Spellwarp


Homebrew and House Rules


I like the concept of the Spellwarp Sniper from the Complete Scoundrel but I'm not so sure the first level ability needs to be a class ability. It seems generic enough that it could be a feat so I'm taking a shot at turning it into one.

Spellwarp (Metamagic)
You've learned how to condense your area spells into a single, concentrated beam that can hit a single target.
Benefit: You can alter the form of certain area spells into rays as you cast them. As a free action, you can convert an area spell with instantaneous duration and a range greater than touch. The spell's level, components, range and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray".
The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays. You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.
You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.

Do you foresee any problems with this? Is it balanced when compared to the other feats?

I think the 5th level ability might also be converted into a feat for general use. Lose the part about Empower Spell for free and I got the following.

Ray Mastery
You are a master marksman with ray spells.
Prerequisite: Base Attack Bonus of +6, Sneak Attack (or similar ability) of +3d6
Benefit: You can apply the extra damage from sneak attack to ray attacks against a target within 60 feet, instead of 30 feet. You can also deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.


Umm do rays normally do 20d6 on a ranged touch attack?


DrDew wrote:

I like the concept of the Spellwarp Sniper from the Complete Scoundrel but I'm not so sure the first level ability needs to be a class ability. It seems generic enough that it could be a feat so I'm taking a shot at turning it into one.

Spellwarp (Metamagic)
You've learned how to condense your area spells into a single, concentrated beam that can hit a single target.
Benefit: You can alter the form of certain area spells into rays as you cast them. As a free action, you can convert an area spell with instantaneous duration and a range greater than touch. The spell's level, components, range and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray".
The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays. You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.
You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.

Do you foresee any problems with this? Is it balanced when compared to the other feats?

I think the 5th level ability might also be converted into a feat for general use. Lose the part about Empower Spell for free and I got the following.

Ray Mastery
You are a master marksman with ray spells.
Prerequisite: Base Attack Bonus of +6, Sneak Attack (or similar ability) of +3d6
Benefit: You can apply the extra damage from sneak attack to ray attacks against a target within 60 feet, instead of 30 feet. You can also deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.

So basically a zero level adjustment metamagic feat. I don't have any problems with it. I mean, when you convert a Cone of Cold into a Ray, you remove the negatives (hitting potential friends), but balance that by making it target only one creature rather than an area.

I believe though, if it is a Metamagic feat you can't apply it on the fly, unless your class allows you to (such as a Sorc and Bard (and I am sure a couple classes from the APG)). So, as you have it written, it would mechanically be different from the way other Metamagics work.

-Windquake


The sculpt spell metamagic feat has a lv. ajustment of one. (in the complet arcane)
sence you would be altering the area the same way as sculpt spell would, i say put a +1 lv. ajustment on Spellwarp (Metamagic) as well.


i have thought of the same thing.


Patterson wrote:

The sculpt spell metamagic feat has a lv. ajustment of one. (in the complet arcane)

sence you would be altering the area the same way as sculpt spell would, i say put a +1 lv. ajustment on Spellwarp (Metamagic) as well.

Except sculpt spell lets you sculpt it into multiple different shapes of choice. Spellwarp is just one single shape.

If you want spellwarp to have a +1 cost, make it a part of sculpt spell, rather than trying to charge a whole feat to gain the ability to spellwarp (bare in mind spellwarp is at best an even trade between two options) at +1.


Patterson wrote:

The sculpt spell metamagic feat has a lv. ajustment of one. (in the complet arcane)

sence you would be altering the area the same way as sculpt spell would, i say put a +1 lv. ajustment on Spellwarp (Metamagic) as well.

I'm not even sure sculpt spell is on par with other metamagic feats in Pathfinder. It seems weak for a level 1 adjustment to me. All it does is let you cast an area spell as a different area. Cylinder (10 foot radius, 30 feet high), Cone (40 foot long), four 10 foot cubes, or a ball (20 foot radius spread).

That doesn't even make the spell any more powerful since a wizard would still have to prepare the spell in the shape he wanted ahead of time. Other classes would still have to shape it for a full round to cast it.
I'd be tempted to re-write that one without a level adjustment.

Maybe I'm just not seeing how preparing a spell as different shape than it normally is, is more powerful. Is a fireball in a cone better than a 20ft sphere?

Windquake wrote:
I believe though, if it is a Metamagic feat you can't apply it on the fly, unless your class allows you to (such as a Sorc and Bard (and I am sure a couple classes from the APG)). So, as you have it written, it would mechanically be different from the way other Metamagics work.

You're right. I re-wrote Spellwarp without the ability to cast it on the fly so that it still functions the same as other metamagic feats.

Spellwarp (Metamagic)
You've learned how to condense your area spells into a single, concentrated beam that can hit a single target.
Benefit: You can alter the form of certain area spells into rays. You can convert an area spell with instantaneous duration and a range greater than touch. The spell's level, components, range and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray".
The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays. You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.
You can apply other metamagic feats as normal to the spell, as long as they can affect ray spells.

Any opinions on the second feat? Ray Mastery?


The big problem is that yer throwing a feat out there that takes the saves off of spells that normally have them. Instead of them getting a save for half damage, you have to hit them with a ranged touch attack, which is much easier....especially considering if you take Spellwarp as a feat you are probably built to take advantage of it...

It should at least have a adjustment of +1 spell level to memorize.

Honestly, the thing with the class was that you were missing some caster levels to even get into it, which made its benefits already have a trade off. By allowing the feat you get rid of the trade off, making it more powerful.

Edit:

Ray Mastery feat seems fine, but I would add a caster level requirement as well as the other stuff. Doesn't have to be high, but it would be appropriate. Considering that you've kept the trade-off by including the sneak attack pre-req I think it is ok.


Sylvanite wrote:

The big problem is that yer throwing a feat out there that takes the saves off of spells that normally have them. Instead of them getting a save for half damage, you have to hit them with a ranged touch attack, which is much easier....especially considering if you take Spellwarp as a feat you are probably built to take advantage of it...

It should at least have a adjustment of +1 spell level to memorize.

Honestly, the thing with the class was that you were missing some caster levels to even get into it, which made its benefits already have a trade off. By allowing the feat you get rid of the trade off, making it more powerful.

It was a tradeoff because it was a dual-progression PrC. I can guarantee you Spellwarp without sneak attack is not worth any tradeoff.

You're trading the save for half for a ranged touch attack, and at the same time your trading away group damage for single target.

Look at how much damage polar ray does, and in PF more effects were added to it because single target damage for a spellcaster just is not that good.

I repeat. If you want to make Spellwarping cost a level adjustment, make it part of sculpt spell.

If Spellwarping is an independent metamagic, make it +0.


Damage in general isn't good for spellcasters, yer right. Yer right about the dual progression thing as well, progressing SA and casting, I forgot about that.

I guess it's fine as long as you don't allow Wings of Flurry in your game : )


Sylvanite wrote:

Damage in general isn't good for spellcasters, yer right. Yer right about the dual progression thing as well, progressing SA and casting, I forgot about that.

I guess it's fine as long as you don't allow Wings of Flurry in your game : )

Oh of course I allow wings of flurry in my game :D And wings of cover (really managed to piss a DM off with wings of cover one time though...)

It's really powerful with that spell though, so DM's beware xD.


Sylvanite wrote:
Ray Mastery feat seems fine, but I would add a caster level requirement as well as the other stuff. Doesn't have to be high, but it would be appropriate. Considering that you've kept the trade-off by including the sneak attack pre-req I think it is ok.

I'm adding Weapon Focus (Ray) to the prerequisites of Ray Mastery. I don't want to add a spell casting requirement because I was thinking a character could make use of it with a wand or similar item.

Ray Mastery
You are a master marksman with ray spells.
Prerequisite: Base Attack Bonus of +6, Sneak Attack (or similar ability) of +3d6, Weapon Focus (Ray)
Benefit: You can apply the extra damage from sneak attack to ray attacks against a target within 60 feet, instead of 30 feet. You can also deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.

Sylvanite wrote:

Damage in general isn't good for spellcasters, yer right. Yer right about the dual progression thing as well, progressing SA and casting, I forgot about that.

I guess it's fine as long as you don't allow Wings of Flurry in your game : )

I dunno what Wings of Flurry is :D


Wings of Flurry is a spell from Races of Dragon (whaaaaat a broken book). It was d6 per caster level damage (uncapped!), and an area spell that did FORCE damage. Oh yeah, and it was reflex save or be dazed.

So with spellwarp it was high damage, no save lockdown, with a damage type that no one resists.

Wings of Cover is also awesome from that book, but my favorite is Greater Mighty Wallop....how the magus would love that spell!


Sylvanite wrote:

Wings of Flurry is a spell from Races of Dragon (whaaaaat a broken book). It was d6 per caster level damage (uncapped!), and an area spell that did FORCE damage. Oh yeah, and it was reflex save or be dazed.

So with spellwarp it was high damage, no save lockdown, with a damage type that no one resists.

Wings of Cover is also awesome from that book, but my favorite is Greater Mighty Wallop....how the magus would love that spell!

To answer the questions Dr Drew is likely to have, I'll expand this explanation.

Wings of Flurry was a 4th level evocation spell with the effect Sylvanite explained. It was an area effect burst centered on the caster (but let you choose the targets of said burst, the force wings you evoked smacked around the people you chose) with a radius of 30 feet, or something along those lines, I don't remember exactly.

Wings of Cover was a 2nd level evocation spell that is cast as an immediate action, and gives you full cover for one 'instant' (where an 'instant' is defined as the amount of time it takes for any instantaneous dangerous event to happen, such as an attack or instantaneous duration spell)

Mighty Wallop was a first level transmutation spell that increased the damage dice of a bludgeoning weapon by one size category.

Greater Mighty Wallop was a third level transmutation spell that increased the damage dice of a bludgeoning weapon by one size category per x caster levels (either 4 or 5, I don't remember for certain.)

I don't remember the duration on the mighty wallops, but I'm ninety percent sure it was at least one minute per caster level.


I gotta start writing my posts outside of the browser 'cause Paizo keeps eating them when I type long ones.

Sounds like Wings of Flurry should probably get a 10d6 cap and then it might be balanced as a 4th level spell. Although the dazed effect might push it to a 5th level.

Mighty Wallop plus Wings of Cover on a Sorcerer could be pretty damn wicked.


DrDew wrote:

I gotta start writing my posts outside of the browser 'cause Paizo keeps eating them when I type long ones.

Sounds like Wings of Flurry should probably get a 10d6 cap and then it might be balanced as a 4th level spell. Although the dazed effect might push it to a 5th level.

Mighty Wallop plus Wings of Cover on a Sorcerer could be pretty damn wicked.

I'm not 100% sure about the 10d6 cap. It's such a close range spell that usually the mage would die the next turn after he used it, especially if there was more than one strong target within range of it.

Sure it's got a great secondary effect, if the target fails their save, but if they do save it's just 1/2 damage like all other evocations.

I could see a 15d6 cap (or hell, even a 20d6 cap, considering the caster level boosting shenanigans that were so problematic in 3.5)

EDIT: Yeah, wings of cover will save your ass a lot. It's one of the 3.5 patches on the sorcerer that helped it compete a bit with the wizard.

The nice thing about the mighty wallop spells? Range of touch, targeting the weapon in question. Cast it on your party monk, it could just save your life lol.


kyrt-ryder wrote:
DrDew wrote:

I gotta start writing my posts outside of the browser 'cause Paizo keeps eating them when I type long ones.

Sounds like Wings of Flurry should probably get a 10d6 cap and then it might be balanced as a 4th level spell. Although the dazed effect might push it to a 5th level.

Mighty Wallop plus Wings of Cover on a Sorcerer could be pretty damn wicked.

I'm not 100% sure about the 10d6 cap. It's such a close range spell that usually the mage would die the next turn after he used it, especially if there was more than one strong target within range of it.

Sure it's got a great secondary effect, if the target fails their save, but if they do save it's just 1/2 damage like all other evocations.

I could see a 15d6 cap (or hell, even a 20d6 cap, considering the caster level boosting shenanigans that were so problematic in 3.5)

EDIT: Yeah, wings of cover will save your ass a lot. It's one of the 3.5 patches on the sorcerer that helped it compete a bit with the wizard.

The nice thing about the mighty wallop spells? Range of touch, targeting the weapon in question. Cast it on your party monk, it could just save your life lol.

I didn't take the range of the spell into consideration. I could see bumping it to 15d6 but because it's force (and nothing resists that), I can't see allowing it beyond that.

I've liked the concept of the sorcerer since it came out but I always have trouble justifying being one when a Wizard gets its spells sooner. Takes a full level longer for a Sorcerer to take the same prestige class.
It's kind of sad when it takes one spell to make people want to be one. :D


DrDew wrote:
kyrt-ryder wrote:
DrDew wrote:

I gotta start writing my posts outside of the browser 'cause Paizo keeps eating them when I type long ones.

Sounds like Wings of Flurry should probably get a 10d6 cap and then it might be balanced as a 4th level spell. Although the dazed effect might push it to a 5th level.

Mighty Wallop plus Wings of Cover on a Sorcerer could be pretty damn wicked.

I'm not 100% sure about the 10d6 cap. It's such a close range spell that usually the mage would die the next turn after he used it, especially if there was more than one strong target within range of it.

Sure it's got a great secondary effect, if the target fails their save, but if they do save it's just 1/2 damage like all other evocations.

I could see a 15d6 cap (or hell, even a 20d6 cap, considering the caster level boosting shenanigans that were so problematic in 3.5)

EDIT: Yeah, wings of cover will save your ass a lot. It's one of the 3.5 patches on the sorcerer that helped it compete a bit with the wizard.

The nice thing about the mighty wallop spells? Range of touch, targeting the weapon in question. Cast it on your party monk, it could just save your life lol.

I didn't take the range of the spell into consideration. I could see bumping it to 15d6 but because it's force (and nothing resists that), I can't see allowing it beyond that.

I've liked the concept of the sorcerer since it came out but I always have trouble justifying being one when a Wizard gets its spells sooner. Takes a full level longer for a Sorcerer to take the same prestige class.
It's kind of sad when it takes one spell to make people want to be one. :D

I agree with you completely on the sorcerer thing. They really deserved same spell level progression. (As a side note, Wings of Cover was one of several sorcerer only spells that, as a whole, made the sorcerer something special. I would never take sorcerer just for Wings of Cover lol, but if I am a sorcerer for concept reasons I certainly would appreciate it.)


Greater Mighty Wallop laster an hour/level! It was basically like Greater Magic Weapon but increased the damage die of Bludgeoning weapons by a ton.

I remember the days when I was allowed to use that stuff fondly...

TWF with clubs or a quarterstaff, buffed up with Greater Magic Weapon and Greater Mighty Wallop, full power attack with Wraithstrike (2nd level spell, swift action, attacks in current round are resolved as touch attacks), along with whatever other buffs you needed (Heroism, Heroics, Dragonskin, Nerveskitter...god 3.5 was broken by the end)

All of this of course you would do with a build using the awesome PrC Abjurant Champion. I miss that class.

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