Hide feat
"Just a little nitpick, silent spell and Hide spell are far from equivelent. The act of casting a hidden spell can still be heard, as it still requires verbal components. The sounds created from a silent spell can still be heard, as that feat only removes the audible section of spellcasting. If you want to truly remain hard to locate with spellcasting, you would have to use a silent hidden spell."
My bad, reread the feat and thats true.... components are still there, not silenced. Course now you can easily spellcraft the caster and you'll know what invisible effect is occuring, so i'm even more confused about taking away a reflex save... oh well.
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--Otiluke's Resilient Sphere. Now, with Hide feat, has no save and is a guarenteed 6th level negate a large or smaller creature spell.
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"Unless that creature has some form of teleportation, which many creatures fought at that level do. Also, you can't harm the creature in the sphere, so all you've done is use a 6th level slot to disable him temporarily. Compared to Hold Monster (allows a save, but you get to kill the guy if he fails) or Bigby's forceful hand (holds people back and is breakable, but you still get to attack them) it seems balanced to me."
the spell says nothing can pass through the sphere, inside or out so teleport would work as sphere is a force spell, but ethereal jaunt etc wouldn't as force spells are coexistant on the ethereal plane.
would you think a hold monster spell cast with a +2metamagic feat that prevents will saves equal to a 7th level spell? You shouldn't compare how powerful a metamagiced spell is with other spells at a certain level, you should focus more on how it compares with other metamagic feats.
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--Blade Barrier, a reflex NEGATES spell. Invisible blade barriers anyone? Blade Barriers doing guaranteed damage and no one can see them.
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"And its an 8th level spell. The fact taht it is invisible does not stop you from leaving it. Simply move your full speed in any one direction and likely you will break free. also, being invisible, your allies cannot see it, so must be careful not to blunder into it."
No, its a 6th level metamagiced spell, its cast as an 8th level spell, and is slotted as an 8th level spell, but it is still a 6th level spell.
Why is Blade Barrier a 6th level spell to begin with? it only does 1d6damage per caster level, has a full round casting time, and has a save that NEGATES. hell sounds less than a 3rd level fireball to me... I am of course being sarcastic here, it lasts 10 minutes per level. you throw this puppy down on a battlefield and watch it work. You hide behind it and get 1/2 cover and all that it advantages to a person. you make blade barrier no save with hide feat and suddenly a semi-intelligent caster will find all sorts of ways to make it impossible to bypass.
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Earthquake is now a flat 25% chance to die spell. And its invisible and has around 105ft radius. It is now a huge area effect death spell. No save, no Hp requirement, nada....
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"Not too ahsbby for a 10th level spell slot. (11th for Druids)."
yeah, but much better than any other metamagiced death effect spell in the game...... it effects everyone in a 105ft radius with a flat 25% chance to die. That is very very very overpowered. look at all of the death spells, they have hp limits or HD limits or saves.
Unless you burrow or fly your 25% dead. No spell resistance either.
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Flaming Sphere, another reflex NEGATES spell.
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"and if you don't have better things to do with your 4th level spell slots than deal 2d4 damage per round, you might want to learn some better spells."
the point of flaming sphere is not how much damage it does, (2d6 actually) is that is is a controlable source of fire for medium range and for 1/round a level. An invisible sphere has all sorts of potential.
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--Holy Smite is now a guaranteed 1 round blind spell +damage in a 20ft radius burst vrs evil and neutral creatures.
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"For a 6th level spell slot. Other 6th level spells include Harm (more powerful than a hidden holy smite) and Geas / Quest (more powerful than holy smite).Neither of those allow saves."
Everyone knows Harm is broken so i'll not count that one. Geas/Quest is broken in my book to, but it still only effects 1 person. we're dealing with a 20radius burst, thats a circle 40ft in diameter. big, big.....
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--Orders Wrath now a guaranteed 1 round daze +damage spell vrs chaotic and neutral.
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"See holy smite above"
indeed, i as well. see above
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--Sound burst now a guaranteed 1 round stunned spell.
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"Will save"
I made a mistake. was tired oh well....
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--Sunbeam is now a guaranteed blind spell for at least 17rounds and does damage and does a guaranteed kill vrs undead that are destroyed by light.
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"That slot could also be filled with Prismatic Sphere (Sun Domain) or Shapechange (Druid) or Elemental Swarm (druid). Seems balanced to me."
whoa nelly!
1st i dont think comparing metamagiced spells to spell of the new level is the best way of determining +caster level difficulty. But to take your examples.....
Pris Sphere, only blinds those within 20ft of the caster and only for those less than 8HD although the length of blindness is longer.
The effects of the Sphere only happen if you go through the sphere and the sphere doesnt move and you cant cast spells out of the sphere...
Shapechange is nice, one of the best spells in the game, but you cant get supernatural or spell like abilities. Basically this is a pump your form up and bash the bad guys spell. Or it is a be tricky with your forms spell. This cannot directly hurt another like a sunbeam. And it has a 1500gp focus, (subject to a shatter spell, which i like)
Elemental swarm. take 10 minutes to cast. that all i have to say.
its not a combat spell, its a prepare for combat spell... big difference.
Dont forget the Sunbeam caster would have 5 sunbeams to cast, one per round.
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--Wall of ice now a guaranteed capture the enemy spell.
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"A 6th level spell that removes your foe from combat for 1-2 rounds? Go for it. It is extremely easy to hack through. Also, if your foe is taller than 3' + 1' per level, its too big to capture."
14 feet is pretty big, and it removes things from combat. Always nice.
My main point when i see any metamagic feat is consider what it does to all combat dynamics. I also immediatly think of what a villian could do to a party. To use this feat and show you why i dont allow it in my game is the following examples.
party of 4, fighter mage thief cleric.. all levels 12.
meets 1mage 11th, improved invisibility on + 1 Hill giant with ring of major elemental resistance (fire) (EL 12)
round 1, mage casts otilikes resiliant sphere with hide metamagic feat on the cleric. Now cleric cant heal. If someone was within 5ft of the cleric, they are in the sphere as well.
round 2. Hill giant bashes the fighter, mage does a maximized fireball (his last 6th spell, he's an invoker) for 60hp damage. Don't forget death by massive damage rules.
round 3. Giant bashes fighter, mage casts regular fireball. Now party mage has taken significant damage -whatever resistances he may have.
probably the party will either die, or run away leaving the cleric.
the mage then rolls the sphere into a lava pit, or drops the sphere into a pit trap and drop a large stone block on the sphere.. wait for sphere spell to end, dead cleric.
I know that's a simplified combat, but i think it shows how a spell that does no damage and that has no save can kill a party. If he would have memorized another otilukes, suddenly the party is down to two people... mage and rogue only.
joseph browning