[EOM] EOM and Swift spells

Ah, this is a nice version - I really like it. But you should change "Duration, Brief (0 MP/3 MP).", because the table contradicts this statement.

RangerWickett said:
Duration, Brief (0 MP/3 MP). The spell’s casting time is a swift action (as with a quickened spell), and its duration is only one round (until the start of your next turn). This enhancement cannot be applied to a spell where the reduced duration is little or no drawback, such as most Evoke, Heal, or Move Space spells. A one-round Illusion Shadow to turn invisible is fine, even if you intend to attack right away and reveal yourself, as is a one-round Evoke Death spell that blinds a foe, but a one-round Divination spell to answer a question is not a drawback, so this enhancement could not be applied.

I like the restriction - it conveys the spirit of the rules. But you haven't told, if you have to have Quicken Spell for the use of this enhancement.

Like a spell modified by Quicken Spell, the MP cost of this enhancement depends on the MP cost of the rest of the spell, and whether it is a signature spell.

Original MP Cost......Signature Brief MP Cost.......Standard Brief MP Cost
0 to 2.................................0............... .....................0................
3 to 6.................................1............... .....................2................
7+.....................................2.......... ...........................4................

With the cost of 0 MP for standard brief spell there won't be any signature spells for the weak spells. Is this your intention, or should be the minimum cost 1 MP?

For example, Tri’ni is being grappled by a hellcat summoned by Ursus, and she needs to escape. Ursus has blanketed the area with an antimagic field targeted against Move Space spells, so she cannot teleport away. Instead she casts Infuse Force 4/Infuse Time 5/Gen 6, a brief still spell that grants her a +4 bonus to attack rolls and an extra standard action this round. She then uses her extra standard action to cast Transform Humanoid 10/Gen 2, a still spell that transforms her into a gargantuan version of herself. She uses her normal action to break free of the grapple, now that her grapple check has improved from +5 to +21.

Actually, this example is kind of genius! A really creative way to circumvent some limitations, albeit with more costs - like it should be.


Edit:

Is healing and damaging with the Enduring enhancement still possible? One could get 2d6 damage/healing through a brief (signature) Evoke/Heal [Element/Alignment] 4/Gen 1. Or do I misinterpret something?
 
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RuleMaster said:
Is healing and damaging with the Enduring enhancement still possible? One could get 2d6 damage/healing through a brief (signature) Evoke/Heal [Element/Alignment] 4/Gen 1. Or do I misinterpret something?

Actually that could work, yes. But you could almost as easily have a signature quickened Heal Life 1/Gen 3 do the same thing for 1 fewer MP. Of course you'd need the Quicken Spell feat for that. Still, it's a valid idea.
 

RangerWickett said:
Actually that could work, yes. But you could almost as easily have a signature quickened Heal Life 1/Gen 3 do the same thing for 1 fewer MP. Of course you'd need the Quicken Spell feat for that. Still, it's a valid idea.

If you don't have Quicken Spell, then this could be a nice alternative in some situations. Of course, for more damage/healing, a quickened spell will be better with more damage. A comparison with signature spells for 3d6 damage:

Evoke 8/Gen 2 with brief duration: 10 MP
Evoke 2/Gen 3 with Quicken Spell: 5 MP

As shown, this is only a Quicken Spell alternative for those mages, which don't have Quicken Spell yet, because they aren't high level enough for the use of this feat (or spent the earlier feat slots on something else).
 

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