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Evening out the Arcane vs Psionics for damage
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<blockquote data-quote="Destil" data-source="post: 3520549" data-attributes="member: 1980"><p><strong>Force & other oddities</strong></p><p></p><p>[h4]Force Mastery [Metamagic][/h4]</p><p><strong>*Force Substitution:</strong> Force substitution can be applied to any spell that deals energy (fire, cold, electric, fire or acid) damage. The spell instead deals Force damage, all other effects remain unchanged. The spell gains the [Force] descriptor and looses any energy descriptors. Level adjustment +2.</p><p></p><p><strong>*Invisible:</strong> Invisible can be applied to any spell with the [Force] descriptor. The object or effect created is invisible to the naked eye (visible as a shadowy outline to See Invisibility or True Sight). Level adjustment +1/2.</p><p></p><p><strong>*Mirrored:</strong> Mirrored can be applied to any spell that produces an invisible force effect. One or both sides is mirrored instead, allowing a wall of force to function as a one way window, for example. Level adjustment + 1/2.</p><p></p><p><strong>*Surestriking:</strong> Surestriking can be applied to any spell with the [Force] descriptor that requires a touch attack to hit. The spell instead always strikes the intended target (no attack roll). The range of the spell becomes close and the target/effect becomes target creature. Level adjustment +2.</p><p></p><p><strong>*Undispelable:</strong> Undispelable can be applied to any spell with the [Force] descriptor. The effect spell can not be negated with dispel magic or similar spells, a ''disintegrate'' is required instead. Level adjustment +1.</p><p></p><p><strong>*Weapon:</strong> Weapon can be applied to any spell with the [Force] descriptor that requires a touch attack to hit and has an instantaneous duration. The spell instead produces a shimmering force-weapon: this functions in all ways as a Spiritual Weapon, except on a successful hit the sword deals damage as the original spell (and it draws on your Int or Cha instead of Wis bonus if you cast spells using these ability scores). The duration becomes 1 round / level, the effect becomes a weapon of force (your choice of weapon) and the range becomes close. Level adjustment: +2 for a weapon with a 20x2 crit. modifier, +3 for a weapon with a 19-20 or x3, +4 for a weapon with a 18-20 or x4.</p><p></p><p><strong>*Strengthened:</strong> Strengthened can be applied to any spell with the [Force] descriptor that produces one of the following effects: An Armor Class bonus, an object with a Strength score or an object with hitpoints or Armor Class. Each of these factors can be strengthened. Level adjustment: +1 per point of Armor Class, +1/2 per 2 points of Strength and +1/2 per 5 hit points.</p><p></p><p><strong>*Force Admixture:</strong> Force admixture can be applied to any spell that deals energy damage (cold, electric, acid, sonic or fire damage). The spell deals an equal amount of force damage in addition to the normal effects and gains the [Force] descriptor. Level adjustment +6.</p><p></p><p>[h4]Prismatic Mastery [Metamagic][/h4]</p><p><strong>*Prismatic Stability:</strong> Prismatic stabilty can be applied to any multi-layered prismatic spell with a duration. You can, with a standard action, re-activate a single color that has been negated from your existing prismatic spell, you must be within the spell's original range to do this and this does not work once the prismatic spell has been brought down completely. To reinforce a permanent prismatic spell [made thus via with the permanency spell] you must pay 1/7th the original XP cost of permanency. Level adjustment +1.</p><p></p><p><strong>*Prismatic Finesse: </strong> Prismatic finesse can be applied to any prismatic spell that requires dice rolls to determine a color. You roll two dice for random colors, and choose between the two rolls. This apples to rerolls for '8' results, as well. Level adjustment +1/2.</p><p></p><p><strong>*Prismatic Oscillation:</strong> Prismatic oscillation can be applied to any prismatic spell that requires dice rolls to determine a color. Instead of rolling 1d8 to determine the effects of a prismatic spell, roll two dice and apply both rolls. Level adjustment +2.</p><p></p><p><strong>*Prismatic Irregularity:</strong> Prismatic irregularity can be applied to any prismatic spell. When casting a Prismaticly Irregular spell, select one color and replace it with any of the other colors (for spells with d8 rolls you could replace or double the 8: white / reroll result, if you wish). The original color is no longer present, and the new color occurs twice in the effect (or twice as often). For spells with successive layers, the old layer is gone, and the new layer is concurrent with the original color (A prismatic wall with it's red layer shifted to indigo would thus have layers Orange, Yellow, Green, Blue, Indigo, Indigo, Violet). For d8 rolls simply replace the old color with the new on the rolling chart. Level adjustment +1.</p><p></p><p><strong>*Prismatic Mirror:</strong> Prismatic mirror can be applied to any prismatic spell that has a discrete order of effects (such as wall or sphere). The spell operates in the reverse order of a normal prismatic spell, going from Violet on the first later / effect to Red on the last. Note that this also reversed the order of spells needed to bring down most prismatic spells (as they must be negated from outermost in). Level Adjustment +1.</p></blockquote><p></p>
[QUOTE="Destil, post: 3520549, member: 1980"] [b]Force & other oddities[/b] [h4]Force Mastery [Metamagic][/h4] [b]*Force Substitution:[/b] Force substitution can be applied to any spell that deals energy (fire, cold, electric, fire or acid) damage. The spell instead deals Force damage, all other effects remain unchanged. The spell gains the [Force] descriptor and looses any energy descriptors. Level adjustment +2. [b]*Invisible:[/b] Invisible can be applied to any spell with the [Force] descriptor. The object or effect created is invisible to the naked eye (visible as a shadowy outline to See Invisibility or True Sight). Level adjustment +1/2. [b]*Mirrored:[/b] Mirrored can be applied to any spell that produces an invisible force effect. One or both sides is mirrored instead, allowing a wall of force to function as a one way window, for example. Level adjustment + 1/2. [b]*Surestriking:[/b] Surestriking can be applied to any spell with the [Force] descriptor that requires a touch attack to hit. The spell instead always strikes the intended target (no attack roll). The range of the spell becomes close and the target/effect becomes target creature. Level adjustment +2. [b]*Undispelable:[/b] Undispelable can be applied to any spell with the [Force] descriptor. The effect spell can not be negated with dispel magic or similar spells, a ''disintegrate'' is required instead. Level adjustment +1. [b]*Weapon:[/b] Weapon can be applied to any spell with the [Force] descriptor that requires a touch attack to hit and has an instantaneous duration. The spell instead produces a shimmering force-weapon: this functions in all ways as a Spiritual Weapon, except on a successful hit the sword deals damage as the original spell (and it draws on your Int or Cha instead of Wis bonus if you cast spells using these ability scores). The duration becomes 1 round / level, the effect becomes a weapon of force (your choice of weapon) and the range becomes close. Level adjustment: +2 for a weapon with a 20x2 crit. modifier, +3 for a weapon with a 19-20 or x3, +4 for a weapon with a 18-20 or x4. [b]*Strengthened:[/b] Strengthened can be applied to any spell with the [Force] descriptor that produces one of the following effects: An Armor Class bonus, an object with a Strength score or an object with hitpoints or Armor Class. Each of these factors can be strengthened. Level adjustment: +1 per point of Armor Class, +1/2 per 2 points of Strength and +1/2 per 5 hit points. [b]*Force Admixture:[/b] Force admixture can be applied to any spell that deals energy damage (cold, electric, acid, sonic or fire damage). The spell deals an equal amount of force damage in addition to the normal effects and gains the [Force] descriptor. Level adjustment +6. [h4]Prismatic Mastery [Metamagic][/h4] [b]*Prismatic Stability:[/b] Prismatic stabilty can be applied to any multi-layered prismatic spell with a duration. You can, with a standard action, re-activate a single color that has been negated from your existing prismatic spell, you must be within the spell's original range to do this and this does not work once the prismatic spell has been brought down completely. To reinforce a permanent prismatic spell [made thus via with the permanency spell] you must pay 1/7th the original XP cost of permanency. Level adjustment +1. [b]*Prismatic Finesse: [/b] Prismatic finesse can be applied to any prismatic spell that requires dice rolls to determine a color. You roll two dice for random colors, and choose between the two rolls. This apples to rerolls for '8' results, as well. Level adjustment +1/2. [b]*Prismatic Oscillation:[/b] Prismatic oscillation can be applied to any prismatic spell that requires dice rolls to determine a color. Instead of rolling 1d8 to determine the effects of a prismatic spell, roll two dice and apply both rolls. Level adjustment +2. [b]*Prismatic Irregularity:[/b] Prismatic irregularity can be applied to any prismatic spell. When casting a Prismaticly Irregular spell, select one color and replace it with any of the other colors (for spells with d8 rolls you could replace or double the 8: white / reroll result, if you wish). The original color is no longer present, and the new color occurs twice in the effect (or twice as often). For spells with successive layers, the old layer is gone, and the new layer is concurrent with the original color (A prismatic wall with it's red layer shifted to indigo would thus have layers Orange, Yellow, Green, Blue, Indigo, Indigo, Violet). For d8 rolls simply replace the old color with the new on the rolling chart. Level adjustment +1. [b]*Prismatic Mirror:[/b] Prismatic mirror can be applied to any prismatic spell that has a discrete order of effects (such as wall or sphere). The spell operates in the reverse order of a normal prismatic spell, going from Violet on the first later / effect to Red on the last. Note that this also reversed the order of spells needed to bring down most prismatic spells (as they must be negated from outermost in). Level Adjustment +1. [/QUOTE]
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