamagic feat active, no cards in any creature’s discard pile may leave that discard pile as long as that creature is within close range of the effect (or within the effect's area if the effect covers a range of close or greater.

Cost: +2 spell points

Source: Card Casting 3: Volatile Variance

Card Shark (Deck, Drawback)

Prerequisite: Card Casting

Benefit: You gain a deck manipulation. This is in addition to the normal deck manipulation you would gain from taking a deck feat.

Special: You may select this feat multiple times.

Combined Decks (Deck, Drawback, Theurge)

Prerequisites: At least two casting traditions with Card Casting

Benefit: You may combine cards from multiple different casting traditions into a single deck, rather than having each casting tradition have its own deck. You may still have up to one deck per casting tradition with Card Casting you possess. For each deck that combines cards from multiple casting traditions, you must select a single tradition for the purpose of determining which deck manipulations and drawback feats apply to the cards in the deck.

Consumptive Play (Deck, Drawback)

Prerequisites: Card Casting (Cooldown, Mana Pool, Mana Graveyard)

Benefits: You may play a magic effect card from your hand as if it were a Mana Point Card. The effect card counts as a number of Mana Point Cards equal to the number of spell points required to play the magic effect card normally. The card is not discarded until all of the spell points it provides are spent or until the end of your turn, whichever comes first. When you would shuffle effect cards played as Mana Point Cards into your deck, you may instead choose to put them on the bottom of your deck in the order that the cards were played.

Control Caster (Deck, Drawback)

Prerequisites: Card Casting

Benefits: You gain several abilities related to interfering with the abilities of other characters with the Card Casting drawback. The save DC of these abilities is equal to the sphere DC of one of the ability’s associated spheres

  • Altered Loadout: (requires Alteration sphere) Whenever you target a creature with a shapeshift, you may force them to shuffle their hand into their deck and draw a number of cards equal to the amount they draw at the beginning of an encounter (Will negates)
  • Annihilator: (requires Destruction Sphere and Cooldown) Once per turn when you attack a creature who has the Card Casting drawback, you may discard the top card from their deck. When you take the attack action against such a creature, you may spend a spell point as part of the action to instead discard a number of cards equal to half your MSB (minimum 2).
  • Duress (requires Cooldown, Blood sphere, Mind Sphere): [Baron's Otherworldly Citadel] When you affect a creature with a blood control or blood art, you may look at their hand. If the target has the Cooldown effect from Card Casting, you may select a card from their hand and make them discard that card.
  • Exile: (requires Warp Sphere and Cooldown) You may spend an additional spell point on effects which discard cards from an opponent’s hand or deck or remove them from play through dispelling. If you do, the cards are sent to a separate exile pile rather than being discarded or shuffled back into the deck. Cards in the exile pile are returned to the caster’s deck at the end of the encounter but otherwise cannot be interacted with through any abilities.
  • Exiled Consignment: (requires Destruction Sphere, Warp Sphere, and Cooldown) Whenever you damage a creature with an attack or destructive blast, you may exile one card from their discard pile. You may spend an additional spell point to exile one card for every 3 Destruction caster levels you possess (minimum 1).
  • Facilitate the Game: (requires Mana Sphere and either Initiate’s Training or Mark of Incompetency) If a character possesses the Card Casting drawback with the Mana Pool effect, you may use Apprentice’s Spell to let them ignore the Colored Mana, Mana Graveyard, or Stagnant Pool effects as if they were each a general drawback. If a character possesses the Card Casting drawback, you may use Mark of Incompetency to grant them the Cooldown and Deckout effects as if each were a general drawback.
  • Hand Peek: (requires Divination sphere and either Detect Spellcaster or Detect Thoughts) When divining a creature using either Detect Spellcaster or Detect Thoughts, you know what cards they have in their hand.
  • Hoarded Power: (requires Conjuration sphere and Deck-Bound Companion feat) you my use the sphere effects granted by any other companion affected by the Deck-Bound Companion feat as if you could create the effects yourself, using your own caster level, MSB, and MSD to determine their potency.
  • Interference (requires Counterspell feat): [Baron's Otherworldly Citadel] You may use the counterspell feat to dispel effects from deck feats as if they were magic sphere effects.
  • Internal Extraction (requires Cooldown, Blood sphere, Warp Sphere): [Baron's Otherworldly Citadel] When you affect a creature with a blood control or blood art, you may exile a card from their discard pile that is not a Mana Point card. If you do, search their deck for all other cards that are identical to the exiled card and exile them as well.
  • Lantern Control: (requires Light sphere) You may have any creature with a glow effect on them play with the top card of their deck face-up at all times. When you cause a glow effect on a creature to shed bright light, you may force that creature to shuffle their deck.
  • Liberated Healing: (requires Life Sphere) Whenever you target a creature with a cure or restore, you may shuffle one card from their discard pile into their deck plus an additional card for every 2 caster levels you possess.
  • Lockout: (requires Mana Sphere and Cooldown) Once per turn when you attack a creature who has the Card Casting drawback, you may force them to discard a card from their hand. When a creature fails a saving throw against your expunge, you may instead force them to discard one card for every 3 caster levels you possess (minimum 1). If you have the ability to see the target’s hand from Hand Peek, you may select which cards are discarded.
  • Mana Targeting: (requires Divination Sphere and Mana Pool) Whenever you divine mana capacity or divine spellcaster on a target, you also become aware of how many Mana Point Cards they have in play. When you target such a creature with a counterspell, you may attempt to dispel mana cards as if they were magic sphere effects
  • Mass Resource Denial (requires Divination Sphere, Mana Pool, Specialized Wipe feat): [Baron's Otherworldly Citadel] When you use the Specialized Wipe feat, you may choose to target all Mana Point cards of creatures in the area rather than selecting a specific sphere of magic (the area is doubled as normal).
  • Mind Sculpt: (requires Mind Sphere) Whenever a creature fails a saving throw against your charm, you may force that creature to shuffle a card from their hand into their deck. If they fail a save against a powerful charm, you may spend a spell point to force them to shuffle their entire hand into their deck.
  • Momentous Capture: (requires War sphere) When you or one of your subordinates successfully causes a creature with the Strikable Assets drawback, you may spend momentum to force the target to discard a revealed card. The momentum cost is equal to the card’s minimum spell point cost.
  • Naturalizing Exchange (requires Counterspell, Nature Sphere, Mana Pool): [Baron's Otherworldly Citadel] Whenever you dispel only effects created by a target with the Mana Pool effect from Card Casting, you may take 10 on the attempt to dispel the effect. If you do, each caster of a targeted effect may search their deck for a single Mana Point card and put it into play.
  • Pilfered Magic: (requires Mana Sphere, Gift of Knowledge, Warp Sphere, and Cooldown) Whenever you exile a card from a creature’s deck, hand, or play, you may use the effect printed on that card as if you had all of the talents necessary to use it until the end of your next turn, paying spell points as normal.
  • Smothering Curse: (requires Fate Sphere) Whenever a creature affected by one of your consecrations or (curse) words draws a card, you may force them to choose between spending a spell point or making a Will save. On a failed save, they take 1d6 points of damage plus an additional 1d6 for every 4 caster levels you possess. A creature may be affected by this ability once per round per word or consecration affecting them.
  • Sustainable Counterspell: (requires Counterspell) Whenever you counterspell an effect created by a character with the Card Casting drawback, you may gain either a +1 or +2 insight bonus to the MSB check for the purpose of that specific effect. If you choose the +1 bonus, any dispelled effect has its card either shuffled back into the owner’s deck or put on top of their deck rather than be discarded (your choice). If you choose the +2 bonus, any dispelled effect is returned to its owner’s hand.

Crashing Outburst (Deck, Drawback)

Prerequisites: Card Casting, Outburst Spell

Benefits: You may designate any number of effect cards in your deck as crashing effect cards. Crashing effect cards cannot be cast normally but are considered to cost 2 fewer spell points than their normal cost for the purpose of being revealed and cast with the Outburst Spell metamagic feat.

Source: Card Casting 3: Volatile Variance

Custom Cards (Deck, Drawback)

Prerequisites: Card Casting

Benefit: For any magic items you possess which create magic sphere effects, you may add cards to your deck which correspond to effects of those items (hereafter referred to as “item cards”). Item cards function like magic effect cards, but spend uses of the magic item instead of spell points. You must have the corresponding magic item on your person to use an item card, but may draw or equip the item as part of the action to use the item card and reduce the casting time of the item card’s effect by 1 step (to a minimum of a swift action).

Deck-Bound Companion (Companion, Deck, Drawback)

Prerequisites: Card Casting, Conjuration sphere

Benefit: Select two magic sphere effects which you can create that could be made into cards in your deck (these effects do not necessarily have to be cards in your deck). As long as the companion who possesses this feat or who is tied to this feat is summoned and you both possess line of sight and line of effect to each other, you may create these magic sphere effects without needing to play the requisite card. If you possess the Mana Pool ability, you don’t need to have the requisite mana cards necessary to use either effect. Creatures who succeed at a DC 10 Spellcraft check realize that you are drawing power from your companion to use sphere effects which require the companion.

Whenever you use a deck manipulation which would require an action, the companion may take that action in place of you. If you possess the Control Caster feat, any effects which apply to your abilities also apply to your companion’s abilities so long as either you or the companion meets the prerequisites (having Destruction sphere for Annihilator, for example)

Special: You may select this talent multiple times, each time selecting a different companion and two new effects which can be used with that different companion

Deck Rebirth (Deck, Drawback)

Prerequisites: Card Casting (Cooldown), Charged Spells

Benefits: When you shuffle your discard pile back into your when there are no cards left in your deck, you may recharge any number of charged sphere effects you have cast within the last minute. For each spell you recharge, you must spend a number of spell points equal to the number of spell points spent on the charged sphere effect you recharge (you do not need to use cards to spend spell points as part of using this feat). Whenever you recover one or more maneuvers in this way, your next attack before the end of your next turn deals 1d6 additional damage, plus an additional d6 for every 5 caster levels you possess.

Source: Expanded Spheres: Weaves of War

Developed Field (Deck, Drawback)

Prerequisites: Card Casting drawback (Mana Pool), any metamagic feat

Benefit: For the purpose of your Mana Pool drawback, spell points spent on metamagic feats are not counted when determining the number of Mana Point cards you need to cast a card (or to discard, if you have the Mana Graveyard drawback). Additionally, reduce the spell point cost increase of all metamagic feats used in conjunction with the Card Casting drawback by 1 (minimum 1).

Discard March (Deck, Drawback)

Prerequisites: Card Casting drawback (Cooldown)

Benefit: For every card in your discard pile, you gain a +1 competence bonus to damage rolls on the first attack you make each round, to a maximum of 1 + your character level.

Enhanced Play (Deck, Drawback)

Prerequisites: Card Casting drawback, any metamagic feat

Benefit: You may apply metamagic feats to effect cards as part of playing them even if the card did not originally have the metamagic feats written into its effects (you must spend additional spell points as normal). When you play an effect card with metamagic effects written on the card, you do not increase the casting time as a result of applying a metamagic feat.

Fate’s Deal (Deck, Drawback)

Prerequisites: Fate Sphere, Card Casting drawback

Benefit: You do not provoke attacks of opportunity for casting (word) or (motif) talents from the Fate sphere when they are used in conjunction with Card Casting.

Flexible Targeting (Deck, Drawback)

Prerequisites: Destruction Sphere, Card Casting drawback

Benefit: For every effect card you create which creates a destructive blast, you may write down two blast shapes you can create rather than one. When you create the effect, you may choose which of the two blast shapes is used in the destructive blast.

Hand Full of Counters (Counterspell, Deck, Drawback)

Prerequisites: Card Casting drawback (cooldown), Counterspell Mastery

Benefit: Once per round you may use Counterspell Mastery as a free action which may be taken even when it’s not your turn instead of as an immediate action. This still requires you to have a Counterspell Mastery card in your hand that you can play. You may use this ability an additional time per round at MSB 10.

Hand Sacrifice (Deck, Drawback)

Prerequisites: Card Casting (Cooldown)

Benefit: Whenever an effect would successfully dispel an effect you created but which the caster has not identified, you may discard a card from your hand as an immediate action to prevent the effect from being dispelled. If the effect has been identified, you must discard two cards rather than one.

Heart of the Cards (Chance, Deck, Drawback)

Prerequisites: Card Casting drawback, one Chance feat, one Deck feat

Benefits: Any deck feats you possess count as chance feats for the purpose of determining your pool of kismet. Any chance feats you possess count as deck feats for the purpose of how many deck feats you possess, although such chance feats do not grant additional deck manipulations.

Land-Attuned Magic (Drawback)

Prerequisites: Area Bound or Terrain Casting

Benefit: You may designate certain locations as empowering specific spheres of magic. Whenever you create a sphere effect associated with an environment while in that environment, you gain a +1 competence bonus to the caster level of the effect. In addition, you may spend a spell point as a swift action to gain a talent from one of the terrain’s associated spheres for 1 round as long as you possess the base sphere. Some examples of terrains and their associated spheres are presented below, although any such terrains should be approved by the GM before use.

Forest: Alteration, Enhancement
Island or Sea: Illusion, Mind
Mountain: Destruction, War
Plains: Life, Protection
Swamp: Darkness, Death

Special: If you possess the Card Casting drawback with Mana Pool, this feat counts as a Deck feat and any mana cards you have in play allow you to spend up 2 additional spell points on sphere effects associated with the terrain rather than just 1 additional spell point.

Source: Expanded Spheres: Cardcaster’s Gamble

Latent Energies (Deck, Drawback)

Prerequisites: Card Casting drawback

Benefit: When the combat encounter ends, you can choose to shuffle any cards on the table with ongoing effects that only affect yourself into your deck, ending their ongoing effects. Note each of these effects and their remaining duration. The next time you draw a card with one of those effects, you may play it without paying its normal spell point cost to apply the effect with its previous remaining duration. Playing the card in this way requires the normal action cost for doing so.

Lifedecking (Deck, Drawback)

Prerequisites: Card Casting (Cooldown, Deckout), Life Sphere

Benefits: As a swift or immediate action, you may discard any number of cards from the top of your deck, granting you 1 temporary hit point for every card you discard. The number of temporary hit points granted per card increases by 1 for every 8 caster levels you possess. These temporary hit points cannot exceed your life sphere caster level and last until the start of your next turn.

Mass Offerings (Deck, Drawback)

Prerequisites: Card Casting, Conjuration Sphere, Mana Sphere (Essentialize), Tribute of Essence, one of Altered Summons, Exceptional Ally, or Fated Summons

Benefits: When you summon your companion, you may cast any number of magic sphere effects which target only your companion as part of the effect to summon it. Each such effect costs one additional spell point, and all spell points spent on these effects must come from temporary spell points gained through using the Tribute of Essence feat this turn.

Source: Card Casting 3: Volatile Variance

Miraculous Draw (Deck, Drawback)

Prerequisites: Card Casting

Benefit: The first time you draw a card on your turn, you may reveal it to everyone else. If you do, you may reduce the spell point cost of that card by 1 (to a minimum of 1) until the end of your turn.

Morphing Trap Card (Deck, Drawback)

Prerequisites: Card Casting, Trap Card, Enhancement sphere (animate object)

Benefit: When you place a card face-down using the Trap Card feat, you may spend any number of spell points required to cast the effect as part of placing the card rather than revealing it. If you spend at least 2 spell points as part of placing the card, you create an animated object of any size which you can create which lasts until the card is turned over. You may use the animated object’s space as the point of origin for the card’s effect.

Multi-Headed Play (Deck, Drawback, Squadron)

Prerequisites: Card Casting, Squadron Commander

Benefit: You may combine the spell decks, hands, and discard piles of any of your squadron members that share the Card Casting drawback (as well as the same associated combination of additions such as Cooldown and Mana Pool). Any member may use their actions to create an effect by playing a card, using their own class level, caster level, MSB, and MSD rather than those of the card’s original owner (if they have no levels in a class which provides a certain class ability, they cannot use that class ability). Characters creating effects in this way does not allow them to use Deck feats or Deck Manipulations they do not have.

Outburst Spell (Deck, Drawback, Metamagic)

Prerequisites: Card Casting

Benefits: When you cast an outburst spell, reveal cards from the top of your deck until you reveal an effect card that you could cast without spending more spell points than the total number spent on the outburst spell. You may choose to cast the revealed effect card as a swift action this turn, reducing its spell point cost by the spell point cost of the outburst spell (minimum 0) but not being able to spend any additional spell points on the revealed effect card. If you do not cast the revealed card, shuffle it back into your deck.

Cost: +3 spell points

Source: Card Casting 3: Volatile Variance

Rainbow Efficiency (Deck, Drawback)

Prerequisites: Card Casting (Mana Pool and Colored Mana)

Benefit: You may assign two colors to any magic effect card in your deck. In order to play the card, you must have Mana Point Cards of both the card’s colors in play. However, the spell point cost of any magic effect card with two colors is reduced by 1 (to a minimum of 1). For the purpose of determining how many cards of each color you may have in your deck, no more than ¾ of the magic effect cards in your deck can possess any one color if you have 3 colors, and no more than ½ of the magic effect cards in your deck can possess any one color if you have 5 colors.

Rainbow Efficiency, Improved (Deck, Drawback)

Source: Baron's Otherworldly Citadel

Prerequisites: Rainbow Efficiency, Card Casting (Mana Pool and Colored Mana)

Benefits: You may assign a third color to any magic effect card in your deck. If you have selected Colored Mana twice, you may assign fourth and fifth colors to any magic effect cards in your deck. In order to play the card, you must have Mana Point Cards of each of the card’s colors in play and a single Mana Point Card can only count as providing a single color to the effect. The spell point cost of any magic effect card with more than two colors is reduced by an additional 1 for every color beyond the second to a minimum cost equal to 1 less than the number of colors required (so an effect that requires 5 colors could not cost less than 4 spell points).

Spark of Spontaneity (Deck, Drawback)

Prerequisites: Card Casting, Sparking Printer

Benefits: When you use Sparking Printer to create a card, you may create and use the card using a single feat or talent you don’t possess as if you possessed that feat or talent. You may keep this card and continue using it until you use this feat again to create a card that uses a different feat or talent you don’t possess (after which you can no longer use cards created with the previous feat or talent).

Special: If you possess the Charged Spells drawback, you may use talents gained as a result of this feat in any charged sphere effects.

Special: You may select this feat multiple times, each time allowing you to select another feat or talent that you don’t possess when creating cards with Sparking Printer. You need not select all of these feats or talents with a single use of Sparking Printer (for example, a character who has selected Spark of Spontaneity three times can create a card that uses Maximize Spell even when they lack the feat and later on could use the other two instances of Spark of Spontaneity to select Empower Spell and Quicken Spell on a future card while still using the first card).

Source: Baron’s Glorious Arena

Sparking Printer (Deck, Drawback)

Prerequisites: Card Casting

Benefits: Whenever you roll a natural 20 on an attack roll, you may forgo confirming the critical hit to activate this feat. In addition, when an enemy rolls a natural 1 when attacking you, you may activate this feat by causing the attack to hit you.
Whenever you activate this feat, create a spell card that you can create and add it to your hand.

Special: If you possess the Charged Spells drawback, you may spend spell points to charge a sphere effect identical to the card’s created effect as part of the action to create the card.

Source: Baron’s Glorious Arena

Sparking Technique (Deck, Drawback)

Prerequisites: Card Casting, Sparking Printer

Benefits: When you create a card using Sparking Printer, you may create a technique using any talents and techniques that you know or that you have gained temporarily through abilities such as Sparking Printer. You do not need to attempt a check to create this technique and may create a spell card for the technique as per the Sparking Printer feat. A technique created with this feat cannot be performed as a multi-character technique but does not count against your maximum number of techniques known.

Source: Baron’s Glorious Arena

Sparkstorm’s Center (Deck, Drawback)

Prerequisites: Card Casting, Sparking Printer

Benefits: You may activate Sparking Printer whenever you roll a natural 19 or 20 on an attack roll or when an enemy rolls a natural 1 or 2 when attacking you.

Source: Baron’s Glorious Arena

Starting Spell (Deck, Drawback, Metamagic)

Prerequisites: Card Casting

Benefit: At the start of combat, when you draw your hand for card casting, you may reveal a single magic effect card you have drawn that is affected by the Starting Spell metamagic feat. If you do, you may cast that effect as a free action on your first turn of combat without needing the necessary Mana Point Cards in play.

Cost: +3 spell points

Superior Mana Cards (Deck, Drawback)

Prerequisites: Card Casting (Mana Pool), Specialized Mana Cards deck manipulation

Benefits: Mana point cards in your deck may have two abilities from Specialized Mana Cards rather than just one.

Source: Card Casting 3: Volatile Variance

Technical Combo (Deck, Drawback)

Prerequisites: Card Casting, Technique Crafting

Benefits: You may create special cards called Technique Combo cards which you may add to your deck. Each Technique Combo card is associated with a specific technique that you can perform that is named on the card. When you use a technique, you may play any number of Technique Combo cards from your hand as part of using that technique, each played card paying 1 of the technique’s complexity cost.

Titanic Summons (Deck, Drawback)

Prerequisites: Card Casting (Mana Pool), Conjuration Sphere, one of Altered Summons, Exceptional Ally, or Fated Summons

Benefit: When you summon your companion, you may cast any number of magic sphere effects which target only your companion as part of the effect to summon it. Each such effect costs one additional spell point, and the combined spell point cost of the summon and all other effects cannot exceed the number of Mana Point Cards you have in play, as normal.

Trading Cards (Deck, Drawback, Teamwork)

Prerequisites: Card Casting

Benefits: When you rest to regain spell points, you may exchange any number of cards in your deck with any number of cards in the decks of allies who possess this feat and share all drawbacks associated with Card Casting that you do (such as Cooldown and Stagnant Pool). Until the next time you regain spell points, you may add the exchanged cards in your deck as if they were cards in your deck even if you lack the talents or deck manipulations necessary to create their effects. The total number of exchanged cards in your deck cannot exceed the number of non-exchanged cards in your deck.

Source: Card Casting 3: Volatile Variance

Trap Card (Deck, Drawback)

Prerequisite: Card Casting drawback

Benefit: As a standard action, you may place a card face-down in front of you and name a condition as if you were readying an action. When the condition occurs, you may immediately turn the card over to reveal the card and create the spell effect as if you had played it normally, spending any spell points required to cast the spell. The effect fails if you do not have sufficient spell points to spend on the effect, and you can choose to allow it to fail and not spend the spell points if you wish. If the effect you create has a casting time longer than 1 standard action, the action required to place a card face-down becomes equal to the effect’s casting time.

Whenever you would shuffle your hand back into your deck, cards placed face-down using this feat are shuffled back into your deck as well.

Ultimate Play (Aristeia, Deck, Drawback)

Prerequisites: Card Casting

Benefits: All of your Aristeia feats count as Deck Feats for the purpose of granting you Deck Manipulations. When you are in Aristeia, you may create a magic sphere effect from playing a card as a free action once per round.

Saga Feats

The following feats are built around the unique mechanics of the Saga Deck created by the Saga-Bound Fate feat.

Saga-Bound Doom

Prerequisites: Saga-Bound Fate, Saga-Bound Suits

Benefits: You may designate any number of cards in your Saga Deck as having the Doom suit in place of a normal suit. Doom suit cards are treated as being cards of all suits, but a Doom card is given away to the GM (or a player, if a GM-controlled character has this feat) rather than being shuffled into the Saga Deck. At any point when you play a Saga Deck card, the GM may shuffle a Doom card you gave them back into your deck to give you a -2 penalty on the roll.

Saga-Bound Edge

Prerequisites: Saga-Bound Fate

Benefits: Whenever you play a card from your Saga Deck hand in place of a d20 roll, you may also play a card from your Saga Deck hand with a value of 2. If you do, you gain a circumstance bonus to the “roll” equal to the value of the second card played.

Special: You may select this feat multiple times. For each time after the first, you may use this ability with cards with one value higher than 2 (3 the 2nd time, 4 the third time, etc.) in addition to cards with a value of 2.

Saga-Bound Fate

Benefits: Create a 40-card deck where each card has a whole number written on it between 1 and 20 (including those numbers). The final deck must be composed of exactly 2 cards with every value written between 1 and 20 on it. This deck is known as your Saga Deck
Whenever your character rests for at least 8 hours, shuffle any cards you have drawn from your Saga Deck back into the deck and draw 3 cards from the Saga Deck. Whenever your character would roll a d20, they instead play a card they have drawn from their Saga Deck, using the value on the card in place of their d20 roll. Afterwards, you draw a new card from the Saga Deck to replace the card played. At the end of each turn, shuffle the played cards back into your Saga Deck.

Saga-Bound Plentitude

Prerequisites: Saga-Bound Fate

Benefits: Increase the number of cards drawn from your Saga Deck at the start of the day by 1.

Special: This feat may be selected multiple times, each time increasing the number of cards drawn by 1.

Saga-Bound Suits

Prerequisites: Saga-Bound Fate

Benefits: Assign each card in your Saga Deck a suit from one of Strength, Dexterity, Constitution, Intelligence, WIsdom, or Charisma. You may not have more than 8 cards of any one of these 6 suits in your Saga Deck. Whenever you play a Saga Deck card for a d20 roll which adds the ability modifier corresponding to the played card’s suit to the roll, you gain a +2 luck bonus on the “roll”.

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