Metamagic spells

kirstar

First Post
I found this forum after a random google search and was most impressed.

Anyway I thought I would post this set of spells.

One of my favorate books of all time is the 2e tome of magic. I loved the metamagic spells and dont really like 3.x metamagic feats. Well not most of teh new ones that seem very splatty

Anyway my 3.x metamagic spells......

(a repost from ages ago from the wizards forum)


Metamagic Spells
A metamagic spell has similar functionality to a metamagic feat. When cast this spell enhances the power of the next spell to be cast. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items.

The following spells have correspond to specific metamagic feats.

Code:
Metamagic Spell 	Metamagic Feat 
Augmentation 		Empower Spell 
Dilation 		Widen Spell 
Extension 		Extend Spell 
Far Reaching 		Enlarge Spell 
Intensify Summoning 	Augment Summoning
Vocalize 		Silent Spell

Some metamagic spells can affect either 1 higher level spell or 2 -> 3 lower level spells. In this situation the additional spells must be cast on the round or rounds immediately following the initial casting. Each effected spell must obey the metamagic spell limitations of 1 standard action casting time etc, and takes a full round to cast.

Example, Randolf casts Greater Intensify Summoning and decides to enhance 3 spells of 3rd level or lower. He must cast 3 spells in succession on rounds 1, 2, and 3, to gain the full effect of the spell.

...............................................................................................

1 Contingent Note
2 Sense Shifting
2 Vocalize, Lesser
3 Extension, Lesser
3 Far Reaching, Lesser
4 Augmentation
4 Celerity
4 Intensify Summoning, Lesser
5 Dilation, Lesser
5 Vocalize
6 Extension
6 Far Reaching
6 Intensify Summoning
7 Augmentation, Greater
7 Spell Sculpting
7 Steal Enchantment
8 Dilation
8 Intensify Summoning, Greater
9 Extension, Greater
9 Far Reaching, Greater

...............................................................................................

Augmentation
Universal
Level: Sor/Wiz 4
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the damage of an affected spell by 50%. Only spells of 3rd level or lower are affected.

Augmentation, Greater
Universal
Level: Sor/Wiz 7
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the damage of an affected spell by 50%. Only spells of 6th level or lower are affected.

Celerity
Universal
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Special
Duration: 10 minutes.
Saving Throw: Will (Harmless)
Spell Resistance: Yes
Celerity affects spells of levels 1-5 which alter the movement of the wizard such as feather fall, jump, spider climb, levitate, and fly. Spells to be affected must be cast within 10 minutes of the casting of the celerity. Spells do not expire when the celerity expires.
Spells cast following the celerity receive a 25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spells duration.
The celerity gives the wizard a +2 dodge bonus to his saving throws against spells of levels 1-4 which directly affect his movement. This includes web, hold person, and slow. The wizard also gains a +2 enhancement bonus on all saving throws against magical paralysis attacks.

Contingent Note
Universal
Level: Sor/Wiz 1, Brd 1
Components: V, S, F
Casting Time: 10 minutes/Special
Range: Personal
Target: You
Duration: 1 day/level, until discharged
A condition is set as with contingency, when the condition is met a short and precise sequence of notes, selected when the spell is cast, is played, at a volume determined upon casting (cannot be loud enough to deafen). You may have multiple Contingent Notes cast on yourself at one time.
Focus: A small ivory medallion of yourself, worth at least 15 gp, which must be carried for the spell to function.

Three conditions may be set + 1 for every 5 full levels. The number of notes for each alert is 4, a Bard can use 12 notes including chords etc.

By itself, not so great, although you could use it to alert party members:
CN (on falling below 0 hp): High/Low/High/Low
CN (on being poisoned/cursed/diseased): High/High/High
CN (on being petrified, etc): Low/Low/Low
However, you can use it with contingency:

Cast CN (if below 0 hp), play a certain sequence
Cast CN (if unable to move), play the same sequence
Cast CN (if you say Exunt Omnes), play the same sequence

Cast Contingency (if the sequence is played), Teleport away to safety


Dilation, Lesser
Universal
Level: Sor/Wiz 5
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the area of effect (in all dimensions) of an affected spells of 3rd level or lower by 100%.


Dilation
Universal
Level: Sor/Wiz 8
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the area of effect (in all dimensions) of an affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.

Extension, Lesser
Universal
Level: Sor/Wiz 3
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the duration of an affected spells of 3rd level or lower by 100%.

Extension
Universal
Level: Sor/Wiz 6
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the duration affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.

Extension, Greater
Universal
Level: Sor/Wiz 9
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the duration affected spells of 9th level or lower by 100%. Two spells of 4th -> 6th level or three spells of 3rd level or lower may be affected by this spell.

Far Reaching, Lesser
Universal
Level: Sor/Wiz 3
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 3rd level or lower by 100%.

Far Reaching
Universal
Level: Sor/Wiz 6
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 6th level or lower by 100%. Two spells of 3rd level or lower may be affected by this spell.

Far Reaching, Greater
Universal
Level: Sor/Wiz 9
Components: V, S
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell increases the range of an affected spells of 9th level or lower by 100%. Two spells of 4th -> 6th level or three spells of 3rd level or lower may be affected by this spell.

Intensify Summoning, Lesser
Universal / Conjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 3rd level or lower can be intensified by this spell.

Intensify Summoning
Universal / Conjuration
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 4th -> 6th level or two spells of 3rd level or lower can be intensified by this spell.

Intensify Summoning, Greater
Universal / Conjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 Round
Range: Personal
Effect: Next Summoning Spell Cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
This spell functions in a similar manner to the Augment Summoning Feat. Any creature summoned by the intensified spell gain a +4 inherent bonus to their strength and constitution. Any summoning type spell of 7th -> 9th level or two spells of 4th -> 6th level or 3 spells of 3rd level or lower can be intensified by this spell.

Sense Shifting
Universal
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Round
Range: Personal
Duration: 30 minutes
Effect: Any three spells
Saving Throw: Will (Harmless)
Spell Resistance: Yes
Sense shifting allows the wizard to affect all spells of levels 0 through 4 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: colour, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects.
Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, coloured continual light globes, customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target.
Sense shifting cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a fireballs blast might be muted, but not wholly eliminated). If used to alter how detectable a spell is, the check may be made easier or more difficult by 5 points.
For example, to hear the detonation of a fireball may require a listen check of 15. A muted version however could require a 20 check.
The material component is a twist of multi-coloured ribbon with a small silver bell fastened to its end.

Spell Sculpting
Universal
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 Round
Range: Personal
Duration: 1 minute per level
Effect: special
Saving Throw: Will (Harmless)
Spell Resistance: Yes
The wizard can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spells area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any spells that are shaped have a minimum dimension of 5 feet instead of 10 feet for area allocation.
The wizard may sculpt 1 spell per full 3 caster levels, 4 @ 12th, 5 @ 15th, 6 @ 18th etc.

Transfer Enchantment
Enchantment
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Hour
Range: Touch
Duration: Permanent
Effect: 1 magic item
Saving Throw: Willing Only
Spell Resistance: Yes
This spell "steals" the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armour, wand, etc.).
The enchantment can be transferred only to a non-magical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).
At the culmination of the spell, the original magical object is left non-magical but unharmed.
Only un-attended or willing attended objects may be effected by this spell.
The success of this spell is not guaranteed. There is a chance that the enchantment might be lost during transfer. The chance of success is 75% + 1% per level of the caster, to a maximum of 95% at 20th level. If the transfer fails, the enchantment is lost, both items become non-magical.
The material component is the non-magical item which is to receive the enchantment. It must be of masterwork quality, and of equal or greater value than the object to be drained.

Vocalize, Lesser
Universal
Level: Sor/Wiz 2
Components: V
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
A metamagic spell has similar functionality to a metamagic feat. When cast this spell removes the somatic component of the next spell to be cast. The somatic component is expresses as additional verbal components. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items.
This spell can affects a spell of 5th level or lower. The affected spell must have somatic components.

Vocalize
Universal
Level: Sor/Wiz 5
Components: V
Casting Time: special
Range: Personal
Effect: Next Spell cast
Saving Throw: Will (Harmless)
Spell Resistance: Yes
A metamagic spell has similar functionality to a metamagic feat. When cast this spell removes the somatic component of the next spell to be cast. The somatic component is expresses as additional verbal components. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells becomes a full round action. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items.
This spell can affects a spell of 9th level or lower. The affected spell must have somatic components.
 

log in or register to remove this ad

It's not that bad, but really, I think they did the right thing by switching to a Feat-based system. Consider:

> Sorcerers and Psions would have to spend their very limited "spells known" slots to get these
> If Clerics and Druids don't have these on their class lists they can't use them at all, but if they do, it's even more of an advantage over the limited-known classes (or even the Wizard).
> This really slows down the caster, especially in 3.5E where he can no longer use haste to double-cast.

Now, I'm not saying they implemented the Feats in a way that I like. In fact, my group reworked metamagic a while back. And I think these spells would be pretty nice if implemented in addition to to the Feats. But I don't think they're good enough to replace them.

Also, one question:
Each effected spell must obey the metamagic spell limitations of 1 standard action casting time etc, and takes a full round to cast.

"a full round to cast" is a huge penalty. Are you sure you didn't mean "a full round action to cast" (like what Sorcerers and Bards deal with)?
 

Welcome to the boards! Interesting take on metamagic. Speaking as one who is disatisfied with the way metamagic works in 3e, I am refreshed to see some alternatives being offered. This doesn't really grab me as being exactly my style, but it could work.

I would like to offer a suggestion, if I may. Perhaps simply make metamagic spells swift action spells and only allow them to enhance one spell. Simpler spells like Extension could be 3rd level or thereabouts while more powerful ones like Augmentation would be 6th level or thereabouts. Just an idea to consider.
 

They are in addition to the normal metamagic feats. The idea being to give wizards more flexability.

I agree that most of these spells are a total waste for sorcerers, other than maybe vocalise :)

But then I favour wizards myself over sorcerers

And yeah I did mean a full round action.
 

airwalkrr said:
I would like to offer a suggestion, if I may. Perhaps simply make metamagic spells swift action spells and only allow them to enhance one spell.

To expand on what he said, I've actually played in a system where something like this worked well, albeit on a more limited scale. The "Summon Monster" style of spells was weakened, and dropped to a Standard Action to cast (instead of 1-round), but then a variety of strong summon-buffing spells was added. These spells could either be cast separately on an existing summon (using a Standard Action), or they could be cast as part of the summoning itself (in which case the two spells together required a single Full-Round Action).

Using them as Swift Actions does the same sort of thing, although I think that's a bit too generous. Maybe have the metaspell be a Move Action, so that you could stack it with a Standard Action spell? (Although there are spells that give extra Move Actions... hmm, balance headache.)
 

airwalkrr said:
Welcome to the boards! Interesting take on metamagic. Speaking as one who is disatisfied with the way metamagic works in 3e, I am refreshed to see some alternatives being offered. This doesn't really grab me as being exactly my style, but it could work.

I would like to offer a suggestion, if I may. Perhaps simply make metamagic spells swift action spells and only allow them to enhance one spell. Simpler spells like Extension could be 3rd level or thereabouts while more powerful ones like Augmentation would be 6th level or thereabouts. Just an idea to consider.

So change it from full round to swift + normal casting time of the spell ?
 

kirstar said:
So change it from full round to swift + normal casting time of the spell ?

Basically. I am using spell enhancer from the Spell Compendium as kind of a benchmark for the idea. I don't know how balanced it would be in play though. Just tossing it out as a trial balloon.
 

sounds cool actually.

how does this sound.....


Metamagic Spells
A metamagic spell has similar functionality to a metamagic feat. When cast this spell enhances the power of the next spell to be cast. The affected spell must be cast immediately after this spell, and must have a casting time of 1 standard action or less. The combined casting time of both the spells 1 standard action, but the casters swift action is used for that round. There is no way to decrease the casting time in a anyway. The spell to be affected can be subject to other metamagic feats, but not to other metamagic spells or magic items.
 
Last edited:

I wouldn't limit the casting time of the spell to be enhanced to a standard action. I would say as long as the caster begins casting the spell to be enhanced at the earliest moment possible, the metamagic benefit is applied to the spell in question.
 

Remove ads

Top