Damage Distribution: The highlord can activate this decree as an immediate action when a member of the collective takes hit point damage. When he does so, each member of his collective can make a Will save to avoid having damage distributed to them (either by the initial effect or its later duration). The highlord then transfers up to half of the damage that would have been dealt to that member of the collective to other members of his collective, distributed however he wishes. After activating this decree, it continues to last for a number of rounds equal to the highlord’s Charisma modifier (minimum 1 round). Whenever the chosen member of the collective is damaged during this duration, he can distribute half of it as an immediate action, just like the initial activation.
When an opponent makes a melee attack against an ally with this feat who is no farther away from you than half your land speed, as an immediate action you can move up to half your speed directly towards the ally. This movement provokes attacks of opportunity. As long as you end this movement adjacent to the targeted ally, you may take the attack in their place. The attack is resolved as though you were the original target of the attack, comparing the attack roll to your defenses and dealing damage as appropriate. You may invest essence into this feat, increasing your land speed by 5 feet per point of essence invested.
You gain 1 point of essence.
A (succor) talent allows you to create an effect by sacrificing an aegis you created. This is an immediate action that can be performed using any aegis you created that you have line of effect to. The resulting effect occurs to the creature that bore the aegis. These talents require line of sight, but otherwise have unlimited range.
School evocation [acid, cold, electricity, or fire]; Level alchemist 3, bloodrager 3, sorcerer/wizard 3; Subdomain dragon 3; Elemental School air 3, earth 3, fire 3, water 3
CASTING
Casting Time 1 standard action
Components V, S, M (a scale from dragon that produces the energy you seek to absorb)
EFFECT
Range touch
Targets creature touched
Duration 10 minutes/level or until discharged; see text
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an acidic, flaming, frost, or shock weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any other consequences of the attack.
Releasing energy in this way does not “free up” space to absorb still more energy; the maximum amount of energy the spell can absorb remains fixed. The subject cannot release more energy than he currently has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes damage as normal from that energy type. Once the energy has been released, the spell is discharged.
Draconic reservoir does not stack with protection from energy.
Draconic reservoir overlaps (and does not stack with) resist energy. If a character is warded by draconic reservoir and resist energy, draconic reservoir absorbs damage until it reaches its maximum limit.
The amount of energy damage the spell absorbs increases to 10 points per caster level (maximum 100 points). The energy damage from the weapons improves as if using a corrosive burst, flaming burst, icy burst, or shocking burst weapon.
Augmented (3rd): If you expend two uses of mythic power, spending a swift action applies the energy damage to any number of creatures the target hits this round, not just the first.