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MM feats: Chaos-fueled spell and consistent spell
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<blockquote data-quote="Stalker0" data-source="post: 1175954" data-attributes="member: 5889"><p>I already posted all of these feats, but my friend told me that not many people want to read such a long post, so I decided to split them up, 2 at a time.</p><p></p><p>Note: Some metamagic feats lower the spell level for a spell. This does not give the spellcaster access to spells he would not normally be allowed to cast. For example, a cleric who can only cast up to 4th level spells can not use metamagic to gain acess to 5th level ones. The save for such a spell is the save for the spell at its original level.</p><p></p><p>Note: Some of the feats use the term casting time increment and duration increment. If the duration of a spell is 1 round or one round per level, then its increment is 1 round. 10 minutes per level equal a 10 minute increment and so on. Casting times of a full round and less count as 1 round increments. Duration increments of permanent count as a 1 day increment. Instantaneous durations have no increment. If a feat says after a certain increment, then the effect takes place right after the spell has gone through that increment. So after the 1st duration increment for a 1 round/level spell would take place right after the spell had finished its effects in the 1st round of its creation.</p><p></p><p>Chaos-fueled Spell [Metamagic]</p><p>You allow some of your spell energy to be powered by chaos energy, but incur the unreliability of chaos.</p><p>Prereq: Cannot by lawful.</p><p>Benefit: You gain a 15% spell failure on casting the spell that cannot be reduced in any way. A chaos-fueled spell takes up a spell slot one level lower than normal.</p><p></p><p>-- The idea of a feat that actually lowers the spell level, if you have to come up with a pretty universal penalty among spells. That's really hard to do, but spell failure is probably the best. Most casters don't want to deal with spell failure at all, and so 15% is a lot. But then again, how often have you wanted to prepare just one more 4th level spell, but didn't have that 4th level slot? So its tempting, but of course a gamble.</p><p></p><p>Consistent Spell [Metamagic]</p><p>You incur the power of order to give your spells consistentsy, but at the cost of power.</p><p>Prereq: Cannot by chaotic.</p><p>Benefit: You gain exactly half the benefit of the maximize spell feat (rounded down). You deal half the maximum damage, cure half the maximum hps, etc. A consistent spell takes up a slot equal to the normal spell slot.</p><p></p><p>-- In this case, the ongoing cost is that since the way dice works the average is always higher than half the maximum, you are giving up potential power everytime you use it. Now of course there are times when half the maximum is all you need- but hey isn't that what metamagic is for?</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1175954, member: 5889"] I already posted all of these feats, but my friend told me that not many people want to read such a long post, so I decided to split them up, 2 at a time. Note: Some metamagic feats lower the spell level for a spell. This does not give the spellcaster access to spells he would not normally be allowed to cast. For example, a cleric who can only cast up to 4th level spells can not use metamagic to gain acess to 5th level ones. The save for such a spell is the save for the spell at its original level. Note: Some of the feats use the term casting time increment and duration increment. If the duration of a spell is 1 round or one round per level, then its increment is 1 round. 10 minutes per level equal a 10 minute increment and so on. Casting times of a full round and less count as 1 round increments. Duration increments of permanent count as a 1 day increment. Instantaneous durations have no increment. If a feat says after a certain increment, then the effect takes place right after the spell has gone through that increment. So after the 1st duration increment for a 1 round/level spell would take place right after the spell had finished its effects in the 1st round of its creation. Chaos-fueled Spell [Metamagic] You allow some of your spell energy to be powered by chaos energy, but incur the unreliability of chaos. Prereq: Cannot by lawful. Benefit: You gain a 15% spell failure on casting the spell that cannot be reduced in any way. A chaos-fueled spell takes up a spell slot one level lower than normal. -- The idea of a feat that actually lowers the spell level, if you have to come up with a pretty universal penalty among spells. That's really hard to do, but spell failure is probably the best. Most casters don't want to deal with spell failure at all, and so 15% is a lot. But then again, how often have you wanted to prepare just one more 4th level spell, but didn't have that 4th level slot? So its tempting, but of course a gamble. Consistent Spell [Metamagic] You incur the power of order to give your spells consistentsy, but at the cost of power. Prereq: Cannot by chaotic. Benefit: You gain exactly half the benefit of the maximize spell feat (rounded down). You deal half the maximum damage, cure half the maximum hps, etc. A consistent spell takes up a slot equal to the normal spell slot. -- In this case, the ongoing cost is that since the way dice works the average is always higher than half the maximum, you are giving up potential power everytime you use it. Now of course there are times when half the maximum is all you need- but hey isn't that what metamagic is for? [/QUOTE]
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MM feats: Chaos-fueled spell and consistent spell
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