Metamagic question


Rules Questions

Silver Crusade

Does anyone know if there is a metamagic feat that would cause a full round cast spell like enlarge Person to take effect as soon as it was cast?


Quicken spell adds four levels and lets it be cast as a swict action. I think that's the closest you can get. The rules for casting times of full round actions under the magic chapter is the reason the effect happens later, so shortening the casting time should do it.


Unfortunatly you can't quicken a spell that has a full round casting time.

PFSRD wrote:
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.


Uhh, yes you can. The operative word in your quote being "more".


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Lou Diamond wrote:
Does anyone know if there is a metamagic feat that would cause a full round cast spell like enlarge Person to take effect as soon as it was cast?

Actually, there are quite a few metamagic feats that cause a full round cast spell to take effect as soon as it is cast.

Here's a short list of them:


  • Aquatic Spell
  • Ascendant Spell
  • Bouncing Spell
  • Burning Spell
  • Coaxing Spell
  • Concussive Spell
  • Consecrate Spell
  • Dazing Spell
  • Disruptive Spell
  • Echoing Spell
  • Ectoplasmic Spell
  • Elemental Spell
  • Empower Spell
  • Enlarge Spell
  • Extend Spell
  • Familiar Spell
  • Fearsome Spell
  • Flaring Spell
  • Focused Spell
  • Furious Spell
  • Heighten Spell
  • Intensified Spell
  • Intuitive Spell
  • Jinxed Spell
  • Lingering Spell
  • Logical Spell
  • Maximize Spell
  • Merciful Spell
  • Persistent Spell
  • Piercing Spell
  • Quicken Spell
  • Reach Spell
  • Rime Spell
  • Scarring Spell
  • Scouting Summons
  • Seeking Spell
  • Selective Spell
  • Shadow Grasp
  • Sickening Spell
  • Silent Spell
  • Solar Spell
  • Solid Shadows
  • Stable Spell
  • Still Spell
  • Tenebrous Spell
  • Thanatopic Spell
  • Threatening Illusion
  • Threnodic Spell
  • Thundering Spell
  • Toppling Spell
  • Toxic Spell
  • Traumatic Spell
  • Trick Spell
  • Umbral Spell
  • Verdant Spell
  • Widen Spell
  • Yai-Mimic Spell


I see what you mean RavingDork, but doesn't the magic rules for casting time say something about this? I believe chapter nine says something like, "if it takes a full round action, the spell occurs right before the start of your next turn,"


MageHunter wrote:
I see what you mean RavingDork, but doesn't the magic rules for casting time say something about this? I believe chapter nine says something like, "if it takes a full round action, the spell occurs right before the start of your next turn,"

That is a spell with a 1 round casting time. Different from a spell with a full round action casting time. With the 1 round casting time, you are casting the entire time until it comes into effect - you start casting on your turn, and continue casting through everyone elses turn until right before your next turn.

There is no delay - you are casting the entire time and the spell comes into effect immediately afterword.


Jeraa wrote:
MageHunter wrote:
I see what you mean RavingDork, but doesn't the magic rules for casting time say something about this? I believe chapter nine says something like, "if it takes a full round action, the spell occurs right before the start of your next turn,"

That is a spell with a 1 round casting time. Different from a spell with a full round action casting time. With the 1 round casting time, you are casting the entire time until it comes into effect - you start casting on your turn, and continue casting through everyone elses turn until right before your next turn.

There is no delay - you are casting the entire time and the spell comes into effect immediately afterword.

Core Rulebook wrote:
A spell that takes 1 round to cast is a full round action. It comes into effect just before the beginning of your turn in the round after you begin casting the spell. You then act normally after the spell is completed.

Looks like chapter nine covers that pretty well. I wasn't aware of it myself, and will definitely look at action economy differently now. If you look at concentration rules it mentions full round actions which means your spell can get interrupted by damage on top of that. Wow! I don't think I like enlarge person very much anymore...

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