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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
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*Pathfinder & Starfinder
Epic Metamagic Feat- Reactive Spell
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<blockquote data-quote="aoeu" data-source="post: 1874869" data-attributes="member: 26373"><p><strong>Actually, due to a fundamental misunderstanding...</strong></p><p></p><p>Hate to bring back an old thread, but you might find this interesting:</p><p></p><p>It was understood by my friends and I (actually due to a years-ago phone call to WotC) that free actions included things that could be done on your opponents turn, or whenever (calling for help, etc.). So for years my campaigns (and all my friends' campaigns) have basically had Quicken Spell as the Reactive Spell.... and had it at 4+ levels, not 8 or anything like that.</p><p></p><p>So basically I've always had Quick Spell be an immediate action, not a swift one.</p><p></p><p>Quicken spell is still used for it's own features (just getting the extra spell a round), and it is a reasonably high pick for wizards. The most common mid level use includes:</p><p></p><p>"Quick Missles", available at 5th level and usually used to interfere with casting. The preemptive counterspell + damage is pretty quality, but usually the concentration check is simply passed.</p><p></p><p>I have a spell called "Counterspell" in my games, which can duplicate the counterspell function of Dispel Magic (and no others, it just duplicates the caster level check to see if you stop a spell). It's second level. Normally, you have to delay an action, but this is also a popular target for Quicken Spell in my games, as a 6th level spell slot gives you a chance to negate casting.</p><p></p><p>At high levels, Quicken Spell in my games has been pretty impressive, with quick Orbs hammering casters, and all the uses that Quicken has in a normal game (doubling up a fireball, doing something + dispelling what the other guy did, etc.).</p><p></p><p></p><p>All that being said, when I found the actual rules out, I didn't change, instead just houseruling it to what I had been doing all along. My group was used to and comfortable with the idea. Non-disruptable magic items came out when the group is too worried, and the players enjoy the ability, and it's only really great against other casters (against melee fighters it's only slightly better than the core rules Quicken Spell, because reacting usually isn't so hot: at best you can cost them around by waiting until they draw close to bring up a magical wall or something, so that they have to go around it).</p><p></p><p>It would probably be an interesting addition at +5 or +6, as it doesn't dominate my games at just +4. If you have reactive spell have quick as a prereq, you will *probably* be ok.</p><p></p><p></p><p>Unless there's something really broken that my gaming group hasn't come up with yet.</p><p></p><p>Another way to model it is as a very versatile readied action plus you still get your normal attack, something quicken can sort of pull off right now: on your move, you trigger the quick spell, and then you ready your standard action to fire your regular spell (unless you can't do free actions when you move or something, at which point I'll throw up my hands and give up trying to understand the core rules on actions, as I would obviously be hopelessly muddled). Sometimes midlevel guys do this in order to hammer enemy mages with their high level abilities in response to them casting, and still be casting two spells a round.</p></blockquote><p></p>
[QUOTE="aoeu, post: 1874869, member: 26373"] [b]Actually, due to a fundamental misunderstanding...[/b] Hate to bring back an old thread, but you might find this interesting: It was understood by my friends and I (actually due to a years-ago phone call to WotC) that free actions included things that could be done on your opponents turn, or whenever (calling for help, etc.). So for years my campaigns (and all my friends' campaigns) have basically had Quicken Spell as the Reactive Spell.... and had it at 4+ levels, not 8 or anything like that. So basically I've always had Quick Spell be an immediate action, not a swift one. Quicken spell is still used for it's own features (just getting the extra spell a round), and it is a reasonably high pick for wizards. The most common mid level use includes: "Quick Missles", available at 5th level and usually used to interfere with casting. The preemptive counterspell + damage is pretty quality, but usually the concentration check is simply passed. I have a spell called "Counterspell" in my games, which can duplicate the counterspell function of Dispel Magic (and no others, it just duplicates the caster level check to see if you stop a spell). It's second level. Normally, you have to delay an action, but this is also a popular target for Quicken Spell in my games, as a 6th level spell slot gives you a chance to negate casting. At high levels, Quicken Spell in my games has been pretty impressive, with quick Orbs hammering casters, and all the uses that Quicken has in a normal game (doubling up a fireball, doing something + dispelling what the other guy did, etc.). All that being said, when I found the actual rules out, I didn't change, instead just houseruling it to what I had been doing all along. My group was used to and comfortable with the idea. Non-disruptable magic items came out when the group is too worried, and the players enjoy the ability, and it's only really great against other casters (against melee fighters it's only slightly better than the core rules Quicken Spell, because reacting usually isn't so hot: at best you can cost them around by waiting until they draw close to bring up a magical wall or something, so that they have to go around it). It would probably be an interesting addition at +5 or +6, as it doesn't dominate my games at just +4. If you have reactive spell have quick as a prereq, you will *probably* be ok. Unless there's something really broken that my gaming group hasn't come up with yet. Another way to model it is as a very versatile readied action plus you still get your normal attack, something quicken can sort of pull off right now: on your move, you trigger the quick spell, and then you ready your standard action to fire your regular spell (unless you can't do free actions when you move or something, at which point I'll throw up my hands and give up trying to understand the core rules on actions, as I would obviously be hopelessly muddled). Sometimes midlevel guys do this in order to hammer enemy mages with their high level abilities in response to them casting, and still be casting two spells a round. [/QUOTE]
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Epic Metamagic Feat- Reactive Spell
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