| Post/Author/DateTime | Post |
|---|---|
| FrostHammer03-06-07, 04:03 AM | Ok, let's say you have Empower Spell as a cleric. Can you spontaneously lose a 3rd level spell to cast an empowered Cure Light Wounds? |
| Valk03-06-07, 04:16 AM | Offcourse, it sais you can cast the spells and metamagic feats may be applied to spontaneous spells. Note they also increase the casting time. Casting an empowered cure serious wounds would take a full round action. Casting a maximised summon nature's ally would cost 2 rounds. |
| Wrong03-06-07, 08:38 AM | Offcourse, it sais you can cast the spells and metamagic feats may be applied to spontaneous spells. Note they also increase the casting time. Casting an empowered cure serious wounds would take a full round action. Casting a maximised summon nature's ally would cost 2 rounds. A full-round action to cast a metamagic spontaneous spell is the equivalent of a full-attack action for a fighter. Casting a metamagic summon nature's ally would cost one round and one full-round action. You act at your initiative order (5 ft. step allowed) in the second round, not in the third round as with a two rounds casting time. |
| Seeker9503-06-07, 08:56 AM | Casting a maximised summon nature's ally would cost 2 rounds.I recall reading that spells with a one round casting time or longer do not take any longer to cast when using metamagic. So while the maximized cure light wounds would indeed take a full round to cast, a maximized summons will not take two rounds. |
| Wrong03-06-07, 10:15 AM | From SRD METAMAGIC FEATS As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal). • Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.) For a spell with a longer casting time, it takes an extra full-round action to cast the spell. Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description. The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device. Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity. Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify. Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell. Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell. Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell. From SRD COMBAT > Actions in combat Cast a Spell A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action). These actions must be consecutive and uninterrupted, or the spell automatically fails. When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration from one round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell. You only provoke attacks of opportunity when you begin casting a spell, even though you might continue casting for at least one full round. While casting a spell, you don’t threaten any squares around you. This action is otherwise identical to the cast a spell action described under Standard Actions. • Casting a Metamagic Spell: Sorcerers and bards must take more time to cast a metamagic spell (one enhanced by a metamagic feat) than a regular spell. If a spell’s normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a sorcerer or bard. Note that this isn’t the same as a spell with a 1-round casting time—the spell takes effect in the same round that you begin casting, and you aren’t required to continue the invocations, gestures, and concentration until your next turn. For spells with a longer casting time, it takes an extra full-round action to cast the metamagic spell. • Clerics must take more time to spontaneously cast a metamagic version of a cure or inflict spell. Spontaneously casting a metamagic version of a spell with a casting time of 1 standard action is a full-round action, and spells with longer casting times take an extra full-round action to cast. We should have started here :) |
| Seeker9503-06-07, 12:39 PM | Thanks, Wrong! |