|System Reference Document v3.5|
Such spelltouched characters are a mystery to academic-minded spellcasters, who can't reliably duplicate the process by repeatedly casting the same spell on a subject. Magic interacts with each individual in a subtly different way.
Accordingly, the only way to become eligible to select a spelltouched feat is to have been exposed to (that is, targeted by or otherwise affected by) one of the spells associated with the feat. if the spell allows a save, you must have failed a saving throw against it at least once, whether intentionally or not. After meeting the prerequisite, you may select a spelltouched feat when your character would otherwise qualify for a feat. The exposure is the game-world explanation for your new power, and the feat choice is the trade-off that keeps the game balanced.
Standard feats rarely give your character overtly magical powers. Instead, they represent outstanding natural ability or rigorous training. Some feats such as Spell Focus, Spell Penetration, and metamagic feats make your existing magic better in some respect, but they don't give you magical power you didn't already have.Table: Spelltouched Feats
Spelltouched feats break that rule wide open, giving characters abilities previously impossible without the aid of magic. But they're balanced against standard feats, so characters who choose them aren't necessarily more powerful than their nonspelltouched counterparts.
If you use this variant, you'll find that magic becomes incrementally more important in your game, and even characters who rely on their martial prowess, such as fighters, sometimes manifest a magical effect.
Because these feats are variants, they employ other game mechanics rarely seen in feats, such as a drawback that accompanies the feat or a limited number of uses per day or week.
Benefit: When you use teleport, you can roll the targeting roll twice, taking whichever result you prefer. When you use plane shift or shadow walk, you likewise make the roll to determine your destination twice, choosing the better (usually lower) result.
Benefit: You gain damage reduction 3/bludgeoning. Your skin imposes an armor check penalty of 2 (which stacks with the armor check penalty from armor and shield).
Benefit: All Knowledge checks you make are treated as trained checks, even if you don't have any ranks in the specific skill. If you have at least one rank in the specific Knowledge skill in question, you gain a +1 bonus on the check.
Benefit: Whenever you take damage from an electricity effect, you may send a line of electricity arcing from your body at any single target within 30 feet. This bolt deals half the damage you just took; a Reflex save (DC 16 + your Cha modifier) halves this damage.
Benefit: If you catch on fire, you take no damage from the flames. A creature striking you with its body or a handheld weapon takes 1d6 points of fire damage. The fire persists on your body for 1d4 rounds.
This feat doesn't protect you from other sources of fire damage, whether magical or not, only from the effects of catching on fire. It also doesn't protect your equipment from the effects of fire.
Benefit: When you succeed on a save against a charm or compulsion effect, the character trying to charm or compel you believes that you failed your save. You can play along voluntarily if you wish to. if the charm or compulsion involves telepathic commands, you continue to receive them, although you aren't obligated to follow them.
Benefit: When you are targeted by a power word spell, whoever speaks the power word is also affected by it (as if he had cast it on himself). Likewise, when you're within the area of a wail of the banshee spell, the caster of the spell also hears the wail and must succeed on a Fortitude save (using his own save DC) or die.
Possessing the Ineluctable Echo feat doesn't protect you against power word or wail of the banshee spells. You experience their effects normally.
Benefit: Each dying or stable creature within 30 feet of you (that is, any creature with -1 to -9 hit points) loses an additional 1 hit point at the beginning of your turn. You gain the same amount as temporary hit points that last for 10 minutes. You can't suppress this effect, which functions on both friend and foe.
Prerequisite: Exposure to phantasmal killer spell.
Benefit: Whenever someone successfully targets you with a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as a phantasmal killer spell, except that the form comes from your dreams, not the other creature's dreams. The other creature must succeed on a Will save (DC 14 + your Cha modifier) to disbelieve the nightmare and a Fortitude save (DC 14 + your Cha modifier) to avoid dying from fear.
Prerequisite: Exposure to alter self spell.
Benefit: Choose one specific form that you've turned yourself into with the alter self spell. Once per day, you can use alter self as a spell-like ability to turn yourself into this form for 1 minute.
Special: You can gain Momentary Alteration multiple times. Each time you take the feat, you can either extend the duration of an already chosen alternate form by 1 minute or choose another specific form from among those you've experienced after casting alter self on yourself.
Prerequisite: Exposure to dimensional anchor spell.
Benefit: You are never treated as an extraplanar creature (and you lose the extraplanar subtype). Thus, you can't be affected by a banishment or dismissal spell or similar effects that send extraplanar creatures back to their home planes.
Benefit: Once per week, you can tune into the voices you hear, getting the answer to a question much as if you had asked it with a commune spell.
Using this feat renders you exhausted.
Prerequisite: Exposure to barkskin spell.
Benefit: Whenever you're outside during the day, you gain a +2 enhancement bonus to your natural armor (characters who don't have natural armor ordinarily have a natural armor bonus of +0).
Benefit: Once per day, you can make the ground icy in a 20-foot-radius spread around you. Each square in that area becomes covered with ice, so it takes two squares of movement to enter each square, and the DC of Balance and Tumble checks there increases by 5. A DC 10 Balance check is required to run or charge across the ice.
The ice remains for 1 minute or until exposed to fire.
You can't use this feat if you aren't touching the ground, and it doesn't work if the air temperature is above 100 degrees.
Benefit: If you roll a natural 20 on a save against a targeted spell, it turns back on the caster as if affected by a spell turning spell. Unlike spell turning, however, the Residual Rebound feat potentially functions against touch range spells as well. Residual Rebound only works on targeted spells that allow a saving throw, so a fireball won't rebound, nor will a power word stun.
Benefit: You exude a carrion stench that causes any creature adjacent to you to make a Fortitude save (DC 12 + your Cha modifier) or become sickened as long as it remains adjacent to you and for 1d4 rounds thereafter. You can't suppress the stench voluntarily.