| The Chort |
I’m playing in a campaign where my GM is giving me tremendous latitude in swapping out class features and allowing me to research metamagic feats for 5k (normal or homebrew). I was even allowed to take Arcane Thesis from 3.5. (And combine it with Pathfinder's Magical Lineage and Preferred Spell!)
Now, the character is already fairly powerful, but I still have quite a bit of flexibility to make my character more awesome. I’m not looking for “Ignore elemental resistance and immunity” or “Opponents automatically fail their save” or something stupid like that, I’m looking at ways to make my spells seem more awesome.
Mechanical benefits are fine, so long as it isn't some pure damage increase.
It could remake you assumptions about the spell.
OR
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 lower than the spell’s actual level.
So... how would you stylize your spells if you had your GM's blessings?
| The Chort |
Ooh, another particularly rule of cool one that my friend started, but I expanded upon:
Silent Spell + Still Spell + Eschew Materials + Invisible Spell (from 3.5) + Preferred Spell (You don't need a spellbook) - All of these are free to add on, thanks to arcane thesis. So you're bound and gagged and all of a sudden, stuff is in flames.
Although it's an expensive trick to prepare for that unlikely scenario. >_>;