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alternate metamagic methods?
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<blockquote data-quote="Silveras" data-source="post: 1216570" data-attributes="member: 6271"><p>First, I will summarize the version that appeared in Dragon (#305, IIRC), since I have recently done so in a discussion regarding the minis handbook's Sudden Metamagic feats. </p><p></p><p>The system in Dragon was a replacement for the standard metamagic in the PH (it is, I believe, expected to appear again in Unearthed Arcana). Once per day, you could apply the metamagic to a spell without preparing it beforehand (for prepared spellcasters) or increasing the casting time (for non-prepared casters). To apply the same metamagic more than once per day, you must take the feat again (you get 1 additional use each time). The modified spell level must still be a spell within your maximum spell level to use each day. If you cannot use 4th level spells, for example, you cannot use metamagic that would (normally) modify the spell's level above 3. </p><p></p><p>If you wish to apply more than 1 metamagic feat to a spell (or the same one twice, if you had taken the featr more than once), you add the level adjustments together, and the modified spell level must still be one you could cast. </p><p></p><p>For example, let us say that your spellcaster can cast 4th level spells. Maximize Spell adds 3 to the effective level of the slot required. A Maximized Magic Missile is Ok, as 1 + 3 is less than or equal to 4. However, the same caster could not Maximize and Acid Arrow, as 2 + 3 is greater than 4. </p><p></p><p>I dislike the way this was presented in Dragon, as it reversed the level adjustments of the regular feats and described them as a "cap" on the level of spell you could apply the metamagic feat to. Possibly easier to use at the table, but harder to evaluate as an alternative to the standard system. </p><p></p><p>Now... on to alternatives. </p><p></p><p>I like the idea of metamagic, but it needs to be limited somehow. Modifying the effective slot helps to prevent abuses, but is prohibitively expensive (in the eyes of some players -- like mine). I also like the idea of spontaneous metamagic, but again, it needs to be constrained in some way to be fair to the Fighter and Rogue. </p><p></p><p>The problem with making it a Spellcraft check (or any other skill) is that the DCs do not rise with the characters' levels. Eventually (especially if you play at epic levels), *every* spell will be cast as some combination of Maximized / Empowered / Quickened / Extended because the player will have put huge skill ranks into Spellcraft (the same skill can be used for all spellcasters, because it is a class skill for all of them except Paladin and Ranger). </p><p></p><p>Perhaps the answer is to "tone down" the effects of the feats, so that they can be used more often without being unbalancing. Something like: </p><p></p><p>Variant Extend Spell adds a +4 Competence bonus to the effective caster level for purposes of level-based Duration factors.</p><p></p><p>Variant Empower Spell adds a +2 Competence bonus to the effective caster level for purposes of level-based intensity of effects (damage dice, number of HD affected, etc.)</p><p></p><p>Variant Enlarge Spell adds a +4 Competence bonus to the effective caster level for purposes of level-based Area or Range calculations</p><p></p><p>Variant Silent Spell - The caster must make a Caster Level check against a DC of 15 + the spell level to ignore the verbal component of any spell. Spells which are Sonic or Language-Dependant cannot be cast silently. Failure causes the caster to suffer a magical mishap (table of Bad Things (TM) to follow). </p><p></p><p>Variant Still Spell - The caster must make a Caster Level check against a DC of 20 + the spell level to ignore the somatic components of any spell. Failure causes the caster to suffer a magical mishap (table of Bad Things (TM) to follow).</p></blockquote><p></p>
[QUOTE="Silveras, post: 1216570, member: 6271"] First, I will summarize the version that appeared in Dragon (#305, IIRC), since I have recently done so in a discussion regarding the minis handbook's Sudden Metamagic feats. The system in Dragon was a replacement for the standard metamagic in the PH (it is, I believe, expected to appear again in Unearthed Arcana). Once per day, you could apply the metamagic to a spell without preparing it beforehand (for prepared spellcasters) or increasing the casting time (for non-prepared casters). To apply the same metamagic more than once per day, you must take the feat again (you get 1 additional use each time). The modified spell level must still be a spell within your maximum spell level to use each day. If you cannot use 4th level spells, for example, you cannot use metamagic that would (normally) modify the spell's level above 3. If you wish to apply more than 1 metamagic feat to a spell (or the same one twice, if you had taken the featr more than once), you add the level adjustments together, and the modified spell level must still be one you could cast. For example, let us say that your spellcaster can cast 4th level spells. Maximize Spell adds 3 to the effective level of the slot required. A Maximized Magic Missile is Ok, as 1 + 3 is less than or equal to 4. However, the same caster could not Maximize and Acid Arrow, as 2 + 3 is greater than 4. I dislike the way this was presented in Dragon, as it reversed the level adjustments of the regular feats and described them as a "cap" on the level of spell you could apply the metamagic feat to. Possibly easier to use at the table, but harder to evaluate as an alternative to the standard system. Now... on to alternatives. I like the idea of metamagic, but it needs to be limited somehow. Modifying the effective slot helps to prevent abuses, but is prohibitively expensive (in the eyes of some players -- like mine). I also like the idea of spontaneous metamagic, but again, it needs to be constrained in some way to be fair to the Fighter and Rogue. The problem with making it a Spellcraft check (or any other skill) is that the DCs do not rise with the characters' levels. Eventually (especially if you play at epic levels), *every* spell will be cast as some combination of Maximized / Empowered / Quickened / Extended because the player will have put huge skill ranks into Spellcraft (the same skill can be used for all spellcasters, because it is a class skill for all of them except Paladin and Ranger). Perhaps the answer is to "tone down" the effects of the feats, so that they can be used more often without being unbalancing. Something like: Variant Extend Spell adds a +4 Competence bonus to the effective caster level for purposes of level-based Duration factors. Variant Empower Spell adds a +2 Competence bonus to the effective caster level for purposes of level-based intensity of effects (damage dice, number of HD affected, etc.) Variant Enlarge Spell adds a +4 Competence bonus to the effective caster level for purposes of level-based Area or Range calculations Variant Silent Spell - The caster must make a Caster Level check against a DC of 15 + the spell level to ignore the verbal component of any spell. Spells which are Sonic or Language-Dependant cannot be cast silently. Failure causes the caster to suffer a magical mishap (table of Bad Things (TM) to follow). Variant Still Spell - The caster must make a Caster Level check against a DC of 20 + the spell level to ignore the somatic components of any spell. Failure causes the caster to suffer a magical mishap (table of Bad Things (TM) to follow). [/QUOTE]
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