School Metamagic for advanced practitioners of the arcane


Homebrew and House Rules


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Greetings, exceptional people! One thing I feel is missing from the current state of Pathfinder 2E is greater differentiation between Wizard Schools. Wizard schools are one of my favorite parts of DnD and Pathfinder, and I really want an illusionist to feel different from a diviner, who feels different from an evoker, and so on. I'm certain options to sate this desire will eventually become part of 2E as more books release.

However! In the interim I have created some metamagic feats for wizards with schools, one for each school as a matter of fact. I believe these to be (mostly, hopefully) balanced for actual play so if you want to use these in your home games, feel free!

Since most of the feats have a fair bit of complexity to them, some imbalances/unintentional consequences are bound to slip through and I would be very grateful for any balance feedback or other ways to improve these feats.
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School Metamagic
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Persistent Abjuration : Like it ass it can be used but in a Defensive and Offensive way. You dispel the bad guys, he can't buff again with the same spell. You dispel a bad effect on a ally and he can't be Debuffed again with the same spell. Seem balanced at level 10.

Contained Conjuration : I see enough restriction to prevent most Abuses. Checking at the Conjuration spell list, I don't foresee much problem with this. The 1 minute before becoming Inert seem a bit restrictive and in my game I will start at 10 minutes, but could even go up to 1 hour. Or that could be another feat that improved this one plus give another minor ability. 10 minutes will also match most othe School Feats that can be used every 10 minutes.

Supplement Illusion : I have to reread this feat several time to understand, I was searching for Illusion spell with a duration of Visual manifestation ? Now I understand, but sitll I think you have too much room for interpretation as Invisibility is a kind of visual manifestation, same with Veil, Hallucinatory Terrain, etc. Not sure about this one.

Clairvoyant Divination : Lot of Tactical choice depending on the action you decide to do. I like this even if it has a bit of complexity for some players. I just don't find that the Condition and Benefits really match. You cast a Divination spell on an ally then make him drink a potion and after that you cast divination faster ? Same for some others conditions/benefits.

Draining Necromancy : That's like lowering their Maximum Hit Points, a kind of minor drain level or Anti-Healing effect ? Not bad but lot of Necromancy spell don't deal damage and most Necromancer won't focus on inflicting damage.

Subversive Enchantment : Not sure this will be of much use in a lot of campaign, as often its Dungeon Crawl rather than Politics, but that's fitting. I guess other than the target they know it's you that cast the spell. Do the target have a roll to make to believe their allies ?

Recoil Evocation : For most spells it seem to make sense. That's a Tactical move. Does it interact normally with Difficult Terrain ? What about Attack of Opportunity ?

Altering Transmutation : Seem balanced by the penalty it provide. Still a potet ability with a lot of Polymorph spell that just want to make you better Physically anyway


Thanks for the feedback Xzoltar! You had some questions as well so I'll answer those to the best of my ability.

On the divination one - you are right that some conditions/benefits might feel a little off. There are one or two that I would change if I came up with a better replacement. It's worth noting that the conditions generally have to involve the target in some way (#1 is the exception).

For the Subversive Enchantment question: the target believes someone else tried to cast a spell on them. Presumably they would have to be convinced otherwise in some way (such as a diplomancy check).

Recoil Evocation: Since you are travelling through the air, the distance is not affected by difficult terrain. Since the air movement isn't a move action it wouldn't trigger Attacks of Opportunity, however almost all spellcasting triggers AoO (If they have Somatic or Material components).

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