| Hydro RPG Superstar 2010 Top 32 |
These houserules were written ages ago for 3.5, but as pathfinder has done nothing to improve metamagic I'm going to go right ahead and shuffle them into my 3.P game.
Feedback welcome. In particular, the fact that "widen spell" is listed as a +3(!) adjustment on the Pathfinder srd makes me scratch my head- is there some huge broken-ness there that most of us just never saw, or is it a typo?
GROUND RULE CHANGES:
-All metamagic spells are treated as spells of the level used to cast them.
Basically, I'm applying "heighten spell" to everything automatically.
-A caster cannot regain a slot used to cast a spell while that spell is still in effect. Spells with durations of "permanent", as self-sustaining effects, are not subject to this limitation.
Avoids Extended Spell cheese, while still allowing some casters to drop multi-day spells.
THE FEATS:
Componentless Spell [metamagic]
Benefit:
Your spells do not require inexpensive arcane material or divine focus components. Spells with costly material or focus components still require them. This use of metamagic does not increase the level of the spell.
In addition, you can silence or still your spells. A silenced spell can be cast with no verbal components and takes up a slot one level higher than its actual level. A stilled spell can be cast with no somatic components and takes up a slot one level higher than its actual level. If you wish, you can silence and still the same spell- such a spell takes up a slot two levels higher than its actual level.
Special: bard spells cannot be silenced.
Because Silence Spell, Still Spell, and Eschew Components just generally aren't worth it by themselves. Arcana Evolved's Psion feat is still much better than this, and while Psion is one of the better feats in the system it's hardly a must-have. Yea, I know, "Componentless Spell" is a bad name. Also, do you think it's alright to let the cleric ditch his holy symbol?
Enlarge Spell [metamagic]
Benefit:
You can enlarge your spells. An enlarged spell increases all of it's distance parameters- including range, radius, maximum distance between two targets, etc.- by 100% for every spell level between the spell's actual level and the level of the spell slot used to power it. In general, any time a spell references a distance measured in feet, that distance is increased.
Enlarge Spell and Widen Spell, rolled into one feat, with most of the arbitrary restrictions pulled out. Then again, maybe those restrictions aren't arbitrary. Maybe I'm missing something, maybe I screwed up by removing them. Any thoughts?
Extend Spell [Metamagic]
Benefit:
You can extend your spells. An extended spell lasts longer than normal. For ever spell level between the spell's actual level and the level of the slot used to power it, increase its durration one step along the following table:
- 1 round/level
- 2 rounds/level
- 1 minute/level
- 10 minutes/level
- 1 hour/level
- 2 hours/level
For example, a Summon Monster II spell (which normally lasts 1 round per level) cast as a third level spell would last 2 rounds per level. If cast as a sixth level spell, it would last for 1 hour per level.
For spells with durations that aren't dependant on level, or spells with durations greater than 2 hours per level, increase its duration by 100% (or by an additional 100%) for each spell level added. A spell with a duration of concentration, instantaneous, or permanent cannot be extended.
For tactical-scale, 1 round/level spells, the duration is doubled. For long-term, 1 hour/level spells, the duration is doubled. But I've allowed for compound extending and increased the speed at which durations increase between those extremes to make it feasable to turn tactical-scale spells into long-terms spells. Using all-day summon monsters for guard duty or recon is what I'm going for here.
Heighten Spell [metamagic]
Benefit:
You can heighten your spells. A heightened spell gain +1 spell power (+1 to save dc and caster level checks to overcome spell resistance) for every two spell levels between the spell's normal level and the level of the slot used to cast it.
"+1 spell power" is powerful, but not too powerful, even considering that the DC automatically scales. A heightened chain lightning or freezing sphere still isn't as good as horrid wilting most of the time. I can see 17th level casters dropping heightened (x4) charm person spells for +4 to the save DC and penetration check, but considering that you could use an 8th level slot to cast mass charm monster and have it last days rather than hours...
| Krigare |
Going to take them step by step here. And just so its said...no, I don't like the metamagic system as its written in 3.0, 3.5, or PF really...so bear in mind I'm looking at this from a pure "how easily can I abuse this" perspective.
GROUND RULE CHANGES:
-All metamagic spells are treated as spells of the level used to cast them.
Basically, I'm applying "heighten spell" to everything automatically.
I've stated in another thread why I don't like this one, although if the feats you have below are the only ones allowed, the lack of quicken/maximize/empower makes it slightly less of an issue. If those three feats are in...it messes up quite a few things from my perspective. While I realize it might not be a huge issue, it does tend to trivialize getting new spells, and puts a bigger emphasis on gettig new slots and spell levels (as you can make old spells just as hard to resist and all, for free)
-A caster cannot regain a slot used to cast a spell while that spell is still in effect. Spells with durations of "permanent", as self-sustaining effects, are not subject to this limitation.
Avoids Extended Spell cheese, while still allowing some casters to drop multi-day spells.
I like that one...alot. It does avoid certain issues, and does it rather elegantly, altough the question comes up...what about spells that are innately multi-day spells?
THE FEATS:Componentless Spell [metamagic]
Benefit:
Your spells do not require inexpensive arcane material or divine focus components. Spells with costly material or focus components still require them. This use of metamagic does not increase the level of the spell.
In addition, you can silence or still your spells. A silenced spell can be cast with no verbal components and takes up a slot one level higher than its actual level. A stilled spell can be cast with no somatic components and takes up a slot one level higher than its actual level. If you wish, you can silence and still the same spell- such a spell takes up a slot two levels higher than its actual level.
Special: bard spells cannot be silenced.Because Silence Spell, Still Spell, and Eschew Components just generally aren't worth it by themselves. Arcana Evolved's Psion feat is still much better than this, and while Psion is one of the better feats in the system it's hardly a must-have. Yea, I know, "Componentless Spell" is a bad name. Also, do you think it's alright to let the cleric ditch his holy symbol?
This one is pretty cool actually. I don't see any real serious abusive potential to it. Although, I wouldn't let a cleric ditch his holy symbol, its not really a component, its more a focus item (I guess I come from a "its not like he can make that happen, he's just getting a favor from his god" school on divine casters)
Enlarge Spell [metamagic]
Benefit:
You can enlarge your spells. An enlarged spell increases all of it's distance parameters- including range, radius, maximum distance between two targets, etc.- by 100% for every spell level between the spell's actual level and the level of the spell slot used to power it. In general, any time a spell references a distance measured in feet, that distance is increased.Enlarge Spell and Widen Spell, rolled into one feat, with most of the arbitrary restrictions pulled out. Then again, maybe those restrictions aren't arbitrary. Maybe I'm missing something, maybe I screwed up by removing them. Any thoughts?
Um...as written...some spells become really frighteningly good. Broken...not sure...but I don't see any reason not to take it as a spell caster. Even a 1 level increase to double all of those...Horrid Wilting and Firestorm becomes better than many 9th level damage spells, many of the buff/debuff or defensive spells that effect an area start to cover massive areas with this.
Extend Spell [Metamagic]
Benefit:
You can extend your spells. An extended spell lasts longer than normal. For ever spell level between the spell's actual level and the level of the slot used to power it, increase its durration one step along the following table:
- 1 round/level
- 2 rounds/level
- 1 minute/level
- 10 minutes/level
- 1 hour/level
- 2 hours/level
For example, a Summon Monster II spell (which normally lasts 1 round per level) cast as a third level spell would last 2 rounds per level. If cast as a sixth level spell, it would last for 1 hour per level.
For spells with durations that aren't dependant on level, or spells with durations greater than 2 hours per level, increase its duration by 100% (or by an additional 100%) for each spell level added. A spell with a duration of concentration, instantaneous, or permanent cannot be extended.For tactical-scale, 1 round/level spells, the duration is doubled. For long-term, 1 hour/level spells, the duration is doubled. But I've allowed for compound extending and increased the speed at which durations increase between those extremes to make it feasable to turn tactical-scale spells into long-terms spells. Using all-day summon monsters for guard duty or recon is what I'm going for here.
Eh, not sure about this one. At first glance, makes me think divine metamagic level stuff...but then considering its eating up a higher level spell (the balancing factor you could say) I suppose its not as wow as it might seem. Good, but not abusive good (that I can think of this time of night anyway)
Heighten Spell [metamagic]
Benefit:
You can heighten your spells. A heightened spell gain +1 spell power (+1 to save dc and caster level checks to overcome spell resistance) for every two spell levels between the spell's normal level and the level of the slot used to cast it."+1 spell power" is powerful, but not too powerful, even considering that the DC automatically scales. A heightened chain lightning or freezing sphere still isn't as good as horrid wilting most of the time. I can see 17th level casters dropping heightened (x4) charm person spells for +4 to the save DC and penetration check, but considering that you could use an 8th level slot to cast mass charm monster and have it last days rather than hours...
Eh, its not bad. A few spells get some for of tangible benifit, but I don't see it being enough to break things.
| veector |
Componentless Spell [metamagic]
Benefit:
Your spells do not require inexpensive arcane material or divine focus components. Spells with costly material or focus components still require them. This use of metamagic does not increase the level of the spell.
In addition, you can silence or still your spells. A silenced spell can be cast with no verbal components and takes up a slot one level higher than its actual level. A stilled spell can be cast with no somatic components and takes up a slot one level higher than its actual level. If you wish, you can silence and still the same spell- such a spell takes up a slot two levels higher than its actual level.
Special: bard spells cannot be silenced.Because Silence Spell, Still Spell, and Eschew Components just generally aren't worth it by themselves. Arcana Evolved's Psion feat is still much better than this, and while Psion is one of the better feats in the system it's hardly a must-have. Yea, I know, "Componentless Spell" is a bad name. Also, do you think it's alright to let the cleric ditch his holy symbol?
I love this feat. Any interest in submitting this to the Pathfinder Database?
| Hydro RPG Superstar 2010 Top 32 |
I've stated in another thread why I don't like this one, although if the feats you have below are the only ones allowed, the lack of quicken/maximize/empower makes it slightly less of an issue. If those three feats are in...it messes up quite a few things from my perspective. While I realize it might not be a huge issue, it does tend to trivialize getting new spells, and puts a bigger emphasis on gettig new slots and spell levels (as you can make old spells just as hard to resist and all, for free)
Sorry, this is kind of an incomplete houserule isn't it?
It was my intention that Maximize Spell be changed to +4 and Empower Spell to +3, but because I didn't rewrite any of the rules text (they otherwise function as written) I also forgot to mention them.
In my first writeup, Quicken Spell was only +2, but was coupled with a houserule that set a hard limit on the total caster level worth of spells that you could cast in the round (so a level 10 wizard could cast one spell at CL7 and one spell at CL3. Minimum caster level by spell level applies). The idea was to make it so that Quicken spell was a great option for flexibility, or for characters who aren't primarily spellcasters, but not as good an option for raw damage output.
In my Pathfinder games I may just keep Quicken as written, however; that houserule has wide ramifications on the power of spellcasters, power of other swift-action spells, the place of swift action in the system, etc.
I've also never used Divine Metamagic, Rods of Metamagic, or any of the other powers which grant metamagic powers at fire-sale discounts so that players will actually use them. It is my intent that players will take and use metamagic feats.
altough the question comes up...what about spells that are innately multi-day spells?
I've never like the way you can cast a multi-day spell the day before a planned encounter in order to gain the spell effect without having to pay anything. It was my intention to reign that in.
Again, you can still do it, but you actually have to give something up for as long as the spell is around.
Um...as written...some spells become really frighteningly good. Broken...not sure...but I don't see any reason not to take it as a spell caster. Even a 1 level increase to double all of those...Horrid Wilting and Firestorm becomes better than many 9th level damage spells, many of the buff/debuff or defensive spells that effect an area start to cover massive areas with this.
Most "no two of which can be more than X feet appart" spells are broad enough to snare the entire enemy party 95% of the time. I'm not convinced that Enlarge is a great option for those, at least in a standard adventure.
It's a great option if you're joining in on a large-scale battle, but that's exactly what I want.
The best standard use of this that I can see would be an Empowered (x3) Antimagic Field. Killing all magic for 40 feet in all directions could be pretty wicked against some enemies, but for a 9th level slot I don't think it's out of line.
I love this feat. Any interest in submitting this to the Pathfinder Database?
Thank you, and most of my stuff should end up on the database. Presuming I remember to do so after the threads are dead (I'm bad at that sometimes).
| DM_Blake |
Most "no two of which can be more than X feet appart" spells are broad enough to snare the entire enemy party 95% of the time. I'm not convinced that Enlarge is a great option for those, at least in a standard adventure.
Huh?
Only if you're talking about a really tiny army. An army of pixies? Ants?
For example, Bear's Endurance, Mass, limits the army to standing within a 30'x30' area. The dining room of a typical McDonald's restaurant is larger than that.
Perhaps you are thinking that as long as every soldier in the army is within 30' of another soldier, even if they're spread out for miles, they will all get the benefit, but that's not what it says.
It says "no two of which". That means if the front guy is more than 30' from the back guy, then they are not both in the area of effect.
I do like your feats. Nicely done.
Me, I went a different way and left all the feats exactly as written but changed how they are applied to make them more appealing to spellcasters who now, in my houserules, take limited mobility, longer casting time, and chances of failure but they don't have to burn higher level slots to use their metamagic (but they can if they want to - they have the option of going either way).
But I like your way too.
| Hydro RPG Superstar 2010 Top 32 |
Hydro wrote:Most "no two of which can be more than X feet appart" spells are broad enough to snare the entire enemy party 95% of the time. I'm not convinced that Enlarge is a great option for those, at least in a standard adventure.Huh?
Only if you're talking about a really tiny army. An army of pixies? Ants?
"Party", not "army". Considering that an "X feet apart" spell lets you pick your targets, you can cast it right in the heart of the melee (without worrying about friendly fire) and catch everyone most of the time.
Looking back, I admit that I didn't realize how small that was; "30 feet apart" isn't the same as "30-foot radius". It's equivalent to a 15-foot radius. Still, I don't think this is all that powerful; how often do you encounter a mob of enemies spread out over 60 feet? And when you do, how often are all of them prime targets?
Mass buffs aren't an issue to me. Casting bull's strength over a 120-foot area is something that a 9th level spell should be able to do. Actually, it's probably something that a 5th level spell should be able to do.
Snorter
|
Most "no two of which can be more than X feet appart" spells are broad enough to snare the entire enemy party 95% of the time.
Huh?
Only if you're talking about a really tiny army. An army of pixies? Ants?
For example, Bear's Endurance, Mass, limits the army to standing within a 30'x30' area. The dining room of a typical McDonald's restaurant is larger than that.
Perhaps you are thinking that as long as every soldier in the army is within 30' of another soldier, even if they're spread out for miles, they will all get the benefit, but that's not what it says.
It says "no two of which". That means if the front guy is more than 30' from the back guy, then they are not both in the area of effect.
That's how I rule it too.
Can anyone explain why they continually used such a roundabout way of describing the area, instead of just flat-out saying 'x no of allies/enemies in a 15-foot radius sphere' or similar?I've lost count of the times I've had to have this same discussion.
| kyrt-ryder |
Sorry, this is kind of an incomplete houserule isn't it?
It was my intention that Maximize Spell be changed to +4 and Empower Spell to +3, but because I didn't rewrite any of the rules text (they otherwise function as written) I also forgot to mention them.
Why???
Maximize Spell is already the one of the single weakest metamagic for the level in the whole game. It's so bad for the level I'd be tempted to take Widen before it, at least that has tactical applications.
Empower's not great, but at least it's reasonable for the level, if anything were to be done, my suggestion would be to A: Reduce Maximize to +2 spell level adjustment, and B: Make it stack with Empower.
Speaking of which... that's a great idea. *scribbles notes in my houserules file*