Advanced d20 Magic and Metamagic Feats


Conversions

Silver Crusade

Advanced d20 Magic alters the magic system changing from a Vancian Caster style to a Slayers caster style or a Record of Lodoss War style (Record of Lodoss War is the second D&D definitive Animated Series, the D&D cartoon was the first, Slayers is the third).

Basically, a spell caster can dust off as many spells as he likes as long as he can take the drain (I can take it, I can take it!).

The players roll spell casting as if it was a skill, against a difficulty class ranging from 15 (read magic) to 101 (Wish!). Spellcraft modifies the roll, and from the start a spell caster is considered to have learned Silent Spell and Still Spell automatically and have to add incantations, evocations, rituals, foci (reagents), a sacrifice of body (hit points), and/or a sacrifice of mind (XP) to reduce their spell casting DC. Metamagic feats add to the spell's casting DC, but magical crafting is easy to understand.

This is about converting the various Metamagic Feats to the Ad20M system. A new thread will tackle the wizard. The Bard, the Ranger, the paladin, the Druid, and the Cleric still follow under the rules in Ad20M and it is up to the GM on how to handle those classes and their magic.

This thread assumes you know the rules in Advanced d20 Magic. If you don't have the book or haven't read it, please don't comment on how confusing the thread is.

(Note: threads are moved to Conversions)

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Expanded Arcana (General Feat)
You can increase the allotment of learned spells.

Benefit: This grants the character an additional four spell slots. This feat may be taken more than once and counts as a Sorcerer bonus feat.

Magical Artisan (General Feat)
You have a natural understanding of magical devices of all types.

Benefit: you gain a +2 bonus to your item creation rolls.

Improved Metamagic (General Feat)
You have a better alacrity when applying metamagic feats to your spells.
Benefit: Reduce the penalty for any type of metamagic by 2. For example, casting a spell with Widen Spell (+12 DC penalty) is reduced to a +10 DC penalty. While an Enlarged Spell (+4 DC penalty) has only a +2 DC penalty.

Magical Blood (Trait): You have magical blood in your family tree and spell casting comes easily to you. You gain a +2 bonus to Fortitude Saves against Drain and Control checks for any spell you know.

Magical Defense (General Feat)
You have learned to protect yourself against hostile magic of one type.
Benefit: You select one type of magic or a school of magic, and gain a +2 bonus to all saving throws against spells of this type. Plus, you also gain a +2 AC competence bonus against attacks made by spells or magical effects of that type.
Special: This bonus does not apply to attacks made by magical creatures.

Multi-Caster (General Feat)
You have learned to divide your attention more effectively and can cast multiple spells more easily.
Benefit: the DC of Concentration checks to cast a spell while maintaining another is only 10 +5 per sustained spell.

Metamagic Feats

Empower Spell
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half.
Saving throws and opposed rolls are not affected, nor are spells without random variables including bonuses to those dice rolls. An empowered spell has it's DC increased by +8.

Enlarge Spell
You can increase the range of your spells.
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell has it's DC increased by +4.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.

Extend Spell
You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell has it's DC increased by +4.

Fork Spell
You can cast spells that affect a greater number of targets.
Benefit: The number of targets of a forked spell is doubled. All targets must be within range of the spell's effect. A Forked Spell has its DC increased by +8.

Heighten Spell
You can cast spells as if they were more potent that they actually are.
Benefit: Unlike other Metamagic forms, Hieghten Spell actually increases the effective DC of the spell it modifies. All effects dependent on the DC (such as it's save DC and the spells's ability to penetrate a lesser globe of invulnerability are calculated according to the Heightened DC.) A spell's Save DC increases by +1 for every +5 penalty to it's casting DC.

Example: Harry the Clueless decides to Heighten a Fireball spell using this feat. He decides to increase it's DC by +10, giving the spell a +2 to it's save DC.

Homing Spell
You can cast spells that more effectively overcome your target's resistance. The principles of this feat was applied to the primordial Arcane Bolt spell, creating the Magic Missile spell and Force Missile evoker ability.

Benefit: A spell modified with this Metamagic feat will home in on it's target like a Magic Missile. The target(s) of a Homing Spell must make an additional saving throw and use the worst of the results. The effect of a Homing Spell affects only the direct target of the spell. Spells with an area of effect only home in on their direct target -- other targets caught in the area of effect are not penalized. A Homing Spell has its DC increased by +8.

Maximize Spell
Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell has it's DC increased by +12.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Quicken Spell
You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell has its DC increased by +16. Casting a quickened spell doesn't provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

Widen Spell
You can cast your spells so that they occupy a larger space.
Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell increases the casting DC of a spell by +12.
Spells that do not have an area of one of these four sorts are not affected by this feat.

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Metamagic Feats from the APG.

Bouncing Spell (Metamagic)
You can direct a failed spell against a different target.

Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. A bouncing spell adds +4 to a spell's Casting DC.

Dazing Spell (Metamagic)
You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell adds +12 to a spell's Casting DC. Spells that do not inflict damage do not benefit from this feat.

Disruptive Spell (Metamagic)
Your magical energies cling to enemies, interfering with their spellcasting.
Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell adds +4 to a spell's Casting DC.

Ectoplasmic Spell (Metamagic)
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell adds +4 to a spell's Casting DC.

Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. Elemental Spell adds +4 to a spell's casting DC.
Special: You can gain this feat multiple times. Each time you must choose a different energy type.

Focused Spell (Metamagic)
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. Focused Spell adds +4 to a spell's DC.
Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.

Intensified Spell (Metamagic)
Your spells can go beyond several normal limitations.
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Intensified Spell adds +4 to a spell's DC.

Lingering Spell (Metamagic)
You spell clings to existence, slowly fading from the world.
Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.
A lingering spell has it's DC increased by +4.

Silver Crusade

(APG Metamagic Feats Cont.)

Persistent Spell (Metamagic)
You can modify a spell to become more tenacious when its targets resist its effect.
Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell has it's casting DC increased by +8.
Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.

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 adds +4 to the spell's casting DC for each increase in range category. For example, a spell with a range of touch increased to long range has it's casting DC increased by +12. 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.

Selective Spell (Metamagic)
Your allies need not fear friendly fire.
Prerequisite: Spellcraft 10 ranks.
Benefit: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell. A selective spell has it's casting DC increased by +4.
Spells that do not have an area of effect do not benefit from this feat.

Sickening Spell (Metamagic)
You can sicken creatures with your spells.
Benefit: You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell. A sickening spell has it's casting DC increased by +8.
Spells that do not inflict damage do not benefit from this feat.

Thundering Spell (Metamagic)
You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.
Benefit: You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. A thundering spell has it's casting DC increased by +8.
Spells that do not inflict damage do not benefit from this feat.

Silver Crusade

Metamagic feats from Ultimate Magic (for those who thinks that Ultimate Magic is awesome).

Burning Spell (Metamagic)
You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2× the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell has it's casting DC increased by +8.

Concussive Spell (Metamagic)
You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
Benefit: With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell.
A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell has it's casting DC increased by +8.

Echoing Spell (Metamagic)
You have learned how to release most, but not all, of a spell's potential when you cast it.
Benefit: When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell has it's casting DC increased by +12.

Flaring Spell (Metamagic)
You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.
Benefit: The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity descriptor. A flaring spell has it's casting DC increased by +4.

Piercing Spell (Metamagic)
Your studies have helped you develop methods to overcome spell resistance.
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell has it's casting DC increased by +4.

Rime Spell (Metamagic)
Creatures damaged by your spells with the cold descriptor become entangled.
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor. A rime spell has it's casting DC increased by +4.

Thanatopic Spell (Metamagic)
Your spells can pierce wards against negative energy and even affect undead targets.
Prerequisites: Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Benefit: A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist.
For example, you could cast a thanatopic vampiric touch or enervation spell on a target under the effects of death ward, and the target would suffer the normal effect of the spell. Saving throws and SR (if any) still apply.

Undead are susceptible to spells augmented by this feat, as it retunes the negative energy to be harmful to them. A thanatopic spell that would kill a living creature (such as by giving it negative levels equal to its Hit Dice) destroys an undead (though undead such as ghosts, liches, and vampires may reform as normal). Undead affected by thanatopic spells that give negative levels automatically make their saving throws to remove negative levels after 24 hours. A thanatopic spell has it's casting DC increased by +8.

Normal: Defenses such as death ward negate death effects, negative levels, and energy drain. Undead are immune to these attacks.

Threnodic Spell (Metamagic)
You can convert mind-affecting magic to necromantic power capable of controlling undead.
Prerequisites: Knowledge (religion) 6 ranks, Spell Focus (enchantment).
Benefit: This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell has it's casting DC increased by +8.
Normal: Undead are immune to mind-affecting effects.

Toppling Spell (Metamagic)
Your spells with the force descriptor knock the affected creatures prone.
Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.
A toppling spell only affects spells with the force descriptor. A toppling spell only has it's casting DC increased by +4.

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Spell Mastery
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
Prerequisite: 1st-level wizard
Benefit: You can master a number spells you already know equal to your Intelligence modifier, gaining a +5 bonus to Fortitude saves against Drain and Control checks for the Mastered spell.

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