Communal spells as a metamagic feat


Homebrew and House Rules


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I've been reading up on the Communal Spells in Ultimate Combat, and I'm wondering if it might have been better to introduce them as a single metamagic feat. They seem pretty consistently implimented (same material component as original spell, 1 level higher than original). I'm wondering what design decision lead to them being done as individual spells instead.

In any case, I am considering offering the following metamagic feat. Any thoughts?

Communal Spell
You can divide a single-target spell among multiple recipients.
Benefit: You may divide spells with a range of touch, and a level-dependent duration between multiple targets. Each subject is treated as the target of the spell, and the duration is divided as evenly as possible between the targets, using the same increment as the base spell duration (minutes, hours, etc). No target can receive a duration increment smaller than the smallest increment of duration listed in the spell description.
A Communal spell uses a feat one level higher than the base spell.
Spells whose durations are not level dependent, as well as those with a range other than touch do not benefit from this feat.


Well I'm not sure they made all touch spells available as a communal version, so the GM should be ready and rule some spells as excluded from the feat, even though I can't really put my finger on one that would be overpowered by it.

Probably add that it can only affect allies, not enemies, at least I don't think there's a communal spell that targets enemies already.

But I guess the they made it this way soy ou don't have to learn another feat, but new spells instead. That's cool for wizards, druids and clerics, but not so much for sorcerers, oracles and bards.


Yeah, my main concern was that I don't have an encyclopedic knowledge of touch spells, so there might be the potential for abuse. I figured by including phrasing indicating the duration had to be level dependent (1 min/level, 1 hour/level, etc) would eliminate some abuse, such as spells with an instantaneous or permanent duration.

Regarding spells that might affect enemies, I did think about using phrasing for that. Targeting allies only seems like odd phrasing for a metamagic feat. I think the regular limits for a touch spell (1 hostile target, or 6 allies per round) would apply, so I was thinking of including phrasing that all targets must be touched on the first round.


Reposting in the correct forum...

Personally I really like the idea of a Communal Spell metamagic feat.

After looking at the descriptions of all the spells that were made communal, I came up with a first draft of such a feat. If anyone could critique it for restrictions or caveats that I'm missing, I'd appreciate it (I'd also be interested to see a complete listing of all spells that would fit the specified criteria).

Text Block wrote:

Communal Spell

You can spread the effects of your spell to multiple allies by dividing its duration amongst them.

Benefit
When casting a spell with a duration of 1 minute per level or greater, you may divide the duration in intervals among the creatures touched. For spells whose duration is based upon your level, the interval is equal to the part before the per level text (i.e. 1 minute/level becomes 1 minute intervals). Spells with a fixed duration are divided into the next smaller interval (e.g. 24 hours => 1-hour, 1 hour => 10 minutes, 10 minutes => 1 minute).

Restrictions
School: Abjuration, Conjuration, Divination, or Illusion only
Range: touch, 0-ft, or close
Target: one creature or object, may not create an area-based effect
Save: none or harmless

A communal spell uses up a spell slot one level higher than the spell's actual level.

Note: This feat would not remove the existing communal spells from play. Characters without this feat could still learn the communal versions of various spells if they preferred.

From a quick look thru the core Sorcerer/Wizard spells, it looks like the following spells would also fit these criteria in addition to including the existing communal spells (haven't checked other books or classes yet):

  • Mage Armor
  • Unseen Servant
  • Keen Edge
  • Magic Weapon, Greater
  • Secret Chest
  • Sequester
  • Statue

Thoughts?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I suspect the design choice was to nix Communual as a feat because quite simply, there isn't a buff spell you wouldn't use it on. It'd be too valuable a feat to pass up.


Perhaps the designers simply didn't know how to phrase the restrictions properly. I know they have a preference not to make feats too wordy. Still, looking at the spells that were made communal, it was pretty easy to see the pattern.

The restrictions I listed rule out all of the buffs with 1-minute/level and 1-round/level durations. They also rule out any with a target of "you" (although I think that might be an interesting option to open up).

In essence this takes care of the vast majority of buffs.

Liberty's Edge

Laithoron wrote:

Perhaps the designers simply didn't know how to phrase the restrictions properly. I know they have a preference not to make feats too wordy. Still, looking at the spells that were made communal, it was pretty easy to see the pattern.

The restrictions I listed rule out all of the buffs with 1-minute/level and 1-round/level durations. They also rule out any with a target of "you" (although I think that might be an interesting option to open up).

In essence this takes care of the vast majority of buffs.

So I guess then Communal protection from evil is no longer valid? Protection from evil is a 1 minute/level spell and was a Communal spell.


Laithoron wrote:
Note: This feat would not remove the existing communal spells from play. Characters without this feat could still learn the communal versions of various spells if they preferred.

No, it would not remove the spell from play, however one could not make the standard protection from alignment spells communal using the feat as currently written.

I suppose a GM could make exceptions as they see fit, but as LazarX pointed out, that could potentially open up a ton of spells for this feat.

The question then becomes, would that be a desirable change to the game as a whole, or would it be over-powered? Remember what's available to the party would be available to enemies/NPCs also.


When the Communal spells first came into the game, I argued this same thing with my GM and got the feat Communal Spell put in the game, much like the ways you have written it up.

When doing so I took the feat and used it for nearly any buff that I was going to cast, but it's real juice came by casting Communal Sacred Bonds, Bonding with the entire party in 1 round so I could cast healing spells at a range made me essentially UBER healer. Not to mention as a life oracle I was already pretty much UBER healer, with communal sacred bonds, communal shield other, and my Oracle ability to absorb 5hp per person/per round if they are 5 or more under max basically allowed me to take everyones damage and heal myself.

imagine someone is hit for 30hp of damage, 15 is taken by me immediately from shield other, 5 at the end of the round since they are 15 below max (so 30dmg really only hit them for 10 even BEFORE I cast a healing spell)

If they are not being hit every round I could leave them alone and in 2 rounds they will be back to max, if not I could heal them without moving next to them and putting myself in danger.

Definately a fun way to run a healer, healing just 1 person vs 5 is very handy, though when you look at my HP chart, you wouldnt envy the ammount of damage I would take in just 1 round. haha

remember that the vast majority of attacks dont hit for absurd ammounts of damage, 20dmg for example (you would only take 5 while I take 15)

although all of this could be done without a communal spell feat, it allows me to buff the entire party in 2 rounds (1 if quicken is used) so that they take little to no damage. Just a thought

So to recap, I like the Communal Spell Feat, but it can certainly be abused.

and try a life oracle with such a feat, and those particular spells. Is quite fun.

(I recommend juicing con and trying to get as much HP as possible, you WILL take ALOT of damage)

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