Revised Metamagic

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'''+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.
'''+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.
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===Energy Admixture [Metamagic]===
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You can make your spells deal damage in numerous energy types at once.
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'''Prerequisite:''' Energy Substitution
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'''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.
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'''+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.)
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'''+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.)
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'''+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.)
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'''+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.)
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'''+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.
'''+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.
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===Persistent Spell [Metamagic]===
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You can make a spell last all day.
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'''Prerequisite:''' Extend Spell, character level 6th
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'''Benefit:''' Whenever you prepare or spontaneously cast a spell with a duration other than instantaneous, 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.
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'''+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.)
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'''+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.)
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'''+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.)
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'''+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.)
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'''+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.)
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'''+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.)

Revision as of 16:41, 8 April 2011

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