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<blockquote data-quote="Technik4" data-source="post: 1005967" data-attributes="member: 7211"><p>I got my Magic of Faerun this time.</p><p></p><p>Widen Spell [Metamagic]</p><p>You can increase the area of your spells.</p><p>Benefit: A widened burst, emanation, or spread spell has its radius increased by 50%. Spells that do not have an area of one of these three sorts are not affected by this feat. A widened spell uses up a spell slot three levels higher than the spell's actual level.</p><p></p><p>Same level adjustment, but smaller increase and more restrictive list of things it works on. I'm not really sure if yours is bad though, as I never knew anyone to take Widen Spell unless they also took a prc found in that book which grants Widen Spell for no spell cost 1+Cha times/day. Additionally at 5th (the last) level of the prc, Widen is enhanced to +100% instead of +50% area.</p><p></p><p>I actually have some ideas for Extend Spell. First, any extended spell has a maximum length of 24 hours. Second, here are the categories:</p><p></p><p>1 round/level</p><p>1 minute/level</p><p>10 minutes/level</p><p>1 hour/level</p><p>24 hours</p><p></p><p>Making a move down the chart costs +1 spell level. If a spell has a fixed duration, the duration is doubled instead of using the chart (So no persistent divine favor). Personally I think it may work, but I have not playtested it. Obviously, for higher level wizards, going to 24 hours is usually excessive as 1 hour/level will get the job done, but its nice for those paranoid wizards <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So a 3.5 bull's strength would be a 4th level spell to last 1 hour/level (and the max is 24 hours). It seems reasonable to me. Also if problems arose from people trying to play sleeping games (I cast this before I go to sleep, it lasts 24 hours, etc) then you can always make the max 12 hours (and the last category would become 12 hours as well).</p><p></p><p>I just don't find it broken to have a 3rd level mage casting mage armor as a second level spell and having it last all day. There could be combinations I haven't considered.</p><p></p><p>A couple updates courtesy of Tome and Blood.</p><p></p><p>Chain Spell is SL +3 and states: "you can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target normally, then arcs to a number of secondary targets equal to your caster level. All secondary targets must be within 30 feet of the primary target."</p><p></p><p>Yours is the same (including that if the spell does no damage, the secondary targets get +4 to saves) except for the target max. </p><p></p><p>Energy Substitution is your Transmute Spell Energy, but you give more options (like a hybrid Substitution/Admixture). Incidentally, while you charge levels for making say, a half ice half fireball, (this would be SL +1) energy admixture allows you to make a fireball that does an equal amount of cold damage. It costs +3 SL.</p><p></p><p>Reach Spell is in Defenders of the Faith (not Tome and Blood) and it turns touch into ray with a distance of 30 ft. SL +2. I think this is more reasonable, especially as the 30 ft is capped. You still have to get awfully close, but not quite melee. Seems especially nice with healing spells, although as you pointed out it has offensive capabilities too.</p><p></p><p>By the by, I wasnt listing what the splatbooks had them pinned to make you change or anything, just some food for thought.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1005967, member: 7211"] I got my Magic of Faerun this time. Widen Spell [Metamagic] You can increase the area of your spells. Benefit: A widened burst, emanation, or spread spell has its radius increased by 50%. Spells that do not have an area of one of these three sorts are not affected by this feat. A widened spell uses up a spell slot three levels higher than the spell's actual level. Same level adjustment, but smaller increase and more restrictive list of things it works on. I'm not really sure if yours is bad though, as I never knew anyone to take Widen Spell unless they also took a prc found in that book which grants Widen Spell for no spell cost 1+Cha times/day. Additionally at 5th (the last) level of the prc, Widen is enhanced to +100% instead of +50% area. I actually have some ideas for Extend Spell. First, any extended spell has a maximum length of 24 hours. Second, here are the categories: 1 round/level 1 minute/level 10 minutes/level 1 hour/level 24 hours Making a move down the chart costs +1 spell level. If a spell has a fixed duration, the duration is doubled instead of using the chart (So no persistent divine favor). Personally I think it may work, but I have not playtested it. Obviously, for higher level wizards, going to 24 hours is usually excessive as 1 hour/level will get the job done, but its nice for those paranoid wizards :) So a 3.5 bull's strength would be a 4th level spell to last 1 hour/level (and the max is 24 hours). It seems reasonable to me. Also if problems arose from people trying to play sleeping games (I cast this before I go to sleep, it lasts 24 hours, etc) then you can always make the max 12 hours (and the last category would become 12 hours as well). I just don't find it broken to have a 3rd level mage casting mage armor as a second level spell and having it last all day. There could be combinations I haven't considered. A couple updates courtesy of Tome and Blood. Chain Spell is SL +3 and states: "you can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target normally, then arcs to a number of secondary targets equal to your caster level. All secondary targets must be within 30 feet of the primary target." Yours is the same (including that if the spell does no damage, the secondary targets get +4 to saves) except for the target max. Energy Substitution is your Transmute Spell Energy, but you give more options (like a hybrid Substitution/Admixture). Incidentally, while you charge levels for making say, a half ice half fireball, (this would be SL +1) energy admixture allows you to make a fireball that does an equal amount of cold damage. It costs +3 SL. Reach Spell is in Defenders of the Faith (not Tome and Blood) and it turns touch into ray with a distance of 30 ft. SL +2. I think this is more reasonable, especially as the 30 ft is capped. You still have to get awfully close, but not quite melee. Seems especially nice with healing spells, although as you pointed out it has offensive capabilities too. By the by, I wasnt listing what the splatbooks had them pinned to make you change or anything, just some food for thought. Technik [/QUOTE]
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