New metamagic feat.. melding EDITED (again)

Jesus_marley

First Post
Be aware that this is a very rough draft...

Prereqs: able to cast arcane spells, spellcraft 9.

You are able to combine 2 separate spells into one effect. Both spells occur at the same time but are treated as separate for purposes of saving throws, damage, etc. You cannot meld two identical spells (Ie. you cannot meld 2 magic missiles) but they may be of the same level.Melded spells take up a spell slot equal to the 2 spels levels +1. ie. (ie. Melding 2 level 1 spells would take up a single level 3 spell slot. Melding a level 1 and level 3 spell together would take up a level 5 slot.) Casting a melded spell takes a minimum of a full round action. If one of the spells being melded would normally take longer than a full round, use that casting time instead.
Due to the inherent instability of magic, attempting to meld spells together can be a dangerous thing. There is always a chance that a melded spell will unravel during the casting and be lost. For each spell level being melded togther, there is a 5% chance that the spell will fail. In the examples above, the first melded spell would have a 10% chance of failure while the second example would have a 20% chance. There is also a small chance of catastrophic failure. When a casting fails there is a flat 25% chance the forces involved create a magical backlash which deals 1d4 magic damage per spell level used in the melded spell to the caster. (ie. 2 L1 melded spells deals 2d4 damage).
 
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Hm, sounds neat. The math seems ovelry complicated, though. Also, I don't think you need the minimum caster level.

How about something more like, "The spell takes up a slot three levels higher than the highest spell level spell being cast. If you want to Meld Light, a first level spell, and Fireball, a third level spell, the Melded Light/Fireball would take a sixth level slot."

That makes it match spells like Twin Spell. This is one spell slot lower, but there's the unravel chance to balance it out.
 


... Why, using the feat doesn't require Spellcraft. I recommended getting rid of the minimum caster level because that's already built into the minimum possible Melded spell cast, so it's redundant.
 

Because I like using skills instead of caster level. It makes it more availible to multi class characters and to those with out full caster levels like Ranger and Paladin. And feats don't need to use the prerequite, cleave does not require one to use power attack for instance.

edit: why limit it to just arcane spells?
 

Well, it's just that no other Metamagic feat requires skill ranks. I like my house rules to be based on pre-existing mechanics, at least. I don't see why any requirement is required. If you drop the Spellcraft requirement, it's just as available to multiclass characters and those without full caster levels.
 

There are 4 meta magic feats in Complete Arcane that require skill ranks. But it is personal preference so one can always change them, not like anything here is official ;)
 

Oh, hm. Didn't know that. I don't have my copy with me, do you which four off hand?

I'd normally assume most casters to have the ranks in Spellcraft anyway, but I guess that makes it harder for the Rangers and Paladins.
 

What makes it really hard for them is the fact they cast Divine spells and can't take this feat, I was in error using them as an example.

How can you not have your book with you????

From memory Born of three Thunders, Energy Substitution, Lord of Uttercold, non lethal substitution
 

Bah! :p I'm not with any of my books right now and I'm too lazy to get up and dig them up.

Are there any Arcane-only Metamagic feats? I think no, but I was wrong about the last thing too, so.
 

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