I like tactical feats, and I like metamagic feats, and I was bored, so I wrote up some tactical metamagic feats. Some of these are somewhat pointless, several of them are probably horridly unballanced, but hopefully at least a few of them are funny.
Comments?
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Metatactical Feats v0.2.1
School of the Plagiarist
requires: Twin Spell or Repeat Spell or Split Ray, 10 Ranks of Spellcraft
allows: If you hold an action to counterspell, you may instead replicate the spell cast, using an identical level spell slot, and choose your own target. If someone uses Twin, Repeat or Split within Long range of you, you may make a free action Counterspell roll to redirect their second spell instance. If you have a scroll, you may pay the cost to create the scroll to create a duplicate, even if you do not have the required eats/abilities/spell to create it. This takes half the normal scroll reation time. If someone casts a spell from a scroll and you are holding an action, you may use another scroll, and with a successful counterspell check, negate their spell and replace the spell on your scroll with the one they just cast. Your scroll must be of an equal or higher level spell.
School of the Clock Watcher
requires: Extend Spell, ability to cast Perminancy, ability to cast Slow
allows: When you cast a spell that you can normally cancel at will, as a full round action you may suspend the spell so that it is not in effect, but it also doesn't expend any of its time. You may reactivate the spell with its normal casting time. Suspended spells are not affected by dispel magic, and show up as faint enchantments. If you are the target of a Dispel Magic effect, you may make a reflex save (DC as per Dispel caster) to suspend all spells currently active on you. If you are the target of a Slow spell, the caster must also save or be affected as if you had cast the spell on them. All Haste spells active within Close range of you are automatically suppressed.
School of the Master Trigonometrist
requires: Knowledge (Architecture, Engineering, or Mathmatics) 12 Ranks,
ability to cast at least 1 cone, 1 burst, 1 ray, 1 line and 1 wall, Widen Spell
allows: If you choose, at the time of casting, you can alter the effects of your spells as follows:
- cone length may be halved or doubled, or anywhere between.
- cone width may be altered from 180 degrees to 0 degrees (Line)
- line or ray spells may be reflected off of surfaces that survive them.
You may choose at the time of casting whether the line reflects directly
back at you or at an identical angle to the angle of impact.
- Sphere or Burst spells can produce a volumetric quantity of spell effect.
This effect fills a number of adjacent cubes equal to 4/3pi*r^3.
You may deflect ranged touch attack spells with a held action and a Ray type spell. Make a ranged touch attack against an AC equal to DC of the target spell, even if it doesn't allow a saving throw. If you hit, you prevent the Ray from striking its target. You may choose to have either your ray or the deflected ray strike any target within range, as normal. The other ray is lost.
Your Wall type spells may be produced with up to three bends in them, of up to 90 degrees each.
School of Rock
requires: Ability to cast Stone to Flesh, Magic Jar, Statue, Contingency,
Perform (min 1 Rank, max 3 Ranks)
allows: If you turn a target to stone and have active Magic Jar & Statue spells, you may immediatly animate the stone creature via Statue and take control of it via Magic Jar, as a free action. Your previous body remains stone. You may switch between stone hosts as a free action, without eturning to the Magic Jar. You may attempt to take over a non-stone host directly from a stone host, without returning to the magic jar. If your host or magic jar is destroyed, you may return to any stone host within range. If you are magically petrified, you may instead cast Statue as a free action. While under a Statue type effect, you produce a discordant rumbling noise, causing all concentration checks within Medium range to be made at with a -2 profane penalty, and your unarmed attacks do an extra 1d6 sonic damage.
School of Vrock
requires: Ability to cast Dance of Ruin, Perform (1-3 Ranks), Empower Spell
allows: When you use Empower Spell on Dance of Ruin, it has double effect. Your Dance of Ruin also affects fiends, and gains a +4 vs spell resistance. When you are affected by Dance of Ruin, you may choose forego your next rounds action, sacrifice an appropriate level spell slot, cast Dance of Ruin, add it to the damage of the current dance, and cause it to affect creatures within its area that would not normally be affected, such as the Dance caster and fiends. Avian creatures are shaken by your presence.
Dirty Casting
requires: Dirty Fighting, Sneak Attack (3d6), Spellcraft (8 Ranks)
allows: You may sneak attack with damage dealing spells that do not require an attack roll, as long as you meet the requirements for sneak attacking as normal. When you cast a damage dealing spell, you may also do your Dirty Fighting damage to one target. Being grappled does not hinder your somantic components.
School of the Rainbow Taster
requires: ability to cast Prismatic Spray, Color Spray, Black Tentacles
allows: Through long exposure to the power of fabulousity, you are immune to prismatic energy. Damage that would normally be done by such energy is instead gained as temporary hp (1 hour). As a Rainbow Master, you have excellent control over the powers of color. You may roll twice per target and choose the better result for color spell effects. All targets within visual range of your Black Tentacles spell must make a Will save or be shaken, even if they are normally immune to fear effects.
School of Ray
requires: Base Attack +6, any two of (Merge Spell or Quicken Spell or
Twin Spell or Repeat Spell or Split Ray), Weapon Focus (Ray)
allows: You may make itterative attacks with Ray spells. Abilities that give additional melee attacks may be used as normal (Haste, Flurry, etc). You may add damage to Ray spells as per Power Attack. Your Ray spells may be combined with normal melee or ranged attacks using the normal itterative attack rules.
School of the Cloudwalker
reqires: Mobility, ability to cast 3 cloud type spells, Spellcraft (9 Ranks)
allows: You have a Blindsight type ability that allows you to know the position of all creatures within visibility blocking clouds within Long range. Within a cloud effect, you gain the Free Action ability, Spring Attack, and a fly movement rate equal to your base speed. You are not affected by harmful effects of cloud type spells. (Cloud type spells are Obscuring Mist, Stinking Cloud, Wall of Fog, Solig Fog, Acid Fog, Cloudkill, Incendiery Cloud, Mind Fog, etc.)
School of the Lost
requires: Survival or Knowledge (geography) (8 Ranks), ability to cast Teleport, Plane Shift, Greater Teleport, or Teleport Circle, Repeat Spell
allows: When you cast a travel spell with an error component, you may trigger the spell again the following round if you arrive in an unfortunante location. If you cast a travel spell with no error component, you may use it to attempt to travel to an unknown location, as if it had an error component, and are allowed one Repeat free, as above. You are immune to the effects of a Maze spell, but may choose to drop this immunity and draw the Maze caster into the Maze with you.
Comments?
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Metatactical Feats v0.2.1
School of the Plagiarist
requires: Twin Spell or Repeat Spell or Split Ray, 10 Ranks of Spellcraft
allows: If you hold an action to counterspell, you may instead replicate the spell cast, using an identical level spell slot, and choose your own target. If someone uses Twin, Repeat or Split within Long range of you, you may make a free action Counterspell roll to redirect their second spell instance. If you have a scroll, you may pay the cost to create the scroll to create a duplicate, even if you do not have the required eats/abilities/spell to create it. This takes half the normal scroll reation time. If someone casts a spell from a scroll and you are holding an action, you may use another scroll, and with a successful counterspell check, negate their spell and replace the spell on your scroll with the one they just cast. Your scroll must be of an equal or higher level spell.
School of the Clock Watcher
requires: Extend Spell, ability to cast Perminancy, ability to cast Slow
allows: When you cast a spell that you can normally cancel at will, as a full round action you may suspend the spell so that it is not in effect, but it also doesn't expend any of its time. You may reactivate the spell with its normal casting time. Suspended spells are not affected by dispel magic, and show up as faint enchantments. If you are the target of a Dispel Magic effect, you may make a reflex save (DC as per Dispel caster) to suspend all spells currently active on you. If you are the target of a Slow spell, the caster must also save or be affected as if you had cast the spell on them. All Haste spells active within Close range of you are automatically suppressed.
School of the Master Trigonometrist
requires: Knowledge (Architecture, Engineering, or Mathmatics) 12 Ranks,
ability to cast at least 1 cone, 1 burst, 1 ray, 1 line and 1 wall, Widen Spell
allows: If you choose, at the time of casting, you can alter the effects of your spells as follows:
- cone length may be halved or doubled, or anywhere between.
- cone width may be altered from 180 degrees to 0 degrees (Line)
- line or ray spells may be reflected off of surfaces that survive them.
You may choose at the time of casting whether the line reflects directly
back at you or at an identical angle to the angle of impact.
- Sphere or Burst spells can produce a volumetric quantity of spell effect.
This effect fills a number of adjacent cubes equal to 4/3pi*r^3.
You may deflect ranged touch attack spells with a held action and a Ray type spell. Make a ranged touch attack against an AC equal to DC of the target spell, even if it doesn't allow a saving throw. If you hit, you prevent the Ray from striking its target. You may choose to have either your ray or the deflected ray strike any target within range, as normal. The other ray is lost.
Your Wall type spells may be produced with up to three bends in them, of up to 90 degrees each.
School of Rock
requires: Ability to cast Stone to Flesh, Magic Jar, Statue, Contingency,
Perform (min 1 Rank, max 3 Ranks)
allows: If you turn a target to stone and have active Magic Jar & Statue spells, you may immediatly animate the stone creature via Statue and take control of it via Magic Jar, as a free action. Your previous body remains stone. You may switch between stone hosts as a free action, without eturning to the Magic Jar. You may attempt to take over a non-stone host directly from a stone host, without returning to the magic jar. If your host or magic jar is destroyed, you may return to any stone host within range. If you are magically petrified, you may instead cast Statue as a free action. While under a Statue type effect, you produce a discordant rumbling noise, causing all concentration checks within Medium range to be made at with a -2 profane penalty, and your unarmed attacks do an extra 1d6 sonic damage.
School of Vrock
requires: Ability to cast Dance of Ruin, Perform (1-3 Ranks), Empower Spell
allows: When you use Empower Spell on Dance of Ruin, it has double effect. Your Dance of Ruin also affects fiends, and gains a +4 vs spell resistance. When you are affected by Dance of Ruin, you may choose forego your next rounds action, sacrifice an appropriate level spell slot, cast Dance of Ruin, add it to the damage of the current dance, and cause it to affect creatures within its area that would not normally be affected, such as the Dance caster and fiends. Avian creatures are shaken by your presence.
Dirty Casting
requires: Dirty Fighting, Sneak Attack (3d6), Spellcraft (8 Ranks)
allows: You may sneak attack with damage dealing spells that do not require an attack roll, as long as you meet the requirements for sneak attacking as normal. When you cast a damage dealing spell, you may also do your Dirty Fighting damage to one target. Being grappled does not hinder your somantic components.
School of the Rainbow Taster
requires: ability to cast Prismatic Spray, Color Spray, Black Tentacles
allows: Through long exposure to the power of fabulousity, you are immune to prismatic energy. Damage that would normally be done by such energy is instead gained as temporary hp (1 hour). As a Rainbow Master, you have excellent control over the powers of color. You may roll twice per target and choose the better result for color spell effects. All targets within visual range of your Black Tentacles spell must make a Will save or be shaken, even if they are normally immune to fear effects.
School of Ray
requires: Base Attack +6, any two of (Merge Spell or Quicken Spell or
Twin Spell or Repeat Spell or Split Ray), Weapon Focus (Ray)
allows: You may make itterative attacks with Ray spells. Abilities that give additional melee attacks may be used as normal (Haste, Flurry, etc). You may add damage to Ray spells as per Power Attack. Your Ray spells may be combined with normal melee or ranged attacks using the normal itterative attack rules.
School of the Cloudwalker
reqires: Mobility, ability to cast 3 cloud type spells, Spellcraft (9 Ranks)
allows: You have a Blindsight type ability that allows you to know the position of all creatures within visibility blocking clouds within Long range. Within a cloud effect, you gain the Free Action ability, Spring Attack, and a fly movement rate equal to your base speed. You are not affected by harmful effects of cloud type spells. (Cloud type spells are Obscuring Mist, Stinking Cloud, Wall of Fog, Solig Fog, Acid Fog, Cloudkill, Incendiery Cloud, Mind Fog, etc.)
School of the Lost
requires: Survival or Knowledge (geography) (8 Ranks), ability to cast Teleport, Plane Shift, Greater Teleport, or Teleport Circle, Repeat Spell
allows: When you cast a travel spell with an error component, you may trigger the spell again the following round if you arrive in an unfortunante location. If you cast a travel spell with no error component, you may use it to attempt to travel to an unknown location, as if it had an error component, and are allowed one Repeat free, as above. You are immune to the effects of a Maze spell, but may choose to drop this immunity and draw the Maze caster into the Maze with you.