Living Node

**Living Nodes** are creatures who exhibit an innate connection and radiance of magic akin to that of typical Nodes. This trait is inherent and Extraordinary, and cannot be removed from the creature, although it may be able to suppress and deny access to it through extreme means such inclusion in the a zone of Dead Magic.

As with Nodes, Living Nodes have a radius of influence in which creatures with Node Spellcasting can tap into and utilize the wellspring of magic. The potency of a creature's nodal magic is not directly proportional to their own spellcasting prowess and experience, although there is a correlation.

Thus far only eight Living Nodes are known to exist, all of which are sorcerers.

## Mechanics

[Heritage, Node Magic]

**Prerequisite**
This feat may only be taken at 1st level.

**Description**
Choose a spell descriptor. From now on, you can use the following abilities for a spell you can cast that includes the selected descriptor. Once this selection is made, it may not be changed.
Descriptors include: Acid, Air, Chaos/Chaotic, Cold, Compulsion, Creation, Darkness, Death, Earth, Ectomancy, Electricity, Evil, Fear, Fire, Force, Glamer, Good, Ice, Incarnum, Investiture, Language-Dependent, Law/Lawful, Light, Mind-Affecting, Mindset, Pattern, Shadow, Sonic, Summoning, Teleportation, and Water.
At DM discretion, closely related descriptors may be taken together, such as Cold and Ice.
If this feat is selected by a Sorcerer with Exclusivity, they may select their chosen spell school instead of a descriptor without taking the Expanded Living Node feat.
From now on, the Living Node must make a Use Magic Device check for any spell trigger item that utilizes a spell that does not include their chosen descriptor or school.

**Abilities**
Living Nodes of all types have access to the following nodal abilities:
*Conduit:* Other spellcasters can tap into the living node, drawing power from them to cast a spell without having to expend the use of their own spell slot. The spell in question be a spell that the living node can cast, themselves.
* Only Living Nodes who have selected Abjuration may deny access to their nodal abilities. They may refuse the attempts of anyone without the Node Casting feat without effort; those with the Node Casting feat, however, may still attempt to utilize the nodal abilities by succeeding in a [CHECK] against the Abjurer's [WHATEVER].

*Recharge:* Make a Charisma Check (DC ## + Spell level) to recover the use of a cast spell within the Living Node's chosen type.
A Charisma Check (DC ## (Higher) + caster level of the device) can be made to attempt to return a single charge to a magical device, as long as the spell is of the Living Node’s chosen type.
*Amplify:* Bonus to Caster Level. Other spellcasters within the radius of the living node may attempt to utilize the wellspring of energy in exactly the same fashion as a Node.

**Living Nodes with Exclusivity**
Sorcerers with Exclusivity have access to another layer of nodal abilities inaccessible to other Living Nodes.

**Abjuration Exclusivity**
*Dampen:* Living Nodes who have selected Abjuration may choose to Dampen instead of *Amplify*, conferring a penalty to Caster Level, as a Free Action.
*Disrupt:* Everything within the radius of the Living Node is treated as if effected by a Mana Flux spell.
The Living Node may chose to suppress this effect as a Free Action, or exclude any number of individuals they wish from the effect as a Swift Action.
*Drain:* Living Nodes who have selected Abjuration or Transmutation may choose to instead Drain a single charge for each successful check, removing it from the item. This is a Free Action. This spell energy may be used as casting the siphoned spell, or restoring an expended spell use of the same level. Otherwise, the spell simply enters into the node and is returned to the Weave.

**Conjuration Exclusivity**
(...)

**Divination Exclusivity**
(...)

**Enchantment Exclusivity**
(...)

**Evocation Exclusivity**
*Overcharge:* Make a Charisma Check (DC 10 + Spell level) to cast a spell from a level higher than you are normally capable of, up to your maximum Node class. The spell must have your selected descriptor (or be from your selected School), and should be a spell you intend to include in your usual repertoire in the future. Overcharging is a full-round action.
Spells cast this way cannot be *Recharged*.
Every attempt of Overcharge inflicts an amount of nonlethal damage equal to the spell’s level, whether or not the attempt is successful. This damage cannot be absorbed, ignored, reduced, or resisted in any way - and any attempt to divide the damage through the use of Shield Other and similar abilities results in both parties taking the full amount. This damage can be healed only by normal rest.
If nonlethal damage taken as a result of overcharge would cause the evoker to fall unconscious, they suffer 1d4 Constitution damage. This may be restored like any other ability damage.

**Illusion Exclusivity**
(...)

**Necromancy Exclusivity**
(...)

**Transmutation Exclusivity**
*Drain:* Living Nodes who have selected Abjuration or Transmutation may choose to instead Drain a single charge for each successful check, removing it from the item. This is a Free Action. This spell energy may be used as casting the siphoned spell, or restoring an expended spell use of the same level. Otherwise, the spell simply enters into the node and is returned to the Weave.
*Replenish:* Another spellcaster may attempt to utilize the Living Node to return the use of an expended spell slot as if that spell had not been cast.