A New Take on Metamagic

airwalkrr

Adventurer
I have a different idea for metamagic feats, one that is potentially more beneficial, but also riskier. Additionally, it allows all metamagic feats to be available for use from 1st level. It has the side effect of not requiring sorcerers to take a full round to cast.

To cast a spell enhanced by metamagic, a caster must succeed on a Concentration check. The DC is based on the metamagic being used. If the DC is failed, then the spell is cast normally. If failed by more than 5, however, the spell is lost. In the case of Quicken Spell, the spell is lost even with a normal failure.

For Silent Spell, Still Spell, Enlarge Spell, and Extend Spell, the DC is equal to 10 + (spell level x 2).

For Empower Spell, Heighten Spell, Maximize Spell, and Widen Spell, the DC is equal to 15 + (spell level x 2).

For Quicken Spell, the DC is equal to 20 + (spell level x 2).

The average 1st level wizard will probably only have a +5 bonus to Concentration. If he selects Skill Focus (Concentration), then that improves to +8. So in that case, a 1st-level wizard could still get by with most of the lowest level metamagic abilities. A 1st-level dwarf wizard with 20 Con would only have a bonus of +9 by comparison, and it is safe to say there wouldn't be many of them around.

Quicken Spell is always going to be difficult to pull off for your highest level spells. The average wizard with a base Con of 12 by 20th level won't be able to pull off a quickened 9th level spell with any level of reliability. Assuming he has a +6 amulet of Con, he could have a +25, which means he needs a 13 to pass, or he has a 40% chance, but that is a 60% chance of losing the spell. However, he can quicken any spell up to 3rd level without a problem.
 

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I think when you start changing systems, what is average changes. In 1st and 2nd ed, multiclassed elven magic users were common because single-classed magic users had a difficult time just surviving. In 3rd ed, single-classed magic users (wizards) are common again because they can survive.

With your system, I think you will see more spellcasters with high CON, skill focus concentration &/or whatever +2/+2 skill bonus feats give bonuses to concentration, and if it's possible in your world they'll get a psionic power reserve so they have a psionic focus to use (one of the uses is 'Take 15' on concentration checks), and possibly skill bonus magic items.

This changes the math on how easy the 'average' wizard will find metamagic. You might want to raise the DC slightly, more if you allow access to anything WoTC have printed.
 

Things to look for:

- Watch for automatic successes. That wizard with +8 will have +11 at level 4, and ALL her 1st level spells can be automatically Extended for example. At level 10 she will automatically empower all her 1st level spells, but she can also automatically extend or silent all her spells up to 3rd.

- Lots of rolls. Failure by 5 or more is the only mechanism that puts some limit here, but if the Wizard knows that she cannot fail by more than 4 (which means she's probably 4 or less levels from an automatic success), then trying to use the metamagic feat is a no-brainer.

- No rules for using more than one metamagic with the same spell, is it forbidden?

- You need a cap for Heighten.
 

I just allow Wizards and Sorcerers to freely metamagic (with the appropriate feat) by expending an extra spell slot of the appropriate level. For instance a quickened fireball would take a memorized (if wizard) fireball and any 4th level spell. This does not apply to Heighten Spell, which is free for all but must take up a higher level slot. Oh, and of course it does not take 1 full round to metamagic for sorcerers.
 

airwalkrr said:
I have a different idea for metamagic feats, one that is potentially more beneficial, but also riskier. Additionally, it allows all metamagic feats to be available for use from 1st level. It has the side effect of not requiring sorcerers to take a full round to cast.

To cast a spell enhanced by metamagic, a caster must succeed on a Concentration check. The DC is based on the metamagic being used. If the DC is failed, then the spell is cast normally. If failed by more than 5, however, the spell is lost. In the case of Quicken Spell, the spell is lost even with a normal failure....
My question is, why do you choose Concentration? What is the distraction or the tribulation that the caster must overcome in order to focus on the metamagicked spell?

Why would you not use Spellcraft as the skill check to meta a spell?
 

Random Axe said:
Why would you not use Spellcraft as the skill check to meta a spell?
I agree with that, Spellcraft makes a lot more sense than Concentration.

Also, I would suggest making the DC for any metamagic feat 10 + (whatever the modified spell level would be under the standard system)x2. That makes it slightly harder for some feats, but also allows multiple feats to be used on the same spell. And I would rule that on a natural 1, the spell is lost regardless of modifiers.
 

reanjr said:
I just allow Wizards and Sorcerers to freely metamagic (with the appropriate feat) by expending an extra spell slot of the appropriate level. For instance a quickened fireball would take a memorized (if wizard) fireball and any 4th level spell. This does not apply to Heighten Spell, which is free for all but must take up a higher level slot. Oh, and of course it does not take 1 full round to metamagic for sorcerers.

I let spellcasters use most metamagic feats without bothering to make them take the feats. The cost of using metamagic is the increased level of the spell, and that seems to be enough.
 

I give spellcasters metamagic "slots". They get a base number, a bonus for their primary casting score, and 1 every odd level afterwards. To use a Metamagic feat, the character must first have taken the feat as normal. If the feat reads "causes the 3rd level spell to be cast as though it were 2 levels higher" the player just subtracts two metagic slots from his daily allotment. Tne slots are replenished by 8 hours rest, the same as replenishing spell energy.
 

Storm Raven said:
I let spellcasters use most metamagic feats without bothering to make them take the feats. The cost of using metamagic is the increased level of the spell, and that seems to be enough.
That's a house rule that Sean K. Reynolds put in place for his 3.0 game. I tried it out for a 3.0 campaign and it worked fine for the SRD metamagic feats. Some of the other metamagic feats like twining, etc. I'd keep as feats.
 

As much as I love Sorcerers, I think it would be too good to give all metamagic abilities available by default... but it would be ok for Wizards, since they have a much harder time applying them anyway.
 

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