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Dusk: The World of Carthasana
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<blockquote data-quote="Michael Morris" data-source="post: 6025724" data-attributes="member: 87"><p>I'm not sure of the role of metamagic feats yet, but I have attributes that should be applicable to any spell for the cost listed. As seen in the spell descriptions above all spells have attributes that are custom to them that can be appended to them.</p><p></p><p>One thought is that perhaps sorcerers could learn these feats directly and apply them to any of the spells they know, but wizards would learn these as part of a new spell in their book and each spell with the variation would count as a specific spell for them. Not sure..</p><p></p><p>But while that's mulled over, here are the universal modifiers.</p><p></p><p>Keep in mind that when a modifier is applied to a spell, the levels in the modifier do NOT count towards the spell's prepared level for damage. So, an encounter based magic missile does only 1d4+1 damage even though it occupies a 2nd level slot.</p><p></p><p>/2 Encounter Spell: The spell can be used once per encounter. When this modifier is applied divide the spell level in half and round down. If this results in 0 this modifier can't be applied to the spell.</p><p></p><p>/3 At Will Spell: The spell can be used at will, once per round. When this modifier is applied divide the spell level in third and round down. If this results in 0 this modifier can't be applied to the spell.</p><p></p><p>+1 Widen: Increase the area of effect. If the spell is personal, you may deliver it by touch. If touch you may deliver it at close range. Further purchases of this attribute increase the number of targets by 1 each.</p><p></p><p>+2 Elemental Trick: Change the elemental type of a spell from any of the following to any of the following: force, fire, cold, electricity, nectrotic, sonic, acid.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6025724, member: 87"] I'm not sure of the role of metamagic feats yet, but I have attributes that should be applicable to any spell for the cost listed. As seen in the spell descriptions above all spells have attributes that are custom to them that can be appended to them. One thought is that perhaps sorcerers could learn these feats directly and apply them to any of the spells they know, but wizards would learn these as part of a new spell in their book and each spell with the variation would count as a specific spell for them. Not sure.. But while that's mulled over, here are the universal modifiers. Keep in mind that when a modifier is applied to a spell, the levels in the modifier do NOT count towards the spell's prepared level for damage. So, an encounter based magic missile does only 1d4+1 damage even though it occupies a 2nd level slot. /2 Encounter Spell: The spell can be used once per encounter. When this modifier is applied divide the spell level in half and round down. If this results in 0 this modifier can't be applied to the spell. /3 At Will Spell: The spell can be used at will, once per round. When this modifier is applied divide the spell level in third and round down. If this results in 0 this modifier can't be applied to the spell. +1 Widen: Increase the area of effect. If the spell is personal, you may deliver it by touch. If touch you may deliver it at close range. Further purchases of this attribute increase the number of targets by 1 each. +2 Elemental Trick: Change the elemental type of a spell from any of the following to any of the following: force, fire, cold, electricity, nectrotic, sonic, acid. [/QUOTE]
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