Need a new name for it obviously, and anyone to tell me which parts they feel are broken/unclear 
spell addition (metamagic)
prereqs: ?
Benefit: When preparing/useing a spell slot the caster may instead use two lower level spells in the slot instead. The slot needed is equal to the two spell levels put together plus one. So, if two third level spells were wanted to be used at the same time then it would take a seventh level slot.
All targets must be legal at the time of casting, the spells may go to completely different areas however. The casting time of the spell additioned spell is equal to the longest casting time of the spells prepared in this slot, or a minimum of one full round, whichever is longer.
In addition, extra spell slots may be used within the spell. These slots take up their actual slots, but cannot be cast seperately from the overall spell. These extra spells must be of the same level or lower than the highest spell placed into the spell addition above and the total of all the additional spells must be equal to or less than the overall slot being used minus one. Also, these extra spells may only be of personal, harmless, or willing target nature. No offensive spells.
So, for a big bang, as a 9th level spell a caster could place two fourth level spells, and up to 8 spell levels of non-offensive spells, none of which may be higher than level 4.
I know it might have some problems, especially with wording. I would appreciate however no comments like, 'this is just incredibly broken', please give examples as to how you feel it is so, that is much more constructive. Also, I dont care about epic levels at all, by the rules of the elh, so they do not matter for this feat either.
Mainly this has come about as a way to get off several defensive spells at once. With the incredibly shortened duration, and usefulness, of most buffs something is needed in order to have more than a single buff during any real battle. Casting more spells at once depletes the casters spell list very rapidily, and since the extra spells are effectively buff only that makes the offensive capabilities much less.
For the first part of the feat, two examples seem readily available to check for balance.
3rd level spell slot, 2 magic missiles vs fireball. This is very comparable, each has their own advantages and drawbacks. I think this is very even, especialy considering that it takes a feat to do it.
9th level spell slot, 2 enervations vs energy drain. both do 2d4 negative energy damage, the 2 have double the chance of one to break through SR which is nice, but they are both stopped by major globe and the like, which is painful.
Long post.. hopefully people will have good suggestions/ideas
oh, and there are no save or die spells in the campaign I am in either, in case that helps for balance purposes.
Edited to add in the casting time restriction.

spell addition (metamagic)
prereqs: ?
Benefit: When preparing/useing a spell slot the caster may instead use two lower level spells in the slot instead. The slot needed is equal to the two spell levels put together plus one. So, if two third level spells were wanted to be used at the same time then it would take a seventh level slot.
All targets must be legal at the time of casting, the spells may go to completely different areas however. The casting time of the spell additioned spell is equal to the longest casting time of the spells prepared in this slot, or a minimum of one full round, whichever is longer.
In addition, extra spell slots may be used within the spell. These slots take up their actual slots, but cannot be cast seperately from the overall spell. These extra spells must be of the same level or lower than the highest spell placed into the spell addition above and the total of all the additional spells must be equal to or less than the overall slot being used minus one. Also, these extra spells may only be of personal, harmless, or willing target nature. No offensive spells.
So, for a big bang, as a 9th level spell a caster could place two fourth level spells, and up to 8 spell levels of non-offensive spells, none of which may be higher than level 4.
I know it might have some problems, especially with wording. I would appreciate however no comments like, 'this is just incredibly broken', please give examples as to how you feel it is so, that is much more constructive. Also, I dont care about epic levels at all, by the rules of the elh, so they do not matter for this feat either.
Mainly this has come about as a way to get off several defensive spells at once. With the incredibly shortened duration, and usefulness, of most buffs something is needed in order to have more than a single buff during any real battle. Casting more spells at once depletes the casters spell list very rapidily, and since the extra spells are effectively buff only that makes the offensive capabilities much less.
For the first part of the feat, two examples seem readily available to check for balance.
3rd level spell slot, 2 magic missiles vs fireball. This is very comparable, each has their own advantages and drawbacks. I think this is very even, especialy considering that it takes a feat to do it.
9th level spell slot, 2 enervations vs energy drain. both do 2d4 negative energy damage, the 2 have double the chance of one to break through SR which is nice, but they are both stopped by major globe and the like, which is painful.
Long post.. hopefully people will have good suggestions/ideas

oh, and there are no save or die spells in the campaign I am in either, in case that helps for balance purposes.
Edited to add in the casting time restriction.
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