5 New Metamagic for the Fireball Wizard!


Homebrew and House Rules


So I'm playing with my absolute favorite wizard character in a campaign with a number of homebrew rules, and my GM is alright with making some of my own metamagic!

A few things to preface these feats:

- I'm using Preferred Spell (fireball) which allows me to sacrifice a prepared spell OR unprepared slot to spontaneously cast a fireball.
- I have access to Arcane Thesis (fireball), so metamagics cost one less level to apply. (We just finished the session where we made a big to do about acquiring this feat; it was some sweet loot!)
- I'm an Admixture Evoker wizard, so I can freely change the element of my fireball
- I can learn any metamagic by spending 5k to research it. Theoretically limitless metamagic at my fingertips!

The first feat is to offer massive flexibility; my fireball may deal less damage, but by lowering the level I can conserve higher level spells/more easily apply bigger metamagic!

Spoiler:

Micro/Mini Spell [Metamagic]
Benefit: You may apply either form of this metamagic only to a fireball spell:

A micro spell is treated as a 1st level spell for all purposes, has a reduced range of close, a reduced radius of 5ft, and all variable damage becomes the minimum amount. (Ex. 6d6 becomes 6 damage) A micro spell uses up a spell slot two levels than the spell’s actual level.

A mini spell is treated as a 2nd level spell for all purposes, has a reduced range of medium, a reduced radius of 10ft, and all variable damage becomes 2. (Ex. 7d6 becomes 14 damage) A mini spell uses up a spell slot one level lower than the spell’s actual level.

Special: Micro/mini spell is not treated as a metamagic for the purpose of abilties that would reduce a spell’s slot when metamagic is applied, such as Magical Lineage.

This next feat is just a neat trick that may overly blur the lines between divine and arcane, but eh, I still like it.

Spoiler:

Phoenix Spell [Metamagic]
The reviving power of the phoenix dwells within the flames of your spell.
Prerequisite: Selective Spell
Benefit: One creature selected to be safe from the effects of your fireball is cured of hit points of damage equal to 10 times the level of this spell; this healing functions as breath of life.

A phoenix spell uses a spell slot four levels higher than the spells actual level.

I particularly like these last 3; they're sort of a riff off of Rime Spell, as potent +1 metamagics that can only be applied to certain elements. They all play a different role: Rime is just a quick and dirty debuff, Charge is a party buff, Sap is a very positioning minded battlefield control/debuff hybrid, and Torch simply makes Fireball hit a little harder.

Elemental Metamagics:

Charge Spell [Metamagic]
The power of your electricity spell damages enemies and charges allies.
Prerequisite: Selective Spell
Benefit: A charge spell causes creatures selected to be safe from the effects of your spell to gain +10 movement speed, +1 to hit, and +1 dodge bonus to AC for a number of rounds equal to the original level of this spell.

This feat only affects spells with the electricity descriptor. A charge spell uses a spell slot one level higher than the spells actual level.

Sap Spell [Metamagic]
The corrosion of your acid spell drains the vitality of creatures caught within.
Prerequisite: Lingering Spell
Benefit: A sap spell causes creatures that took acid damage from this spell and ends their turn within the radius of this spell to become fatigued for a number of rounds equal to the original level of the spell. If a fatigued creature ends their turn within the radius of this spell, it becomes exhausted for a number of rounds equal to the original level of the spell. This effect remains as long as a lingering spell persists.

This feat only affects spells with the acid descriptor. A sap spell uses a spell slot one level higher than the spells actual level.

Special: When you have this feat, increase the duration of Lingering Spell by 1 round.

Torch Spell [Metamagic]
The original form of fireball taken to new heights.
Benefit: A torch spell increases the Difficulty Class of your spell by 1 and doubles your effective wizard level for Intense Spells.

This feat only affects spells with the fire descriptor. A torch spell uses a spell slot one level higher than the spells actual level.
`
Special: Double the effect of Intensified if it is also applied.

So... Interesting? Balanced? Just thought I'd share some of the stuff I've been developing for my favorite campaign!


Micro/Mini Spell should be just a researched lesser variants of fireball spell instead of feats - core assumption of a metamagic feat is that it is a modification that is applicable to various spells instead of only one.

Phoenix Spell is a nice idea that could be probably applied to any damaging fire spell. It reminds me of Glorious Heat feat.

Charge and Sap Spells look interesting - I'd probably sit over them and tweak actual bonuses granted a bit but it's my initial impression of almost anything.

Torch Spell... Does the special line means that caster level doubles for purpose of Intensified Spell metemagic feat, maximum number of dice increases by +10 instead of regular +5 or is it just referring to Intense Spell evocation school ability instead of Intensified Spell feat?


Drejk wrote:

Micro/Mini Spell should be just a researched lesser variants of fireball spell instead of feats - core assumption of a metamagic feat is that it is a modification that is applicable to various spells instead of only one.

Phoenix Spell is a nice idea that could be probably applied to any damaging fire spell. It reminds me of Glorious Heat feat.

Charge and Sap Spells look interesting - I'd probably sit over them and tweak actual bonuses granted a bit but it's my initial impression of almost anything.

Torch Spell... Does the special line means that caster level doubles for purpose of Intensified Spell metemagic feat, maximum number of dice increases by +10 instead of regular +5 or is it just referring to Intense Spell evocation school ability instead of Intensified Spell feat?

Well Micro/Mini is sort of akin to spell research and actually it was given to me as a freebie when I discovered Arcane Thesis (Fireball). The rest are feats I'm interested in getting down the road by spending 5k.

And I guess the importance of Micro/Mini being metamagic is that Arcane Thesis and Preferred Spell also apply to these mini versions. Degenerate? It just might be. >_>

Yeah, Phoenix Spell probably should require a spell with the fire descriptor or something or only applicable to fireball or something.

I like Charge and Sap quite a bit, and I've done a lot of tweaking to get to this point. I may yet do some more tweaking, but I'm sensitive to balance and would prefer to keep them as +1 metamagic (to keep the pattern with Rime)

Torch Spell... It is rather awkward in that it has a benefit that only works with an Evoker wizard. And even more confusing that it refers to both the Intense Spells ability and the Intensified Spell metamagic. I like how it functions (Ramps up the damage a bit and makes it a little harder to resist; fire metamagic simply making your fireball more fireball-y) but in terms of an elegant, universally usable metamagic, it could use an overhaul. But as a feat I'm researching specifically for this wizard... It's workable.


I came up with something similar to this. See the link below.

http://paizo.com/threads/rzs2our9?Demimagic-feats


Arcanemuses wrote:

I came up with something similar to this. See the link below.

http://paizo.com/threads/rzs2our9?Demimagic-feats

Seems nifty, but I think I took a more balanced approach with Micro/Mini. If I used some of your demimagic and combined it with Dazing Spell or some such? Completely busted. At least with Micro/Mini, it affects all aspects of the spell, even overriding "original spell level" clauses in metamagic, so applying Dazing to a Micro Fireball can be done quite easily, but it only dazes for 1 round instead of 3. ...and the fireball does minimum damage. ...and only hits targets in a 5ft radius at a range of close. ...and you get the idea.

Micro/Mini are somewhat cheesy with my spontaneous casting and Arcane Thesis, but not completely busted, since every aspect of the spell is brought in line to a spell of that level. (If not weaker!)

EDIT: I didn't mean to sound dismissive, as you have some neat ideas; but lowering spell level has to be so carefully adjudicated so as not to drive your GM nuts. And I'm the kind of unscrupulous player that would scour for every possible loophole to abuse something like demimagic. I mean, I'm already using Arcane Thesis for goodness sake! XD


H'alright, tweaked with Charge, Sap, and Torch. I like them even more than I did before!

Metamagic Updated:
Charge Spell [Metamagic]
The power of your electricity spell damages enemies and charges allies.
Prerequisite: Selective Spell
Benefit: A charge spell causes creatures selected to be safe from the effects of your spell to gain +10 movement speed, +1 to hit, and +1 dodge bonus to AC for a number of rounds equal to the original level of this spell. A creature may end the effect of this metamagic to make an extra attack at full BAB when making a full attack action. (This extra attack does not stack with haste)

This feat only affects spells with the electricity descriptor. A charge spell uses a spell slot one level higher than the spells actual level.

Sap Spell [Metamagic]
The corrosion of your acid spell drains the vitality of creatures caught within.
Prerequisite: Lingering Spell
Benefit: A sap spell causes creatures that took acid damage from this spell to become fatigued for a number of rounds equal to the original level of the spell. If a fatigued creature ends its turn within the radius of this spell, it must make a fortitude save or become exhausted for a number of rounds equal to the original level of the spell. This effect remains as long as a lingering spell persists.

This feat only affects spells with the acid descriptor. A sap spell uses a spell slot one level higher than the spells actual level.

Special: When you have this feat, increase the duration of Lingering Spell by 1 round.

Torch Spell [Metamagic]
The original form of fireball taken to new heights.
Benefit: A torch spell increases the Difficulty Class of your spell by 1 and deals +1 point of damage per die rolled.

This feat only affects spells with the fire descriptor. A torch spell uses a spell slot one level higher than the spells actual level.
`
Special: Double the effect of Intensified if it is also applied.

Charge is a little bit stronger and even more reminiscent of haste! It allows you to prematurely end the buff to make another attack. (Expending the charge; flavorful?)

Sap works faster, instantly fatiguing creatures hit by it, and can still cause exhaustion to creatures that linger within the radius of the spell, but now allows for a fort save.

Torch mostly got a power boost; the damage is up a bit and the awkward text referencing the Evoker class ability is eliminated. Huzzah for simplicity!

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