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Another Immortals Handbook thread
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<blockquote data-quote="Verequus" data-source="post: 2508317" data-attributes="member: 9135"><p>I'm wondering, why the metamagic feats don't up the save DC automatically - giving Heighten Spell for free. Where is the problem? In Elements of Magic Revised, the spell DC is 10 + 1/2 used MP + Cha mod - metamagic feats add to the used MP. But there are some major differences to the core magic system, which could prevent the change in core, especially for epic gaming.</p><p></p><p>1. The spells are entirely caster level independent - if a fireball deals 5d6 damage, then being 20th-level does nothing to increase the damage. Damage caps aren't necessary - you only get, what you pay for.</p><p></p><p>2. Many core metamagic feats are integrated in the spell creation system - if you want a bigger area, a longer duration or simply more damage, then you have only to spent more MP, no need for extra feats. (Of course, creating spells is in EoMR far more easily than in core - but also weaker for the added versatility.)</p></blockquote><p></p>
[QUOTE="Verequus, post: 2508317, member: 9135"] I'm wondering, why the metamagic feats don't up the save DC automatically - giving Heighten Spell for free. Where is the problem? In Elements of Magic Revised, the spell DC is 10 + 1/2 used MP + Cha mod - metamagic feats add to the used MP. But there are some major differences to the core magic system, which could prevent the change in core, especially for epic gaming. 1. The spells are entirely caster level independent - if a fireball deals 5d6 damage, then being 20th-level does nothing to increase the damage. Damage caps aren't necessary - you only get, what you pay for. 2. Many core metamagic feats are integrated in the spell creation system - if you want a bigger area, a longer duration or simply more damage, then you have only to spent more MP, no need for extra feats. (Of course, creating spells is in EoMR far more easily than in core - but also weaker for the added versatility.) [/QUOTE]
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