Ascendent Spell metamagic feat


Pathfinder First Edition General Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Ascendent Spell is a metamagic feat from Mythic Adventures that can be taken by non-mythic characters. It lets you cast a mythic version of a spell in return for using up a spells slot 5 levels higher.

What does this mean for some of our Spell Perfection builds that we see out there?

One that immediately springs to mind is a focused blaster with a mythic perfected fireball.

EFFECTIVE SPELL LEVEL
03 Fireball
05 Ascended Fireball
03 Maximize Spell
01 Intensify Spell

By using traits to reduce the metamagic cost by 1, and a maximize metamagic rod to reduce the cost by an additional 3, we end up with a spell that is effectively 8th-level, making it legal for use with Spell Perfection (and only using up a 4th-level slot upon casting).

That spell is going to deal 150 fire damage + an additional 12 fire damage every round that they fail a save against catching on fire.

Now, stack that with certain sorcerer bloodlines and racial traits and you can end up with 177 fire damage (plus 12 per round) at 15th-level.

Heck, if you can fit in another spell slot level somehow, you could throw in Empower Spell as well!

Follow it up with a heavily metamagic'd quickened fireball and we may well break old forum records.

How might this feat effect other combinations, builds, and strategies out there?


Fortunately the truly silly version of Mythic Time Stop specifically requires tier 10. Hopefully other mythic spells that are really meant to only be in a highly mythic campaign will have that same caveat.

On topic, I'm not sure 5 levels is worth it. That's the equivalent of Dazing Spell + Persistent Spell. Can't even be used until 6th level spell slots.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Surely whether or not the benefit is worth it will depend on the spell. However, Spell Perfection makes the high cost a moot point if it happens to be the right spell.


I'm curious, due to the nature of Spell Perfection, it says that you can cast a spell with a metamagic feat as long as it doesn't hit above 9th level in adjustment. But if you don't adjust the level for the initial metamagic feat, doesn't that mean that you can cast an Ascendant Meteor Swarm and still only use up the 9th level slot?

You couldn't add any more metamagic feats and you don't necessarily need to choose Meteor Swarm for this exercise, but do you get where I'm coming from here?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

As far as I know, that initial "free" metamagic still counts against Spell Perfection's internal limitations. If it didn't, that is a game changer for a LOT of people.


I'm not entirely sure. Check the language.

Spell Perfection

Spell Perfection wrote:
Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

Now, what I'm looking at states that you add one MM feat without modifying the level. Ergo, if the total modified level isn't above 9th level, you get a free pass on one metamagic feat any spell you perfect. If it meant that the "free" metamagic feat still counted against the limitations, it would say something like:

Theoretical SP wrote:
... Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell would not use a spell slot above 9th level ...

Since it gives you one feat for free, that modification doesn't come into play. At least, that's the way I read it. I've never run a game testing that idea, but I'm only giving my two cents on the matter.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Anyone else care to chime in?


Spell perfection is badly worded, but I think the intend is pretty clear.

It makes no sense to include the line about "the total modified level" if the perfected metamagic wasn't included.
In that case it would simply be stating the obvious generel rule that we cannot cast spells above lvl 9.


Ravingdork wrote:


Now, stack that with certain sorcerer bloodlines and racial traits and you can end up with 177 fire damage (plus 12 per round) at 15th-level.

Heck, if you can fit in another spell slot level somehow, you could throw in Empower Spell as well!

Follow it up with a heavily metamagic'd quickened fireball and we may well break old forum records.

How might this feat effect other combinations, builds, and strategies out there?

The damage could go higher than you say for a dual-blooded sorcerer.

While the damage is slightly better than we've seen previously and the catching on fire is nice, I don't think it is that good.

The lvl 15 half orc draconic-orc-blood sorcerer is dealing 171 (no traits included) with a intensified maximized empowered fireball.

Add the possibility to add Dazing Spell on to that.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Pretty certain I included the numbers for a dual-blooded sorcerer half-orc in my calculations. Feel free to double check me.

I was hoping for more ideas on good uses of Ascendent Spell, rather than a debate on how Spell Perfection works.


Ravingdork wrote:

Pretty certain I included the numbers for a dual-blooded sorcerer half-orc in my calculations. Feel free to double check me.

I was hoping for more ideas on good uses of Ascendent Spell, rather than a debate on how Spell Perfection works.

The maximized ascendant spell deals 150 damage. Dual blooded adds 30, and lvl 15 half orc adds 7. So the total is 187 at lvl 15, plus the 12 burn.

I've haven't been going through the augmented spells yet, so I can't offer much on other uses.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You can't augment spells with Ascendent Spell unfortunately.


I think Ascendant Spell is better used to access the qualitative differences some mythic spells bring rather than use it with a blaster build. Mythic blasting spells are supposed to be a minor boost for casters who are actually mythic.


I think that's pretty apt. Most blasting spells don't get a really major boost unless they're augmented. And then you get to bypass resistances and immunities.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Pandora's wrote:
I think Ascendant Spell is better used to access the qualitative differences some mythic spells bring...

Care to name a few examples, perhaps?


Sure. I'll stick with mythic spells low enough that they can fit into 9th and lower slots with Ascendant Spell.

Invisibility: The invisibility can't be penetrated, revealed, or dispelled by spells of 2nd level or lower (such as see invisibility or glitterdust). Most commonly carried anti-invisibility does nothing.

Haste: Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature's normal speed for that movement type. Sure, it's an 8th level slot but your melees will love you. 50ft pounce.

Dimension Door: The duration of this spell changes to 1 round per 2 caster levels, and it creates a temporary, invisible, one-way portal in your square to your destination. Other creatures you designate can see it and come with.

Darkness: The illumination level in the area drops to darkness regardless of the existing lighting conditions. Non-mythic spells and effects can't increase the light level in the area. Creatures with darkvision and the power to see in darkness have difficulty seeing through this darkness, and can see as well as a human can in dim light. Works outdoors in direct sunlight, and even that nasty 8th level light spell can't dispel it. Great advantage if you have darkvision.

Deep Slumber: This spell works like mythic sleep, except that it affects up to 20 Hit Dice of creatures. Legendarily overgood spell that now works on everything up to around 16th level.

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