Revised Metamagic

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Contents

Revised Metamagic

Mechanics of Metamagic

Metamagic Feats

Enlarge Spell [Metamagic]

You can increase the range of your spells.

Benefit: Whenever you prepare or spontaneously cast a spell with a default range of close, medium, or long, you may choose to apply one of the following metamagic effects to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+0: Increase the range of the spell by 50% of its base range, rounded down to the nearest 5 ft. For example, a spell that would normally have a range of medium (100 ft + 10 ft per level) with this effect applied instead has a range of 150 ft + 15 ft per level.

+1: Increase the range of the spell by 100% of its base range. You may apply this effect multiple times to the same spell, increasing its effective spell level by +1 each time. For example, a 2nd level spell that would normally have a range of close (25 ft + 5 ft per 2 levels) with this effect applied twice instead takes up a 4th level slot and has a range of 75 ft + 15 ft per 2 levels.


Empower Spell [Metamagic]

You can increase the potency of your spells.

Benefit: Whenever you prepare or spontaneously cast a spell, you may choose to apply the following metamagic effect to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+1: All variable, numeric aspects of the spell increases by +25% of its base effect. You may apply this effect multiple times to the same spell, increasing its effective spell level by +1 each time. For example, a 3rd level spell that would normally deal 5d6 + 10 fire damage with this effect applied four times instead takes up a 7th level spell slot and deals 2 * (5d6 + 10) fire damage instead.


Energy Admixture [Metamagic]

You can make your spells deal damage in numerous energy types at once.

Prerequisite: Energy Substitution

Benefit: Whenever you prepare or spontaneously cast a spell with the [fire], [cold], [electricity], [acid], or [sonic] descriptor, you may choose to apply one of the following metamagic effects to the spell, adjusting its spell level as listed. Doing so increases casting time as normal. You may not further Energy Substitute a spell that is already Admixtured or vice versa.

+2: Choose a single energy descriptor ([fire], [cold], [electricity], [acid], or [sonic]) that the spell doesn't already possess. The spell gains that energy descriptor. In addition, that spell deals +50% extra damage of the chosen energy type. (So if a fireball spell normally deals 50 fire damage, a cold admixtured fireball deals 50 fire damage and 25 cold damage.)

+3: Choose two energy descriptors ([fire], [cold], [electricity], [acid], or [sonic]) that the spell doesn't already possess. The spell gains those energy descriptors. In addition, that spell deals +50% extra damage of each of the chosen energy types. (So if a fireball spell normally deals 50 fire damage, a cold and electricity admixtured fireball deals 50 fire damage, 25 cold damage, and 25 electricity damage.)

+4: Choose three energy descriptors ([fire], [cold], [electricity], [acid], or [sonic]) that the spell doesn't already possess. The spell gains those energy descriptors. In addition, that spell deals +50% extra damage of each of the chosen energy types. (So if a fireball spell normally deals 50 fire damage, a cold, electricity, and acid admixtured fireball deals 50 fire damage, 25 cold damage, 25 electricity damage, and 25 acid damage.)

+5: The spell gains every energy descriptor ([fire], [cold], [electricity], [acid], or [sonic]) that it doesn't already possess. In addition, that spell deals +50% extra damage of each of those newly applied energy desciptors. (So if a fireball spell normally deals 50 fire damage, a quad-admixtured fireball deals 50 fire damage, 25 cold damage, 25 electricity damage, 25 acid damage, and 25 sonic damage.)


Energy Substitution [Metamagic]

You can make your spells deal damage in different energy types.

Benefit: When you take this feat, select fire, cold, or electricity. Whenever you prepare or spontaneously cast a spell with the [fire], [cold], [electricity], [acid], or [sonic] descriptor, you may choose to apply one of the following metamagic effects to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+0: Remove all energy descriptors from the spell and add the descriptor of your chosen element instead. Whenever this spell would deal energy damage of any type, it instead deals damage of your chosen type instead. For example, if you choose cold when you take this feat and apply this to a spell that deals 10d6 fire damage, it loses the fire descriptor for the cold descriptor and instead deals 10d6 cold damage to affected targets.

+1: Remove all energy descriptors from the spell and add your choice of the [fire], [cold], [electricity], or [acid] descriptor to it instead. Whenever this spell would deal energy damage of any type, it instead deals damage of the descriptor you chose (this might be different from the energy type you chose when you took this feat). For example, whenever you apply this effect to a fireball which would deal 10d6 fire damage, you may have it deal 10d6 cold, electricity, or acid damage instead, choosing at the moment of casting.

+2: Remove all energy descriptors from the spell and add the [sonic] descriptor to it instead. Whenever this spell would deal energy damage of any type, it instead deals sonic damage. For example, whenever you apply this effect to a fireball which would deal 10d6 fire damage, you may have it deal 10d6 sonic damage instead.


Eschew Materials

You don't need material components for your spells.

Benefit: You can cast any spell that has a material component or focus costing 25 gp per character level or less without needing that component or focus. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component or focus that costs more than 25 gp per character level, you must have the material component or focus at hand to cast the spell, just as normal.


Extend Spell [Metamagic]

You can increase the duration of your spells.

Benefit: Whenever you prepare or spontaneously cast a spell with a duration besides instantaneous, concentration, or permanent, you may choose to apply the following metamagic effect to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+1: Double the duration of the spell, making it last twice as long. For example, a spell that lasts 3 minutes normally now lasts 6 minutes instead.


Heighten Spell [Metamagic]

You can increase the actual spell levels of your spells, making them harder to resist.

Benefit: Whenever you prepare or spontaneously cast a spell, you may choose to apply the following metamagic effect to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+1: Increase the caster level of this spell by +1. In addition, the spell is treated as if its actual spell level is one level higher. This applies to all effects related to spell level (such as globe of invulnerability and save DC), though it may never be used to qualify for casting prerequisites. You may apply this effect multiple times to the same spell, increasing its effective spell level by +1 each time. For example, a 2nd level spell that would normally have a caster level of 5th and a save DC of 16 heightened two levels instead has a caster level 7th and be treated as a 4th level spell, increasing its save DC to 18.


Immediate Spell [Metamagic]

You can cast a spell the moment you need it.

Prerequisite: Rapid Spell, Quicken Spell

Benefit: Whenever you prepare or spontaneously cast a spell with a casting time of 1 swift action, you may choose to apply the following metamagic effect to the spell, adjusting its spell level as listed. Doing so does not increase casting time as normal. You may apply Immediate Spell to a spell that has its casting time reduced to a swift action thanks to Quicken Spell.

+1: The spell's casting time changes to 1 immediate action.


Maximize Spell [Metamagic]

You can maximize the potency of your spells.

Prerequisite: One other metamagic feat

Benefit: Whenever you prepare or spontaneously cast a spell with variable numeric effects, you may choose to apply one of the following metamagic effects to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+1: Whenever you roll a 1 on any die rolled as part of this spell's effect, you may reroll that single die roll. Repeat this for every die you roll, but only once per die. Percentage rolls do not count for this purpose. For example, if you apply this effect to a spell that deals 4d6 damage and rolls 1, 1, 3, and 4, you can reroll the two 1s that you rolled. If either of those end up as a 1 again, you cannot further reroll that same die.

+2: Whenever you roll a die as part of this spell's effect, instead roll two dice and take the best one. Percentage rolls do not count for this purpose. For example, Mialee applies this effect to a spell that deals 3d8 damage. She rolls two dice for each 1d8, and ends up with 3 and 7 for the first die, 4 and 3 for the second, and 6 and 8 for the third. She then takes the highest number of each pair, which are 7, 4, and 8, and adds them up for the final value of 19.

+3: Whenever you would roll a die as part of this spell's effect, instead assume the maximum value. Percentage rolls do not count for this purpose. For example, if you apply this effect to a spell that deals 9d4 damage, it would then deal 36 damage each time it's cast.


Persistent Spell [Metamagic]

You can make a spell last all day.

Prerequisite: Extend Spell, character level 6th

Benefit: Whenever you prepare or spontaneously cast a spell with a duration other than instantaneous, concentration, or permanent, you may choose to apply one of the following metamagic effects to the spell, adjusting its spell level as listed. Doing so increases casting time as normal. You may not apply Extend to a spell that is already Persisted or vice versa. A Persisted spell can only affect the caster; even if it has multiple targets or an area of effect, only the caster gains the benefits of the spell.

+1: If the spell's natural duration is greater or equal to 1 hour per caster level, it now lasts 24 hours. (So at CL 6, a spell that lasts 6 hours or more can be Persisted this way.)

+2: If the spell's natural duration is greater or equal to 30 minutes per caster level, it now lasts 24 hours. (So at CL 6, a spell that lasts 3 hours or more can be Persisted this way.)

+3: If the spell's natural duration is greater or equal to 10 minutes per caster level, it now lasts 24 hours. (So at CL 6, a spell that lasts 1 hour or more can be Persisted this way.)

+4: If the spell's natural duration is greater or equal to 1 minute per caster level, it now lasts 24 hours. (So at CL 6, a spell that lasts 6 minutes or more can be Persisted this way.)

+5: If the spell's natural duration is greater or equal to 1 round per caster level, it now lasts 24 hours. (So at CL 6, a spell that lasts 6 rounds or more can be Persisted this way.)

+6: If the spell's natural duration is greater or equal to 1 round, it now lasts 24 hours. (So a spell that lasts 1 round or more can be Persisted this way.)


Quicken Spell [Metamagic]

You can cast a spell in a single instant.

Prerequisite: Rapid Spell

Benefit: Whenever you prepare or spontaneously cast a spell with a casting time of 1 standard action, you may choose to apply one of the following metamagic effects to the spell, adjusting its spell level as listed. Doing so does not increase casting time as normal. You may apply Quicken Spell to a spell that has its casting time reduced to a standard action thanks to Rapid Spell.

+3: The spell's casting time changes to 1 move action + 1 swift action.

+4: The spell's casting time changes to 1 swift action.


Rapid Spell [Metamagic]

You can speed up the casting time of slower spells.

Benefit: Whenever you prepare or spontaneously cast a spell, you may choose to apply one of the following metamagic effects to the spell, adjusting its spell level as listed. Doing so does not increase casting time as normal.

+0: If the spell's normal casting time is 1 round, you may instead cast that spell as a full-round action.

+1: If the spell's normal casting time is 1 round or a full-round action, you may instead cast that spell as a standard action. This reduces casting time to a standard action even if the spell has other metamagic feats applied which would increase its casting time.

+1: If the spell's casting time is longer than 1 round, reduce the casting time by a unit to the right based on the following table. If the casting time is between two of these units, treat it as if it was the next higher unit. You may apply this metamagic effect as many times as you wish, adjusting the spell's effective level by +1 each time.

1 century ⇒ 1 decade ⇒ 1 year ⇒ 1 month ⇒ 1 week ⇒ 1 day ⇒ 1 hour ⇒ 10 minutes ⇒ 1 minute ⇒ 1 round
Examples
A spell with a natural casting time of 10 minutes with Rapid applied once has a casting time of 1 minute.
A spell with a natural casting time of 17 minutes with Rapid applied once has a casting time of 10 minutes.
A spell with a natural casting time of 7 years with Rapid applied three times has a casting time of 1 week.
A spell with a natural casting time of 1 week with Rapid applied five times has a casting time of 1 round.


Silent Spell [Metamagic]

You can cast your spells without making a sound.

Prerequisite: Eschew Materials

Benefit: Whenever you prepare or spontaneously cast a spell with a verbal component, you may choose to apply the following metamagic effect to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+0: Casting the spell no longer requires verbal components.


Still Spell [Metamagic]

You can cast your spells without moving a finger.

Prerequisite: Eschew Materials

Benefit: Whenever you prepare or spontaneously cast a spell with a somatic component, you may choose to apply the following metamagic effect to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+0: Casting the spell no longer requires somatic components.


Widen Spell [Metamagic]

You can increase the area of your spells.

Prerequisite: Enlarge Spell

Benefit: Whenever you prepare or spontaneously cast a spell with an area, you may choose to apply one of the following metamagic effects to the spell, adjusting its spell level as listed. Doing so increases casting time as normal.

+0: Increase the area of the spell by 25% of its normal area, rounded down to the nearest 5 ft. For example, a spell that would normally have an area of 20 ft radius spread with this effect applied instead has an area of 25 ft radius spread.

+1: Increase the area of the spell by 50% of its normal area. You may apply this effect multiple times to the same spell, increasing its effective spell level by +1 each time. For example, a 1st level spell that would normally have an area of 60 ft line with this effect applied four times instead takes up a 5th level slot and has an area of 180 ft line.

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