How do You feel about Sorcerers and Metamagic Feats?

Re: Re: Re: How do You feel about Sorcerers and Metamagic Feats?

kigmatzomat said:


Ummm, Sorcerers *CAN* use Quicken.

From the SRD (emphasis mine):


PHB 3.5 clarifies the issue by including a "special" proviso in the quicken feat to state that it cannot be used by spontaneous casters (including sorcerers and bards).

Don't really see why they did this, but there it is.

Cheers
 

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Re: Re: Re: How do You feel about Sorcerers and Metamagic Feats?

kigmatzomat said:
That "more than" is the key. 1 full round is *not* more than 1 full round (1 > 1 = false).

So sorcerers can quicken most, but not all, spells. Ahh, the amount of destruction an elemental savante can do is good for the soul.

The problem is, the MEtamagic casting-time extension occurs after Quicken has it's effect. So:

1 action casting time for spell + Quicken = Free Action casting time for spell + spontaneous metamagic = Full-Round action casting time for spell.

As I'm sure I'll discover others have already told you by now, when I read the rest of the thread. :D
 

Plane Sailing said:
What they *should* have done: given each of the element types a special effect, which was consistent amongst all spells of that type.

e.g. (off the top of my head)
all Fire spells ignite you if you fail your ST.
all Electrical spells stun you for 1r if you fail your ST
all Sonic spells deafen you if you fail your ST
all Cold spells slow you for 1r if you fail your ST
all Acid spells... dunno, make you shaken for 1r if you fail your ST?

Tell you what - I'll introduce this in my game starting at my next session and tell you how it goes :)

This looks pretty much like my houserule that I dropped to avoid confusion with my newbie group ;)

Diablo 2 RPG :D

I changed the damage too:
  • Fire: (1d6+1)/spellcasterlevel and ignites (Refl save, in case of ranged touch spells: Refl save does not half/avoid damage but avoids ignition)
  • Electricity: 1d6/SCL and dazes (stun was too strong since dropping weapons... ) (Refl save+ Fort save in case of ranged touch attacks)
  • Acid: 1d4/round for SCL rounds or immersion in water... rolling a 1 OR a 2 on d20 for the save destroyed items.
  • Sonic: 1d8/(SCL/3 and rounded down) plus stun (Will save)
  • Cold: 1d4/SCL and slowed for 3 rounds (Fort save)

Oops houserules alert ;)
 
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