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Community
General Tabletop Discussion
*Pathfinder & Starfinder
A few new low level metamagic feats
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<blockquote data-quote="Li Shenron" data-source="post: 1179749" data-attributes="member: 1465"><p>Just trying to stay in corebooks only... let's see if I can spot some abusable ones. The option 2) gives basically empower for free if you wait only 2 increments, and in my opinion it gives a great advantage: if the duration is for example 1 round/level and you are mid-high level, it's very good especially if you have the time to cast the buff spell before combat begins. Longer-duration protective spells could be cast before entering a dungeon (if 1min/level or 10min/lev) or a couple of hours before leaving home for adventuring (if 1hour/level) and basically offset the cost. Offensive spells on the other hand may be less abusable, but if last 1round/level and cast at beginning of the combat, you are still going to have at least 3-4 rounds with benefit at the cost of only the first round.</p><p></p><p>The options 1) and 3) are more gradual and probably less abusable. Option 4) is like 2) but it depends on how many area spells have a duration.</p><p></p><p>I don't know, maybe there are really few spells too exploitable, I can only think of the following...</p><p></p><p><em>Blade Barrier</em> could be very good: duration 10min/level, random damage 1d6/level. Cast it 10 minutes before you enter the dungeon and you have a huge advantage for just losing one increment.</p><p></p><p><em>Produce Flame</em> also it's a spell that often is cast a little prior to combat, since it basically has charges but also a max duration.</p><p></p><p>Probably not many more in corebooks, after all.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1179749, member: 1465"] Just trying to stay in corebooks only... let's see if I can spot some abusable ones. The option 2) gives basically empower for free if you wait only 2 increments, and in my opinion it gives a great advantage: if the duration is for example 1 round/level and you are mid-high level, it's very good especially if you have the time to cast the buff spell before combat begins. Longer-duration protective spells could be cast before entering a dungeon (if 1min/level or 10min/lev) or a couple of hours before leaving home for adventuring (if 1hour/level) and basically offset the cost. Offensive spells on the other hand may be less abusable, but if last 1round/level and cast at beginning of the combat, you are still going to have at least 3-4 rounds with benefit at the cost of only the first round. The options 1) and 3) are more gradual and probably less abusable. Option 4) is like 2) but it depends on how many area spells have a duration. I don't know, maybe there are really few spells too exploitable, I can only think of the following... [I]Blade Barrier[/I] could be very good: duration 10min/level, random damage 1d6/level. Cast it 10 minutes before you enter the dungeon and you have a huge advantage for just losing one increment. [I]Produce Flame[/I] also it's a spell that often is cast a little prior to combat, since it basically has charges but also a max duration. Probably not many more in corebooks, after all. [/QUOTE]
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A few new low level metamagic feats
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