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.
Decay Spell [Metamagic]
You hold back on some of a spells needed energy, but in return the spell decays quickly over time.
Benefit: For every casting time increment or duration increment (whichever is shorter) after the first, the spell decays by 20%. Spells that deal damage or that have hp have 20% less hp and deal 20% less damage. Illusions have a -2 to the believe save for every 20%. For others spells, treat the failure as spell failure that you roll once during every increment. If the failure is roll, the spell is treated as suppressed until the next increment, and then failure is rolled again. Once the failure reaches 100% the spell ends. Divinations and spells with instantaneous durations can not be decayed. A decaying spell takes up a spell slot one level lower than normal for that spell.
Special: You can lower the spell level by 2, but the failure becomes 50% per increment.
-- The inspiration for this feat was for conjuration specialists, the idea of a specialist creating an item in his hands that just decays and turned to dust over time kind of appealed to me. If you notice this feat is very wordy. That's intentional, it needs a lot of clarification or it can be broken with certain spells. In my mind, better a very nice feat that takes a bit of reading to get the hang of, vs a boring feat that's easy to read. Now, I can see a lot of people thinking this feat is terrific for those spells you only need for one round, and it is. But for a wizard preparing this, he has to think about that ahead of time. Sorcs don't, but I feel metamagics should be better for sorcs anyway, its one of the things that sets them apart from wizards. Also, the special section is to give the
feat a little flexibility.
Link Spell [Metamagic]
You link yourself physically to your spells, giving them great endurance but sacrificing your own.
Benefit: Upon casting a linked spell, a physical link is forged between you and the spell, from up to medium range. It requires concentration to maintain the link. You can give up the link at any time, even not on your action, but cannot regain it once its lost. On every round on your turn, decide whether you will take 50% or 100% of your spells damage. Whenever your spell recieves damage, treat it as the under the shield other spell with the given percentage.
In addition, whenever your spell is successful dispelled, you may choose whether to girder it. If girdered, you take 1d8 points of damage per spell level of the spell girdered (include metamagics) but the spell remains unaffected. This also allows a spell to resist the effects of an antimagic field, but you take the indicated damage whenever the spell enters the field or for every round it remains in the field. Girdiring does not help against counterspelling. A linked spell takes up a spell slot one level higher than normal.
Special: You can hold the link up to long range if you make the level increase 2.
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.
Decay Spell [Metamagic]
You hold back on some of a spells needed energy, but in return the spell decays quickly over time.
Benefit: For every casting time increment or duration increment (whichever is shorter) after the first, the spell decays by 20%. Spells that deal damage or that have hp have 20% less hp and deal 20% less damage. Illusions have a -2 to the believe save for every 20%. For others spells, treat the failure as spell failure that you roll once during every increment. If the failure is roll, the spell is treated as suppressed until the next increment, and then failure is rolled again. Once the failure reaches 100% the spell ends. Divinations and spells with instantaneous durations can not be decayed. A decaying spell takes up a spell slot one level lower than normal for that spell.
Special: You can lower the spell level by 2, but the failure becomes 50% per increment.
-- The inspiration for this feat was for conjuration specialists, the idea of a specialist creating an item in his hands that just decays and turned to dust over time kind of appealed to me. If you notice this feat is very wordy. That's intentional, it needs a lot of clarification or it can be broken with certain spells. In my mind, better a very nice feat that takes a bit of reading to get the hang of, vs a boring feat that's easy to read. Now, I can see a lot of people thinking this feat is terrific for those spells you only need for one round, and it is. But for a wizard preparing this, he has to think about that ahead of time. Sorcs don't, but I feel metamagics should be better for sorcs anyway, its one of the things that sets them apart from wizards. Also, the special section is to give the
feat a little flexibility.
Link Spell [Metamagic]
You link yourself physically to your spells, giving them great endurance but sacrificing your own.
Benefit: Upon casting a linked spell, a physical link is forged between you and the spell, from up to medium range. It requires concentration to maintain the link. You can give up the link at any time, even not on your action, but cannot regain it once its lost. On every round on your turn, decide whether you will take 50% or 100% of your spells damage. Whenever your spell recieves damage, treat it as the under the shield other spell with the given percentage.
In addition, whenever your spell is successful dispelled, you may choose whether to girder it. If girdered, you take 1d8 points of damage per spell level of the spell girdered (include metamagics) but the spell remains unaffected. This also allows a spell to resist the effects of an antimagic field, but you take the indicated damage whenever the spell enters the field or for every round it remains in the field. Girdiring does not help against counterspelling. A linked spell takes up a spell slot one level higher than normal.
Special: You can hold the link up to long range if you make the level increase 2.