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[EPIC] Out of Character II (No more slots!)
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<blockquote data-quote="Sulli" data-source="post: 661020" data-attributes="member: 9173"><p>Here are some things I need to know if you're OKing or not.</p><p></p><p>Prestige class: Archmage from Forgotten Realms Campaign Setting Handbook. (I'ld write it out but it's too long).</p><p></p><p>FEATS:</p><p>From "Spells and Spellcraft":</p><p></p><p>Cooperative Magic(General)</p><p>Prereq: none</p><p>Benefit: Up to two spellcasters with this feat may cast any spell they both have prepared as a single spell with any one metamagic feat applied to it. The spellcasters do not need the metamagic feat they wish to apply.</p><p>Casting a cooperative spell is a full round action, unless the spell being cast normally has a longer casting time, in which case that casting time applies. Spells with a casting time of longer than one round add a +5 to the initial concentration check to cast the spell.</p><p>Spellcasters must be of the same type (Arcane or Divine, though class does not matter) in order to cooperatively cast a spell, but need not be of the same class.</p><p>In order to cast a cooperative spell, several conditions must be met:</p><p>Both casters must have the cooperative magic feat.</p><p>Both casters must cast their spells on the same initiative (Possibly requiring ready/delay actions)</p><p>The two spellcasters must be within 10' of one another.</p><p>Once these conditions are met, the two casters begin the cooperative casting. Each must make a concentration check (DC 10+ spell lvl) in order to execute the advanced words and intricate semantics of the spells in unision.</p><p>If either caster fails the concentration check or the spell is interupted, both casters loose their spell.</p><p>If the spell goes off, the combined spel uses the average of the casters' levels to determine its caster level for any relevant effects, including caster level checks to beat spell resistance. All other effects, such as range, area, or number of targets, are calculated using the highest of the casters levels. The save DC vs a co-operative spell is 10+spell lvl + first casters ability Mod +1/2 second casters ability mod. (First caster is the one with the highest relevant ability mod).</p><p>The spell is cast as if it were modified by one of the following metamagic feats, though its actual level does not change: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell.</p><p></p><p></p><p>From "Tome and Blood"</p><p>Cooperative Spell(MetaMagic)</p><p>Prereq: Any other metamagic feat</p><p>Benefit: You and other spellcasters with this feat can simultaneously cast the same spell (At the same time in the round) You must be adjacent to each other (Or at least 2 of the others if there are more than 2 casters). Add +2 to the DC against cooperatively cast spellls and +1 to caster level checks to beat the target's spell resistance (If any). Use the base dc and level check of the better caster. A cooperative spell takes up a spell slot of the same level as the spells actual level.</p><p>Special: For each additional caster beyod two participating in the combined spell, add +1 to both the caster lvl check and the DC.</p><p></p><p>Greater Spell Focus</p><p>Prereq: Spell Focus</p><p>Benefit: You add +4 to the DC of all spells from the school you focus on (This supercedes, does not stack with Spell Focus)</p><p></p><p>Greater Spell Penetration</p><p>Prereq: Spell Penetration</p><p>Benefit: you get a +4 modifier on caster level checks to beat a creatures spell resistance.</p><p></p><p>Energy Substitution</p><p>Prereq: any other metamagic feat, 5 ranks Knowledge(Arcana)</p><p>Benefit: Choose an energy type (Acid, cold, electric, fire, or sonic). You can modify a spell with an energy designator to use the chosen type of energy instead. A substitued spell works normally in all respects except the type of damage dealt, which becomes the type chosen.</p><p>Special: You can gain this feat multiple times, choosing a different type of energy each time.</p><p></p><p>Energy Admixture</p><p>Prereq: Energy Substitution</p><p>Benefit: Choose a type of energy. You can modify a spell with an energy designator to add an equal amount of the chosen type of damage. The altered spell works normally in all respects except the type of damage dealt, which includes the normal type AND the chosen type.</p><p>Thus, an acid fireball cast at 6th lvl deald 6d6 fire damage and 6d6 *Energy* damage (Roll each set seperately, 1 saving throw is made for the whole spell, and applies equally to both. The damage cap for the spell is unchanged, but counts seperately for each type of energy. So an acid fireball cast at 10th lvl or higher deals 10d6 Fire damage and 10d6 Acid damage.</p><p>Even opposed types of energy, such as fire and cold, can be mixed with this feat. </p><p>An admixed spell uses up a slot 4 lvls higher than the spells actual level.</p><p>Special: You can gain this feat multiple times, choosing a different type of energy each time.</p><p>You can use Admixture with a spell that has been modified by energy substitution. You can also use energy admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice (A firey fireball for 20d6 points of Fire damage)</p><p></p><p>Extra Slot(General)</p><p>Prereq: spellcaster lvl 4th+</p><p>Benefit: You gain one extra spell slot in your daily allotement. this extra slot can be at any lvl up to one lvl lower than the highest lvl spell you can cast. Once selected the extra slot is permanent and never migrates up or down in lvl.</p><p>Special: You can gain this feat multiple times. Each time you gain an extra spell slot at any lvl up to one lower than the highest lvl spell you can cast when you take the feat.</p><p></p><p>Extra Spell(General)</p><p>Prereq: spellcaster lvl 3rd+</p><p>Benefit: You learn one additional spell at any lvl up to one lvl lower than the highest level spell you can cast.</p><p>Special: You can gain this feat multiple times. each time you learn a new spell at any lvl up to one lower than the highest lvl spell you can cast when you take the feat.</p><p></p><p></p><p>Also, Jemal says that if you allow some/most of these, He'll change his character to a spellcaster (Wel be doing them together and have them done when get an answer.</p></blockquote><p></p>
[QUOTE="Sulli, post: 661020, member: 9173"] Here are some things I need to know if you're OKing or not. Prestige class: Archmage from Forgotten Realms Campaign Setting Handbook. (I'ld write it out but it's too long). FEATS: From "Spells and Spellcraft": Cooperative Magic(General) Prereq: none Benefit: Up to two spellcasters with this feat may cast any spell they both have prepared as a single spell with any one metamagic feat applied to it. The spellcasters do not need the metamagic feat they wish to apply. Casting a cooperative spell is a full round action, unless the spell being cast normally has a longer casting time, in which case that casting time applies. Spells with a casting time of longer than one round add a +5 to the initial concentration check to cast the spell. Spellcasters must be of the same type (Arcane or Divine, though class does not matter) in order to cooperatively cast a spell, but need not be of the same class. In order to cast a cooperative spell, several conditions must be met: Both casters must have the cooperative magic feat. Both casters must cast their spells on the same initiative (Possibly requiring ready/delay actions) The two spellcasters must be within 10' of one another. Once these conditions are met, the two casters begin the cooperative casting. Each must make a concentration check (DC 10+ spell lvl) in order to execute the advanced words and intricate semantics of the spells in unision. If either caster fails the concentration check or the spell is interupted, both casters loose their spell. If the spell goes off, the combined spel uses the average of the casters' levels to determine its caster level for any relevant effects, including caster level checks to beat spell resistance. All other effects, such as range, area, or number of targets, are calculated using the highest of the casters levels. The save DC vs a co-operative spell is 10+spell lvl + first casters ability Mod +1/2 second casters ability mod. (First caster is the one with the highest relevant ability mod). The spell is cast as if it were modified by one of the following metamagic feats, though its actual level does not change: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell. From "Tome and Blood" Cooperative Spell(MetaMagic) Prereq: Any other metamagic feat Benefit: You and other spellcasters with this feat can simultaneously cast the same spell (At the same time in the round) You must be adjacent to each other (Or at least 2 of the others if there are more than 2 casters). Add +2 to the DC against cooperatively cast spellls and +1 to caster level checks to beat the target's spell resistance (If any). Use the base dc and level check of the better caster. A cooperative spell takes up a spell slot of the same level as the spells actual level. Special: For each additional caster beyod two participating in the combined spell, add +1 to both the caster lvl check and the DC. Greater Spell Focus Prereq: Spell Focus Benefit: You add +4 to the DC of all spells from the school you focus on (This supercedes, does not stack with Spell Focus) Greater Spell Penetration Prereq: Spell Penetration Benefit: you get a +4 modifier on caster level checks to beat a creatures spell resistance. Energy Substitution Prereq: any other metamagic feat, 5 ranks Knowledge(Arcana) Benefit: Choose an energy type (Acid, cold, electric, fire, or sonic). You can modify a spell with an energy designator to use the chosen type of energy instead. A substitued spell works normally in all respects except the type of damage dealt, which becomes the type chosen. Special: You can gain this feat multiple times, choosing a different type of energy each time. Energy Admixture Prereq: Energy Substitution Benefit: Choose a type of energy. You can modify a spell with an energy designator to add an equal amount of the chosen type of damage. The altered spell works normally in all respects except the type of damage dealt, which includes the normal type AND the chosen type. Thus, an acid fireball cast at 6th lvl deald 6d6 fire damage and 6d6 *Energy* damage (Roll each set seperately, 1 saving throw is made for the whole spell, and applies equally to both. The damage cap for the spell is unchanged, but counts seperately for each type of energy. So an acid fireball cast at 10th lvl or higher deals 10d6 Fire damage and 10d6 Acid damage. Even opposed types of energy, such as fire and cold, can be mixed with this feat. An admixed spell uses up a slot 4 lvls higher than the spells actual level. Special: You can gain this feat multiple times, choosing a different type of energy each time. You can use Admixture with a spell that has been modified by energy substitution. You can also use energy admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice (A firey fireball for 20d6 points of Fire damage) Extra Slot(General) Prereq: spellcaster lvl 4th+ Benefit: You gain one extra spell slot in your daily allotement. this extra slot can be at any lvl up to one lvl lower than the highest lvl spell you can cast. Once selected the extra slot is permanent and never migrates up or down in lvl. Special: You can gain this feat multiple times. Each time you gain an extra spell slot at any lvl up to one lower than the highest lvl spell you can cast when you take the feat. Extra Spell(General) Prereq: spellcaster lvl 3rd+ Benefit: You learn one additional spell at any lvl up to one lvl lower than the highest level spell you can cast. Special: You can gain this feat multiple times. each time you learn a new spell at any lvl up to one lower than the highest lvl spell you can cast when you take the feat. Also, Jemal says that if you allow some/most of these, He'll change his character to a spellcaster (Wel be doing them together and have them done when get an answer. [/QUOTE]
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