Ravingdork |
Reach Spell (Metamagic)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
This new metamagic feat seems strictly better than enlarge spell. In fact, the ONLY time I can still see using enlarge spell is for long range spells for some extreme sniping.
Thazar |
They do different but similar things. Kind of like Empower and Maximize. You are correct that in most cases reach is going to be chosen first. And I think they should stack together as well.
Personally I would still very much prefer Enlarge when flying 800+ feet in the air raining down death.
One is more versatile while the other has a greater max limit.
Ravingdork |
For most uses Reach Spell seems a lot more useful. Breaking the Touch barrier is very powerful.
Enlarge Spell still has a place in bigger combats though. It doubles existing ranges so combat between sailing ships, for example, is still much better with Enlarge.
I wonder if they'd stack?
I'm sure they stack just fine.
King of Vrock |
Unfortunately I don't think that will work. Metamagics work on the base spell and ignore other metamagic feats applied. You still have to roll the damage on the Empowered & Maximized spell before adding that extra 50% to the Maximized total.
So an Enlarged Reach Cure Light Wounds bumped to close would be the same as just the Reach CLW bumped to close. The Enlarge wouldn't then double the close range because the original spell is touch and Enlarge doesn't apply.
--Can you smell what the Vrock is cooking?
Ravingdork |
Unfortunately I don't think that will work. Metamagics work on the base spell and ignore other metamagic feats applied. You still have to roll the damage on the Empowered & Maximized spell before adding that extra 50% to the Maximized total.
That's only partially true as far as I can tell. Maximize and Empower spell don't stack, just as you say, but I can't seem to find a rule that says metamagic ALWAYS works off just the base spell.
I think you can stack metamagic in the way I described, and that Empower/Maximize are simply exceptions (since it is specifically called out in their descriptions).
Abraham spalding |
Twowlves wrote:Is it me, or does this look like a perfect Metamagic feat for Spontaneously Healing clerics?Yes. And let's add Spell Perfection for additional cheese.
Considering you have to be 15th level and know the spell and choose only one spell for spell perfection to work with I'm not quite convinced that it is all that cheesy. You exchange feats for what you would have done with spell slots.
King of Vrock |
King of Vrock wrote:Unfortunately I don't think that will work. Metamagics work on the base spell and ignore other metamagic feats applied. You still have to roll the damage on the Empowered & Maximized spell before adding that extra 50% to the Maximized total.That's only partially true as far as I can tell. Maximize and Empower spell don't stack, just as you say, but I can't seem to find a rule that says metamagic ALWAYS works off just the base spell.
I think you can stack metamagic in the way I described, and that Empower/Maximize are simply exceptions (since it is specifically called out in their descriptions).
IDK, I see it more as a precedent. However I haven't found any other mentions of combining two MM Feats that effect the same aspects of a spell besides empower and maximize.
--Vrocking Grasp
Tanis |
If you use reach spell to cast healing spells on party members, to you need to roll for a ranged touch? Or do you consider that it hits automatically (like it does for touch healing)?
You'd have to roll to hit, but it's a touch attack and you can assume that they aren't going to be dodging it. So 9/10 they should hit.
Ravingdork |
A ranged touch attack is not needed because using a CLW on an ally requires no touch attack.
"Spells modified by this feat that require melee touch attacks instead require ranged touch attacks."
This feat keeps getting better and better.
I just realized that it is absolutely terrific for teleporting your entire party out of a bad situation regardless of where they are on the battlefield.
Ravingdork |
so if you do take this feat, and than the trait that allows you to ignore one level increase from a feat what spell would you choose for this trait?
Bestow Curse for a witch
Cure Critical Wounds for a clericTeleport for a sorcerer
Vampiric Touch for a wizard
Lathiira |
jjaamm wrote:so if you do take this feat, and than the trait that allows you to ignore one level increase from a feat what spell would you choose for this trait?Bestow Curse for a witch
Cure Critical Wounds for a cleric
Teleport for a sorcerer
Vampiric Touch for a wizard
Druid, bard, and other classes: any thoughts, Ravingdork?
jjaamm/Keldar |
jjaamm wrote:so if you do take this feat, and than the trait that allows you to ignore one level increase from a feat what spell would you choose for this trait?Bestow Curse for a witch
Cure Critical Wounds for a cleric
Teleport for a sorcerer
Vampiric Touch for a wizard
so your thinkin that with teleport you can target your allies in a 45' plus radius
Ravingdork |
Druid, bard, and other classes: any thoughts, Ravingdork?
Well, none of those are favored classes of mine, but I'll give it some thought...
Bard: Heroism/Greater Heroism (Buffing and singing to your party mates on the front line from the back line keeps you safe to buff another day.)
Cleric: Cure spell (any) (Works great with spontaneous casting. Never be too far away from a patient in need ever again.)
Druid: Barkskin (Great for you, your animal companion, or a party member.)
Inquisitor: Unwilling Shield (If the target charges a far off ally outside of close range, the spell is still in full effect.)
Oracle: Heal (I recommend teaming this up with Preferred Spell.)
Paladin: Shield Other (Serve and protect the weak and innocent, right? Now you can do it from across the battlefield.)
Ranger: Barkskin (as druid)
Sorcerer: Teleport or Vampiric Touch (Choose teleport if you want to save your whole party from disaster no matter where they are at. Choose Vampiric Touch if you are more selfish)
Summoner: Rejuvenate Eidolon (any); (Keeping your biggest class feature in play is ALWAYS the best thing you can do.)
Witch: Bestow Curse (Because witches, you know, curse people a lot.)
Wizard: Teleport or Vampiric Touch (as sorcerer)
Did I miss any classes?
so your thinkin that with teleport you can target your allies in a 45' plus radius
Or thousands of feet even. Yes. With a 9th-level spell slot you could teleport a up to six medium willing individuals even if they are as much as 2,400 feet away from one another.
Line of sight might be a problem though. :P
james maissen |
This new metamagic feat seems strictly better than enlarge spell. In fact, the ONLY time I can still see using enlarge spell is for long range spells for some extreme sniping.
They should have replaced enlarge spell with this one at the start of PF.
Likewise Widen spell at +3 level adjustment is ridiculously overpriced.
Neither of these would ever be taken.
Heighten would be another example which they've mitigated a bit.. but honestly a scaling DC increase would be in order here as well.
-James
Ravingdork |
Ravingdork wrote:
This new metamagic feat seems strictly better than enlarge spell. In fact, the ONLY time I can still see using enlarge spell is for long range spells for some extreme sniping.They should have replaced enlarge spell with this one at the start of PF.
Likewise Widen spell at +3 level adjustment is ridiculously overpriced.
Neither of these would ever be taken.
Heighten would be another example which they've mitigated a bit.. but honestly a scaling DC increase would be in order here as well.
-James
I can see Widen spell being used with Spell Perfection on a blaster spellcaster.
jjaamm |
Yawn.
Teleport: All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
the in "contact with you" is the touch part, so i see this being 'reach spelled". also could see loosely aplying to others through touching them, just read spell so could grab an item at distance to take away to study at your time.
cleric- breath of lifeRavingdork |
Gorbacz wrote:Yawn.
Teleport: All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
the in "contact with you" is the touch part, so i see this being 'reach spelled". also could see loosely aplying to others through touching them, just read spell so could grab an item at distance to take away to study at your time.
cleric- breath of life
Teleport: I don't think that presents a problem at all. It is obviously referring to the "touch" aspect of the spell range. I see little difference between the caster touching all targets and all targets chaining hands in a line. As such, I still think Reach Spell would work with teleport for ALL participants involved, provided they are within range of the caster.
Breath of Life: I considered that one too, but cure spells can be spontaneously cast, which makes them pretty desirable (as you can set the range to whatever you want whenever you want). Breath of Life on the other hand, would be useless unless you prepared it or had it as a Preferred Spell.
Gorbacz |
Teleport: I don't think that presents a problem at all. It is obviously referring to the "touch" aspect of the spell range. I see little difference between the caster touching all targets and all targets chaining hands in a line. As such, I still think Reach Spell would work with teleport for ALL participants involved, provided they are within range of the caster.
That's not part of the range. Everybody must be touching everybody, and you can't get around that using reach spell, except perhaps of the caster not having to touch the others, but they must still be cuddling each other for the spell to work.
Ravingdork |
Ravingdork wrote:
Teleport: I don't think that presents a problem at all. It is obviously referring to the "touch" aspect of the spell range. I see little difference between the caster touching all targets and all targets chaining hands in a line. As such, I still think Reach Spell would work with teleport for ALL participants involved, provided they are within range of the caster.
That's not part of the range. Everybody must be touching everybody, and you can't get around that using reach spell, except perhaps of the caster not having to touch the others, but they must still be cuddling each other for the spell to work.
And I disagreed with your interpretation (and still do).
jjaamm/Keldar |
Ravingdork wrote:
Teleport: I don't think that presents a problem at all. It is obviously referring to the "touch" aspect of the spell range. I see little difference between the caster touching all targets and all targets chaining hands in a line. As such, I still think Reach Spell would work with teleport for ALL participants involved, provided they are within range of the caster.
That's not part of the range. Everybody must be touching everybody, and you can't get around that using reach spell, except perhaps of the caster not having to touch the others, but they must still be cuddling each other for the spell to work.
can see it ruled this way.
now animate dead in combat. reach out and have dead enemies become your alliesRavingdork |
Gorbacz wrote:Ravingdork wrote:
Teleport: I don't think that presents a problem at all. It is obviously referring to the "touch" aspect of the spell range. I see little difference between the caster touching all targets and all targets chaining hands in a line. As such, I still think Reach Spell would work with teleport for ALL participants involved, provided they are within range of the caster.
That's not part of the range. Everybody must be touching everybody, and you can't get around that using reach spell, except perhaps of the caster not having to touch the others, but they must still be cuddling each other for the spell to work.
can see it ruled this way.
now animate dead in combat. reach out and have dead enemies become your allies
Nope. Totally not possible. You have to put gems in their eye sockets. *rolls eyes* /sarcasm
jjaamm |
jjaamm/Keldar wrote:Nope. Totally not possible. You have to put gems in their eye sockets. *rolls eyes* /sarcasmGorbacz wrote:Ravingdork wrote:
Teleport: I don't think that presents a problem at all. It is obviously referring to the "touch" aspect of the spell range. I see little difference between the caster touching all targets and all targets chaining hands in a line. As such, I still think Reach Spell would work with teleport for ALL participants involved, provided they are within range of the caster.
That's not part of the range. Everybody must be touching everybody, and you can't get around that using reach spell, except perhaps of the caster not having to touch the others, but they must still be cuddling each other for the spell to work.
can see it ruled this way.
now animate dead in combat. reach out and have dead enemies become your allies
darn missed that in my haste through spells
Tanis |
A ranged touch attack is not needed because using a CLW on an ally requires no touch attack.
"Spells modified by this feat that require melee touch attacks instead require ranged touch attacks."
I'm calling you on that one.
The line you quoted is specifying what happens if a melee touch attack is required, ie. it becomes a ranged touch attack instead.
Nowhere does it say that no ranged touch attack is required if your target is not adjacent.