I just realized that I misunderstood how Enhance Spell worked. For some reason I thought it was a non-epic feat - and I also misunderstood how the stacking provision worked:
[edit] I propose a few changes to this feat later in this post. Those changes are suggested here:
ENHANCE SPELL [METAMAGIC][EPIC]
You can increase the power limit on your damage-dealing spells.
Prerequisite: Maximize Spell.
Benefit: The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot
four two levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Normal: Without this feat, use the damage dice caps indicated in the spell’s description.
Special: You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.
The "special" provision allows the spell to be taken multiple times, but this should be unnecessary with MF, shouldn't it?
It would be nice if, as an epic feat, it were more efficient. Though +4 spell levels would work great as a non-epic feat, an epic feat should be stronger. Say it was only +2 spell levels to raise the cap of a
fireball by 10, and the feat's special provision were waived by Metamagic Freedom. It would simplify the damage equations a lot, because the metamagic specialist would always try to expand the cap so he could use his full caster level. [edit] I think I'll propose that as an official amendment.
We should also extend it to the +2d6/spell level cases (i.e.
disintegrate). Maybe later. [/edit]
Furthermore, if the Empower factor was priced at half the base damage dice (+10 SP if the base damage were 20d6) then the optimal choice for a seed specialist would be to divide the SP equally between +1d6s and Empowers. As equally as the granularity permits, of course. This would mean that a feat that doubles the damage of a [blast] would be the equivalent of +20 SP. If it doubled the damage of both [blast] and [destroy] it would be +40 SP. This would be the case even if Empower were not actually allowed as a factor for a seed user- but only as a benchmark for feat design. It would introduce a natural parallism to the way that seed users and metamagic users would weight the components of their spells; both would try to get the two components to approximately balance.
The [blast] seed would have to do only 20d6 damage, but could have internal mitigation that could free up 10 or so SP; this would enable a 30d6 (or so)
fireball at level 21. What's our factor for Widen? It's at +6, isn't it? Buyback at -3, then... How about this:
[Blast]
Evocation [Acid, Cold, Electricity or Fire]
Root Spell: Delayed blast fireball, lightning bolt
Spellcraft Prerequisite: 24
Preferred Mitigation: Backlash
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Area or Effect: Up to a 480 ft. line, or up to a 80-ft. radius spread; see text.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed uses whichever one of four basic energy types the caster chooses: acid, cold, electricity, or fire. The caster can cast the energy forth as a line or a spread. The energy type and area are set during spell development. At the moment of casting the caster may choose to reduce the size of the size of the blast area to a minimum of a 120 ft. line or a 20-ft. radius spread.
If a spell is developed which has a smaller blast area, decrease the Spellcraft Prerequisite by 3 for every 120 ft. the line is shortened or for each 20 ft. the radius is reduced. If the size of the blast cannot be changed at the time of casting, decrease the Spellcraft Prerequisite by 2. These changes to the Spellcraft Prerequisite stack.
Factor: To develop a spell which allows the energy type and blast shape to be selected at the moment of casting, increase the Spellcraft Prerequisite by +4.
Factors: The caster may choose to develop a spell which discharges another type of damaging energy. The options and the associated costs are as follows:
• Sonic energy (+4 SP). The spell receives the [sonic] descriptor.
• Slashing, piercing or bludgeoning (+6 SP). This damage bypasses Damage Reduction. To have the spell damage interact with Damage Reduction as a magical weapon of the appropriate type, reduce the SP modifier to +4. If the damage will be treated as a non-magical weapon of the appropriate type, reduce the SP modifier to +2.
• Force damage (+6 SP). The spell receives the [force] descriptor. Force damage affects incorporeal and ethereal creatures, but not objects; to include objects, increase the Spellcraft Prerequisite by an additonal +1.
• Typeless (+8). The spell loses the energy descriptor. The damage is of no particular type, and is not subject to resistance or energy immunity.
A spell developed using the [energy] seed releases a bolt or spread which deals 20d6 points of damage of the appropriate energy type, and all in the spell’s Area must make a Reflex save for half damage. If a line is chosen, it begins at the caster’s fingertips; a spread begins as a pellet of energy which detonates at a distance determined by the caster, unless it strikes some intervening body or barrier, in the same manner as a
fireball.
Factor: Delay (special). To delay the effect of the spell, increase the Spellcraft Prerequisite by +1 for every 2 rounds (or fraction thereof) that the spell can be delayed. See delayed blast fireball for details.
Factor:
- To increase the base damage by +1d6, add +1 to the Spellcraft Prerequisite. This factor stacks.
- To increase the damage by 50%, increase the Spellcraft Prerequisite by +10. This factor stacks.
Conditions
- A ray which includes [blast] as its base seed changes its Saving Throw entry to Fortitude: Half.
I'm unsure of how to word it so that it's clear that the Empower factor doesn't actually increase the base damage (or else we have a double-double = quadruple).
Oh, and UK's feat is missing some words in the IH:Ascension beta, but it's basically like this:
IMPROVED SPELLCASTING [Epic][Epic Magic]
You expand the horizons of your spellcasting capabilites.
Prerequisites: Ability to cast spells at the normal maximum spell level in at least one spellcasting class, Spellcraft 25 ranks.
Benefit: You gain two extra spell slots. These can be assigned to any spell level you can cast.
Special: You can gain this feat multiple times and its effects stack. Each time you take it you can cast two more spell slots per day.
This would be attractive to a metamagic specialist, since it means more high level spells for him to use AMC on. I'd really like to presume that a metamagic specialist wouldn't spend more than half his feats on AMC- perhaps this feat would make that assumption a reasonable one.
Likewise I'd like to be able to assume that the seed specialist will spend no more than half his feats on any one feat (whether it be -4 goalpost feats, or Epic Spellcasting feats, or whatever).
I think there is enough synergy between AMC and Improved Spellcasting, and between Goalpost and Epic Spellcasting, to say that we don't need to add an incrementing prerequisite to any of these feats; rational self-interest will make players allocate their feat slots in a balanced way.