| Post/Author/DateTime | Post |
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| Azire06-28-07, 03:21 PM | The list of metamagic feats isnt exactly expansive compared to regular feats. Plus you have that spell slot increse for any spell you apply them to. I'm trying to think up some metamagic feats that are balanced, and worth taking. I would like some advice, suggestions, and thoughts. Ritual Metamagic You carefully cast your spells in a very elaborate manner to get the greatest possible effect out of them. Prerequisites: Any metamagic feat Effect: Increase the casting time of one of your spells by 1 minute in order to apply the effects of any metamagic feat to that spell without increasing the spell slot used for it. Rushed Spell You cast your spells faster, but sacrifice power in order to do so. Effect: The spell you apply this feat to is considered to be quickened, but only half of your caster levels are used to determine the spell's damage dice, duration, or anything else dependant on caster level. Special: You cant cast a rushed and a quickened spell in the same turn. Double Spell You can trade off a higher level spell to cast 2 low levels spells more easily. Prerequisites: Still Spell, Silent Spell, or Escew Materials Effect: Sacrifice a level 6 spell slot in order to cast 2 level 2 or lower spells at the same time. Special: The spells must have the same energy subtype. Cure and Inflict spells also work with this. This metamagic feat cannot be used with quicken spell. These are just to start off. I'm not sure how good they seem (spellcasting isny my speciality) or if they're balanced or not. |
| jaelis06-28-07, 03:27 PM | Ritual metamagic is broken for spells with long durations or long casting times that you would normally cast out of combat. And it completely breaks with persistant spell. Rushed spell is too strong. Plenty of spells have no level-dependent effect, and even for those that do, half a spell is vastly better than none. Twin spell does basically what your double spell does, but more coherently. |
| tarkin06-28-07, 04:32 PM | To fix Ritual Magic, I would simply have the casting time be increased by a factor of 10, and rule that it only works on metamagics that do not affect the casting time or duration of the spel I would also say explicitedly that a any casting time of less than a round counts as one round, so x10 = 10 rounds. |
| Azire06-29-07, 10:02 PM | Twin spell does basically what your double spell does, but more coherently. Not exactly. You sacrifice a higher spell slot, and in exchange you get to cast 2 different level 2 or lower spells. Scorching ray and Flame Sphere for example. To fix Ritual Magic, I would simply have the casting time be increased by a factor of 10, and rule that it only works on metamagics that do not affect the casting time or duration of the spel I would also say explicitedly that a any casting time of less than a round counts as one round, so x10 = 10 rounds. Thats a very good idea. Thank you. Any other ideas for new metamagic feats? They fascinate me. |