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General Tabletop Discussion
*Pathfinder & Starfinder
A new metamagic feat: Penetrating Spell
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<blockquote data-quote="Spatzimaus" data-source="post: 608472" data-attributes="member: 3051"><p>Not that it's a bad idea, but most people would probably still prefer Spell Penetration or Greater SP. No increase in spell level, no need for Sorcerers to go full-round-action, etc. Metamagic is something you either know you need beforehand (Wizards) or something you spend extra time on (Sorcerers)</p><p></p><p>And, I'd be hesitant to go +4 in general. It shifts the balance a bit much against SR baddies, and is useless otherwise. It'd be balanced overall, but that's not the point.</p><p></p><p>How about we make it weaker but broader:</p><p></p><p>ENHANCE SPELL (come up with a better name)</p><p>Caster level is increased by two, after all level-based caps have been applied. The spell takes up a slot one level higher.</p><p></p><p>That is, everything that is based on caster level (damage, SR, dispel checks, range, duration, number of magic missiles) increases by 2. Fireballs that do 12d6, Cure Light Wounds that does 1d+7, Mage Armors that last two extra hours, etc.</p><p></p><p>It's ideal for those people (Sorcerers) who like Metamagic but can't afford to take Extend, Enlarge, AND Empower.</p><p></p><p>It seems a bit strong though; maybe +3 for two levels?</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 608472, member: 3051"] Not that it's a bad idea, but most people would probably still prefer Spell Penetration or Greater SP. No increase in spell level, no need for Sorcerers to go full-round-action, etc. Metamagic is something you either know you need beforehand (Wizards) or something you spend extra time on (Sorcerers) And, I'd be hesitant to go +4 in general. It shifts the balance a bit much against SR baddies, and is useless otherwise. It'd be balanced overall, but that's not the point. How about we make it weaker but broader: ENHANCE SPELL (come up with a better name) Caster level is increased by two, after all level-based caps have been applied. The spell takes up a slot one level higher. That is, everything that is based on caster level (damage, SR, dispel checks, range, duration, number of magic missiles) increases by 2. Fireballs that do 12d6, Cure Light Wounds that does 1d+7, Mage Armors that last two extra hours, etc. It's ideal for those people (Sorcerers) who like Metamagic but can't afford to take Extend, Enlarge, AND Empower. It seems a bit strong though; maybe +3 for two levels? [/QUOTE]
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A new metamagic feat: Penetrating Spell
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