Metamagic List

seasong

First Post
I'm working on a campaign setting, and I thought I'd post the metamagic feats I'm using here. Suggestions, critiques, other metamagic feats, etc., are welcome.

Notes: Lasting Spell was created by Nik Perez (Technik4). Lingering Touch Spell and Magnify Spell were created by Alex White (Plane Sailing). Bounce Spell and a few others were taken from or inspired by Mongoose's Ultimate Feats, although I revised them rather heavily. Others are the SRD metamagic feats. The only ones that are wholly original to me are Contingent Spell, Persistent Word, Ranged Touch Spell, and Transfer Spell.

Transmute Spell Energy was inspired by WotC, I think, but I've changed it rather completely, so it's also mine.

Bounce Spell: Spell level +2. The character casts the spell at an ally within the spell’s normal range, but the ally is not affected. Instead, the ally may redirect the spell with a free action. The spell then goes where ever the ally redirected it, using the ally as the new source for purposes of determining range and line of sight. If the ally does not choose a new target or direction, the spell fizzles and has no effect at all. Spells such as interposing hand now treat the ally as if he is the caster.

Chain Spell: Spell level +3. This may be used with any ray spell or spells with a line area of effect. The spell hits one primary target, and then sprays outward to strike up to the caster’s level in secondary targets. All secondary targets must be within 30 ft of the primary target, and are chosen by the caster; a secondary target may not be struck more than once. If the original spell was a ray, a ranged touch attack must be made against all targets; if it allowed a save, all targets get a save. Regardless, the spell halves damage against the secondary targets (or, if it does no damage, the target’s saving throw gains a +4 bonus AND the to hit roll for a ranged touch attack is at -4).

Channel Touch Spell: Spell level +1. This allows the character to cast a touch spell through his melee weapon. He must be holding the melee weapon when the touch spell is cast, and can attack with it (including a non-damaging touch attack) to discharge the spell. This can not be used by someone else – the caster must be the one wielding the weapon.

Compressed Spell: Spell level +1. The area effect of the spell is quartered (each dimension is halved, round down), and the save DC increases by +2. For example, a fireball cast by an INT 18 wizard normally has a radius of 20 ft and a save DC of 17; a compressed fireball would have a radius of 10 ft and a save DC of 19.

Contingent Spell: Spell level +3. The spell is placed so that it comes into effect under some condition dictated when it is cast. The contingent spell takes a minimum of 10 minutes to cast (but if it normally has a longer casting time, use that casting time instead), and can only be cast on the caster. The spell must be one that affects the caster's person (such as feather fall, levitate, fly, teleport, and so forth).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the spell comes into effect (is "cast") instantaneously when the prescribed circumstances occur. The spell occurs based solely on the stated conditions, regardless of whether the character wants it to. In addition, the contingency itself will end after 1 day/level, at which point the spell ceases to exist and must be recast if the caster wishes to retain it. The character can have only one contingent spell in existence at a time; if a second is cast, the first one (if still active) is dispelled. In order to use this metamagic feat, the caster must cary a focus worth 1,500 GP.

Empower Spell: Spell level +2. The variable dice of the spell are increased by 50%. Thus, a spell which normally did 2d8 damage would do 3d8 damage; a spell which affected 1d4 targets would affect 1d6 targets; and so on. This affects all variables of the spell, but does not affect non-variable effects.

Enlarge Spell: Spell level +1. The range of the spell is increased by one stage (from Close to Medium, or Medium to Far). Spells with a range of personal, touch, sight or similar non-distance definitions can not use this feat. Spells with a range of Far are doubled in range (if this feat is stacked, remember that two doublings is a tripling, NOT a quadrupling). This metamagic feat can not be used with cones or other spells whose area and range are directly linked - use expand spell for those spells.

Expand Spell: Spell level +3. The area of effect of the spell is doubled. This doubles the linear dimension used to define the area of effect – for example, an expanded wall of thorns would create one 20 ft cube per level (rather than two 10 ft cubes per level). Spells which affect a number of creatures or targets, or personal, can not use this feat.

Extend Spell: Spell level +1. The duration of the spell is doubled. Spells with a duration of concentration, instantaneous or permanent can not use this feat.

Heighten Spell: Spell level +1 or more. A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell uses a spell slot of its new effective level.

Lasting Spell: Spell level +2. Choose any spell with Duration: Permanent or Duration: Instantaneous that creates or transforms something permanently – that spell's effect now can not be negated or suppressed by anything except the caster being reduced to –1 hit points. If the caster dies or chooses to end the effect, the spell's effect automatically ends, even for odd situations (wall of iron will simply disappear, for example). This costs 50 XP per spell level of the original spell. This metamagic creates a permanent thread of magic (similar to an astral thread) between the spell effect and that character, which can be traced via magical means (detect magic, scrying). A list of spell that may be used with this feat follow:

Affected spells include: Animate Dead, Arcane Lock (also resists Knock), Arcane Mark (does not fade from living beings), Awaken, Bestow Curse, Binding Prison (Hedged Prison, Metamorphosis and Minimus Containment versions), Bless Water, Blindness/Deafness, Clone, Contagion (disease disappears from everyone it has spread to when he dies), Continual Flame, Create Greater Undead, Create Undead, Create Water, Curse Water, Energy Drain (only for permanent levels lost), Fabricate, Feeblemind, Flesh to Stone, Forbiddance, Hallow, Illusory Wall, Imprisonment, Insanity, Leomund's Trap, Mark of Justice, Mending, Modify Memory, Permanent Image, Plant Growth, Polymorph Any Object (if permanent duration), Polymorph Other, Power Word Blind (if permanent), Secret Page, Simalcrum, Soften Earth & Stone, Soul Bind, Stone to Flesh, Temporal Stasis, Transmute Metal to Wood, Transmute Mud to Rock, Transmute Rock to Mud, Trap The Soul, Unhallow, Wall of Iron, Wall of Stone. Also, any spell combined with Permanency can be affected by this, but experience costs for the Permanency spell are doubled.
Lingering Touch Spell: Spell level +2. A lingering touch spell can discharge one additional time before ending. For example, a lingering shocking grasp would allow two touch attacks before it is completely discharged, and a lingering cure light wounds would heal twice. This does not affect the duration of the spell, however, only the number of touches allowed.

Magnify Spell: Spell level +2. The weight affected by the spell is doubled. This only affects spells which have a weight listed, such as telekinesis or dimension door. Spells which affect a number of creatures or targets are not affected, and the size of creature that can be affected is not changed.

Mass Spell: Spell level +4. A spell which normally affects one subject now affects one subject per level, all of whom must be within a 30 ft radius. This feat does not work with personal spells. Touch spells allow the caster to touch up to 6 people as a full round action.

Perfect Spell: Spell level +3. The variable dice of the spell automatically take the best possible result. Thus, a spell which does 2d8 damage would automatically roll 16 hit points; a spell which affected 1d4 targets would automatically affect 4 targets; and so on. This affects all variables of the spell, but does not affect non-variable effects.

Persistent Word: Spell level +1. Prereq 1st level or higher bard or sorcerer. This feat is only available to bards and sorcerers. A persistent word spell's verbal component works despite magical silence, allowing the caster to cast the spell in a silence area. The verbal component is audible despite the magical silence. Note: this presupposes the Word of Power class ability that bards and sorcerers have in my setting; without that class ability, this is a useless feat compared to silent spell.

Quicken Spell: Spell level +4. Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. Note that sorcerers and bards may use this feat, and it does not increase their casting time to a full round for being metamagic; however, they can not combine this metamagic feat with any other metamagic feat in the same spell.

Ranged Channel Touch Spell: Prereq Channel Touch Spell. Spell level +3. This allows the character to cast a touch spell through his missile weapon. He must be holding the missile weapon when the touch spell is cast, and can attack with it to discharge the spell. This can not be used by someone else – the caster must be the one wielding the weapon.

Ranged Touch Spell: Spell level +3. This feat turns a touch spell into a ray with a range of Close (25 ft + 5 ft per level).

Still Spell: Spell level +1. The character can cast the spell without a somatic component.

Silent Spell: Spell level +1. The character can cast the spell without a verbal component. In my setting, bards and sorcerers can not use this metamagic feat.

Stretch Spell: Spell level +1. The duration of a "per level" spell is increased by one stage. Spells with a fixed duration (including concentration, instantaneous and permanent) can not use this feat. Regardless, a spell's duration can only be stretched for as long as the caster is awake. The stages are as follows:

1 round per level
10 minutes per level
1 hour per level
1 day per level

Transfer Spell: Spell level +2. The character can cast a spell with a range of personal or self as a touch spell, affecting someone else.

Transmute Spell Energy: Spell level +0 or +1. The character can alter the energy damage of a spell to another type. Anything from one die of damage to the full damage of the spell may be so translated (for example, a 10d6 fireball could be transmuted into a 5d6 fire, 5d6 frost ball). Each time this metamagic is applied to the spell, energy may be converted to one other energy type - thus, you could apply the metamagic twice (for +2 levels) and create a 4d6 fire, 4d6 frost, 2d6 sonic ball. If all damage is converted to the other energy type, and the energy type is not force, this adds +0 to the spell level; otherwise, this adds +1 to the spell level.

Note: Campaigns which do not address sonic damage by providing more creatures with sonic resistance should treat sonic energy as force energy when determining final spell level.
 
Last edited:

log in or register to remove this ad

How about a metamagic idea I suggested several years ago:

Span the Void

With this (incredibly expensive...) metamagic feat, spells can be cast within antimagic areas (beholder main eyes, magic dead areas from FR, and so on).

I'd guess it's worth about five or six levels.
 

Bounce Spell: Reminds me of how I usted to abuse reflect in Final Fantasy Tacticts (oh how I love that game). Looks fairly balanced and usefull. The only issue I'd have is spells with durations and such... can this be done with a bigsbuy's hand? Who does the hand then protect?

Chain Spell: Why dosn't it work for energy missiles, too? I think it may be a good idea to give a slight to-hit penelity to secondary rays, as well. Otherwise I'd say it looks good.

Channle Touch Spell: Great! One one thing, what about a cleric who uses a reach wepon to deal subdual damage and heal with it? Mabye let someone just touch with the weapon in order to make this more of a feature and less of a bug? Also, are you using the 3E or the revised whip (and thus is the whip a sutable channled spell weapon)

Compressed spell worries me quite a bit... I mean, this would really be great for lightning bolt. I'm not so sure this is a good balance between damage and power. Mabye instead it always grants a +2 to save DCs and +25% damage. The basic idea of a 1 level empower that often dosn't have any other drawbacks (single target, concentrated opponents) scares me.

Contingant Spell: I like it.

Enlarge: Wow. Just WOW. Multi-enlarged cones could take down nations now, not just cities... something else I'd be worried about. I think using this as the second feat in a chain after the original Enlarge may be more balanced... or mabye make this +2.

Lasting spell isn't bad.

Unless mass spell is limited to harmless magic it needs some of the restrictions of chain spell, IMHO. Also I'd keep touch spells touch (check the PH, as a full round action you can touch up to 6 willing targets).

Perfect Spell: Humm... maximize at +3. A bit more balanced, I think I'd need to run the numbers. Though one thing you do pay for with maximize is reliability, and that's something stat people often overlook. I could go either way on this one.

Transfer: Worries me a lot. Personal spells are often very very good. I'd make it +4, myself.

Transmute Spell Energy: Humm, looks good. You may want to do something about sonic damage, of course (as in give some more monsters resistance or immunity to it).
 

Heretic Apostate said:
Span the Void

With this (incredibly expensive...) metamagic feat, spells can be cast within antimagic areas (beholder main eyes, magic dead areas from FR, and so on).

I'd guess it's worth about five or six levels.
Hm. Looks cool, although I'm planning to change AMF a lot - instead of being an ultimate disbarment of magic, it will be more like an opposed check to suppress spells.
 

Destil said:
Bounce Spell: Reminds me of how I usted to abuse reflect in Final Fantasy Tacticts (oh how I love that game). Looks fairly balanced and usefull. The only issue I'd have is spells with durations and such... can this be done with a bigsbuy's hand? Who does the hand then protect?
Hm. I would say the ally who retargetted it. However, that's a good point - perhaps this should be limited to instant spells?

Chain Spell: Why dosn't it work for energy missiles, too? I think it may be a good idea to give a slight to-hit penelity to secondary rays, as well. Otherwise I'd say it looks good.
Missiles: mainly because missile spells typically have multiple missiles, or strange special effects - the balance aspect is a lot harder to predict, and would require custom text for each weird missile type.

To-hit penalty: Not a bad idea. Maybe the same as the DC penalty.

Channle Touch Spell: Great! One one thing, what about a cleric who uses a reach wepon to deal subdual damage and heal with it? Mabye let someone just touch with the weapon in order to make this more of a feature and less of a bug? Also, are you using the 3E or the revised whip (and thus is the whip a sutable channled spell weapon)
The metamagic does not require that you deal damage at all - a touch attack is fine.

Compressed spell worries me quite a bit... I mean, this would really be great for lightning bolt. I'm not so sure this is a good balance between damage and power. Mabye instead it always grants a +2 to save DCs and +25% damage. The basic idea of a 1 level empower that often dosn't have any other drawbacks (single target, concentrated opponents) scares me.
Hm. Actually, I think I'll drop the damage bonus entirely, and just make it boost save DCs.

Enlarge: Wow. Just WOW. Multi-enlarged cones could take down nations now, not just cities... something else I'd be worried about. I think using this as the second feat in a chain after the original Enlarge may be more balanced... or mabye make this +2.
I'm still deciding if I want to adopt the 3.5 cone (fixed cone size, rather than range-based cone size), or reword this to exclude cones (and use Expand Spell instead for cones). Either way, cones won't be affected by this metamagic feat.

Unless mass spell is limited to harmless magic it needs some of the restrictions of chain spell, IMHO. Also I'd keep touch spells touch (check the PH, as a full round action you can touch up to 6 willing targets).
Good idea on touch spells - otherwise, I'm pretty fine with it as is. Remember, chain spell and mass spell both hit targets within 30 ft, but mass spell is a level higher. It's also in line with other mass spells.

Perfect Spell: Humm... maximize at +3. A bit more balanced, I think I'd need to run the numbers. Though one thing you do pay for with maximize is reliability, and that's something stat people often overlook. I could go either way on this one.
fireball:
normal 10d6 averages 35 dmg and is 3rd level
empowered 15d6 averages 52 dmg and is 5th level
perfected 10d6 max does 60 dmg and is 6th level
double-empowered 20d6 averages 70 dmg and is 7th level

Transfer: Worries me a lot. Personal spells are often very very good. I'd make it +4, myself.
Remember that they won't be any more powerful at 2 levels higher - a 3rd level shield spell is a pretty severe trade-off for someone else's shield. The most worrisome one, I think, would be tenser's transformation, which would be an 8th level spell this way.

Transmute Spell Energy: Humm, looks good. You may want to do something about sonic damage, of course (as in give some more monsters resistance or immunity to it).
Yeah, this was basically my plan - in standard campaigns, you may wish to specify that force AND sonic energy get +1 automatically, rather than just force energy.
 

Critique!

Bounce Spell: Essentially you would use this to get around walls, or get line of sight where you cannot. What if a cleric bounces a hold person to a wizard with see invisibility? Can the wizard then target an invisible creature? Seems like for the effect it should only be SL +1.

Chain Spell: For 3 levels I'm not sure its really worth it? I mean, disintegrate is a 6th level spell, 9th level chained spell. You target one monster and 3 secondary. You hit on 3 of the 4 disintegrates. One gets resisted by SR. One makes his save. So you do about 45d6 damage for a 9th level spell. An empowered disintegrate is more dependable and level 8, but I suppose if the dice are rolling your way (or if you are targetting creatures without good defense) it could make for a nice spell effect. No suggestion.

Channel Touch Spell: I like it, its spellsword-ish as well as Storing (the weapon enhancement) reminiscent. It seems like there should be a second one though, one that works for ranged weapons (so you can channel a touch spell on a javelin/arrow/bolt).

Compressed Spell: As someone else said, this one is dicey. What if it reduced the area to 1 target, and if the spell had multiple targets (instead of an area) reduce it to only 1? Concentrate Spell?.

At any rate, you should list what kind of spells work with it and which don't. For instance can I compress Magic Missile, Wave of Fatigue, etc. Also note that even reducing Meteor Swarm's area by a little, by increasing its potency by one-half you come out way ahead.


Contingent Spell: Just a metamagic version of the same arcane spell? So divine people can get in on it?

Expand Spell: Isn't this like "Widen Spell" from Magic of Faerun? I dont have my book so I can't reference it.

Extend Spell: I still think this should move it one category longer lasting per +1 you spend. So Hold Person Extended with a +3 hold someone for hours/caster level. Hehe.

Mass Spell: The Jester plays a rather high powered game and has mass spell pinned at +3. Below is a link to his RG thread for elements in his game. Personally I don't know what level its better at, most of the spells people would mass would be buffs. Maybe use 3.5 as a ruling stick?

http://enworld.cyberstreet.com/showthread.php?s=&threadid=23482&pagenumber=1

Perfect Spell: I like it more than Maximize. I think its better at +3 than +4, and I like how you changed it to perfect any variable.

Ranged Touch Spell: Isnt there a meta like this in Tome and Blood? Seems oftly pricey at +4.

Transfer Spell: This is the one that seems like it should be higher. Giving out things like Globes of Invulnerability or Spell Turning should be more costly than 2 spell levels, imo.

Transmute Spell Energy: This is cool, but why is it free? This creates a lot more flexibility for arcane spellcasters, especially since they won't need to research many spells after this. Seems like it would be very nice with the new Burning Ray. Make one of the rays fire, one of them ice, one of them shock.... ;)

Technik
 
Last edited:

Re: Critique!

Technik4 said:
Bounce Spell: Essentially you would use this to get around walls, or get line of sight where you cannot. What if a cleric bounces a hold person to a wizard with see invisibility? Can the wizard then target an invisible creature? Seems like for the effect it should only be SL +1.
For the invisibility question, I would say yes. It can potentially double the effective range of a spell, get around corners, utilize an ally's unique senses (a bat familiar, for example, could be the "ally target"), and generally make the wizard's strategy a lot more flexible.

Chain Spell: For 3 levels I'm not sure its really worth it? I mean, disintegrate is a 6th level spell, 9th level chained spell. You target one monster and 3 secondary.
Or one monster and up to around a hundred targets. It depends on how many foes you are facing, and how bunched they are. But a 30 ft burst radius is pretty sizable.

Channel Touch Spell: I like it, its spellsword-ish as well as Storing (the weapon enhancement) reminiscent. It seems like there should be a second one though, one that works for ranged weapons (so you can channel a touch spell on a javelin/arrow/bolt).
Hm. Not a bad idea! Maybe with this as a prereq, and a higher level modifier. Consider it added.

Compressed Spell: As someone else said, this one is dicey. What if it reduced the area to 1 target, and if the spell had multiple targets (instead of an area) reduce it to only 1? Concentrate Spell?.
I'm thinking about it. Anyone else have any arguments on this one?

Contingent Spell: Just a metamagic version of the same arcane spell? So divine people can get in on it?
Essentially, yes, but also so that epic casters can do higher level spells. I'll be getting rid of the spell and using this instead (for divine casters, this is a matter of leaving the contingent spell with a celestial/infernal ally or something; they could call it "guardian angel spell").

Expand Spell: Isn't this like "Widen Spell" from Magic of Faerun? I dont have my book so I can't reference it.
Is it? I don't know - I don't have any Faerun books, but I think I pulled this one from the Ultimate Feats book.

Extend Spell: I still think this should move it one category longer lasting per +1 you spend. So Hold Person Extended with a +3 hold someone for hours/caster level. Hehe.
Unfortunately, this quickly makes spells far more useful than their spell slots - buff spells that are increased to xxx per level (like stoneskin, perhaps) can be cast at any level and last for days, and the "wasted" spell slot no longer matters.

Mass Spell: The Jester plays a rather high powered game and has mass spell pinned at +3. Below is a link to his RG thread for elements in his game. Personally I don't know what level its better at, most of the spells people would mass would be buffs. Maybe use 3.5 as a ruling stick?
At the moment, I'm happy with +4. I'm still playtesting this (and Chain Spell), however, and I may drop them both significantly.

Perfect Spell: I like it more than Maximize. I think its better at +3 than +4, and I like how you changed it to perfect any variable.
Thanks :).

Ranged Touch Spell: Isnt there a meta like this in Tome and Blood? Seems oftly pricey at +4.
Again, dunno. I don't have Tome and Blood, either. As for the +4, what level do you think ranged harm or ranged ghoul touch should be? ;)

Transfer Spell: This is the one that seems like it should be higher. Giving out things like Globes of Invulnerability or Spell Turning should be more costly than 2 spell levels, imo.
I can deal with an 8th level spell that gives the fighter an effective immunity to 4th level spells or lower. Especially since globe of invulnerability provides its benefits to any of your allies who need it anyway. A 9th level spell turning, I'm similarly cool with.

Transmute Spell Energy: This is cool, but why is it free? This creates a lot more flexibility for arcane spellcasters, especially since they won't need to research many spells after this. Seems like it would be very nice with the new Burning Ray. Make one of the rays fire, one of them ice, one of them shock.... ;)
It's only free if you change ALL of the spell's damage to a single energy type, and that energy type is not force (or sonic in many campaigns). If you have a multi-ray spell, and you change each ray to something different, that's +1 level per energy type except the original energy type.
 

I got my Magic of Faerun this time.

Widen Spell [Metamagic]
You can increase the area of your spells.
Benefit: A widened burst, emanation, or spread spell has its radius increased by 50%. Spells that do not have an area of one of these three sorts are not affected by this feat. A widened spell uses up a spell slot three levels higher than the spell's actual level.

Same level adjustment, but smaller increase and more restrictive list of things it works on. I'm not really sure if yours is bad though, as I never knew anyone to take Widen Spell unless they also took a prc found in that book which grants Widen Spell for no spell cost 1+Cha times/day. Additionally at 5th (the last) level of the prc, Widen is enhanced to +100% instead of +50% area.

I actually have some ideas for Extend Spell. First, any extended spell has a maximum length of 24 hours. Second, here are the categories:

1 round/level
1 minute/level
10 minutes/level
1 hour/level
24 hours

Making a move down the chart costs +1 spell level. If a spell has a fixed duration, the duration is doubled instead of using the chart (So no persistent divine favor). Personally I think it may work, but I have not playtested it. Obviously, for higher level wizards, going to 24 hours is usually excessive as 1 hour/level will get the job done, but its nice for those paranoid wizards :)

So a 3.5 bull's strength would be a 4th level spell to last 1 hour/level (and the max is 24 hours). It seems reasonable to me. Also if problems arose from people trying to play sleeping games (I cast this before I go to sleep, it lasts 24 hours, etc) then you can always make the max 12 hours (and the last category would become 12 hours as well).

I just don't find it broken to have a 3rd level mage casting mage armor as a second level spell and having it last all day. There could be combinations I haven't considered.

A couple updates courtesy of Tome and Blood.

Chain Spell is SL +3 and states: "you can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target normally, then arcs to a number of secondary targets equal to your caster level. All secondary targets must be within 30 feet of the primary target."

Yours is the same (including that if the spell does no damage, the secondary targets get +4 to saves) except for the target max.

Energy Substitution is your Transmute Spell Energy, but you give more options (like a hybrid Substitution/Admixture). Incidentally, while you charge levels for making say, a half ice half fireball, (this would be SL +1) energy admixture allows you to make a fireball that does an equal amount of cold damage. It costs +3 SL.

Reach Spell is in Defenders of the Faith (not Tome and Blood) and it turns touch into ray with a distance of 30 ft. SL +2. I think this is more reasonable, especially as the 30 ft is capped. You still have to get awfully close, but not quite melee. Seems especially nice with healing spells, although as you pointed out it has offensive capabilities too.

By the by, I wasnt listing what the splatbooks had them pinned to make you change or anything, just some food for thought.

Technik
 
Last edited:

Technik4 said:
Widen Spell [Metamagic]
Weird, I set something at a higher power level than Faerun! :eek: But really, I think this works reasonably well at +3. A 40 ft radius fireball is really fricking huge - 6th level is fine with me :).

I actually have some ideas for Extend Spell. First, any extended spell has a maximum length of 24 hours. Second, here are the categories:

1 round/level
1 minute/level
10 minutes/level
1 hour/level
24 hours
Hm... this has some real potential, although I think that its current cost would make it a "must have" metamagic. I point you to melf's acid arrow and the summon monster spells for two examples that jump right out at me.

That's not to say it's a bad thing, but I need to think whether I need/want another metamagic as useful as quicken.

The 24/12 hour limit - I assume that is to prevent casting a metamagicked-to-heck version every other day or so? How would you handle something like charm person?

A couple updates courtesy of Tome and Blood.

Chain Spell is SL +3 and states: "you can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target normally, then arcs to a number of secondary targets equal to your caster level. All secondary targets must be within 30 feet of the primary target."

Yours is the same (including that if the spell does no damage, the secondary targets get +4 to saves) except for the target max.
Hm. I took the feat from Ultimate Feats, and they must have forgotten the target max - so far as I know, the spell is built around lightning bolt and chain lightning.

Energy Substitution is your Transmute Spell Energy, but you give more options (like a hybrid Substitution/Admixture). Incidentally, while you charge levels for making say, a half ice half fireball, (this would be SL +1) energy admixture allows you to make a fireball that does an equal amount of cold damage. It costs +3 SL.
I didn't follow the last two sentences of this? The Energy Sub feat allows you to do a half fire, half cold ball, and that would be 6th level?

Reach Spell is in Defenders of the Faith (not Tome and Blood) and it turns touch into ray with a distance of 30 ft. SL +2. I think this is more reasonable, especially as the 30 ft is capped. You still have to get awfully close, but not quite melee. Seems especially nice with healing spells, although as you pointed out it has offensive capabilities too.
It looks like they based their cost on spectral hand, which takes up a 2nd level slot. However, spectral hand takes a full spell slot in addition to the spell, requires an additional round of casting, costs hit points to cast, can be targetted and destroyed, and has a Medium range.

Which makes a good point. I'll think on this.

By the by, I wasnt listing what the splatbooks had them pinned to make you change or anything, just some food for thought.
Is good :D
 

Technik4 said:
Chain Spell is SL +3 and states: "you can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target normally, then arcs to a number of secondary targets equal to your caster level. All secondary targets must be within 30 feet of the primary target."

Yours is the same (including that if the spell does no damage, the secondary targets get +4 to saves) except for the target max.
Actually double-checked, and mine does have the target max. "The spell hits one primary target, and then sprays outward to strike up to the caster’s level in secondary targets."

There are a few differences, though - mine specifies that you can only hit each target once, for example :).
 

Remove ads

Top