New spell feat and accompanying rules- Synergetic Spellcasting

ChimericDream

First Post
I've been working on this for awhile now, and I've got the basics of a new type of spell worked out. Basically, it's a metamagic variant on the current system that allows two casters to take the same feat (Synergetic Spellcasting), and blend their spells to create more powerful effects. For example, one caster casts a fireball and weaves it with a whirlwind the second caster is casting at the same time. The two spells merge and become something different and slightly more powerful.

Let me know what you think. Here's all the spell combinations I have so far, as well as my current "ideas" list and the required feat. Any opinions would be wonderful.

Synergetic Spellcasting [Metamagic]
You are capable of working with other spellcasters to weave magic together for greater effects.

Prerequisites: Caster level 6th, Any two metamagic feats, including at least one of the following: Empower Spell, Shape Spell, or Sculpt Spell.

Benefit: If two casters with this feat are working in cooperation with each other, they can combine their spells to enhance the effects of their spellcasting. See the CombinedSpells post for a list of spell combinations that work with this feat. You can also ask your DM for approval on custom synergies.

Special: For spells that require saves, always use the average of the two spells (rounded up), if both spells require a save. If only one spell requires a save, use that DC for the synergized spell. If neither spell grants a save, the synergized spell does not grant one either.

This principle is the same for spell resistance. If one or both spells are affected by SR, the synergized spell is as well. If both are not affected by SR, the synergized spell is not.

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Cyclonic Flame
Evocation [Air, Fire]
Component Spells: fireball, whirlwind
Casting Time: 1 standard action (two casters)
Range: Long (400 ft. + 40 ft./level; lower caster level)
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1d6 rounds
Saving Throw: Reflex halves / negates (see text; higher save DC)
Spell Resistance: Yes

This combination calls forth a whirling pillar of fire. Large or smaller creatures that come into contact with the spell must succeed on a Reflex save or take 3d4 of damage from wind and debris and 10d6 points of fire damage. The save halves this damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of bludgeoning damage plus 5d6 points of fire damage each round on the same turn as either caster (the caster who would otherwise act first) with no save allowed. Either caster may direct the cyclone to eject any carried creatures whenever he/she wishes, depositing the hapless souls wherever the cyclone happens to be when they are released, and with concentrated effort (a move action), both casters can make the Cyclonic Flame move up to 60 feet per round (moving its effective point of origin). The cyclone can only be directed once per round.

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Elemental Avatar
Transmutation [Air, Earth, Fire, or Water]
Component Spells: polymorph and one of the following: control water, fireball, stone shape, or wind wall
Casting Time: 1 standard action (two casters)
Range: Touch
Target: Willing creature touched
Duration: 1 round/level (lower of the two levels)
Saving Throw: None
Spell Resistance: No

The target creature transforms into a Large elemental of the appropriate type, depending on the component spells: air for wind wall, earth for stone shape, fire for fireball, and water for control water.

Once transformed, the target gains all of the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she is in elemental form, but she retains her own creature type. In addition, she changes her ability scores according to the following table for as long as she is in elemental form:

Table: Elemental Form Ability Scores
............................Air.......................Earth.....................Fire......................Water
Ability Score Adjustments...Str +4, Dex +14, Con +6...Str +14, Dex -2, Con +8...Str +4, Dex +10, Con +6...Str +10, Dex +4, Con +8

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Festinus Vitae
Transmutation, Conjuration (Healing)
Component spells: haste, (cure light wounds, cure moderate wounds, cure serious wounds, cure critical wounds or heal)
Casting Time: 1 standard action (two casters)
Range: Touch
Target: Creature touched
Duration: 1 round/level (use the lower of the two casters' levels)
Saving Throw: Fort negates (harmless; higher save DC)
Spell Resistance: Yes (harmless)

This combination gives the target the fast healing ability, with the amount of damage healed dependant upon the combination of spells used. See the table below for the rates at which the spells heal the target.

...............Light...Moderate...Serious...Critical...Heal
Fast Healing...4.......8..........12........16.........20

Special: This spell combination works in the reverse versus undead. If this combination is used on one of the unliving, they instead begin to lose hit points at the same rate as a living target would gain them. If this combination is instead used with a negative energy spell (inflict light wounds, etc.), it has the reverse effect. Living creatures will lose hit points at the specified rate per round, and undead would heal. This spell combination will not stack on itself.

If a creature already has the fast healing ability, this effect overlaps it, and you use the higher of the two numbers. If this spell would harm the creature with the ability, treat the damage as negative fast healing and add the numbers together. For example, a five-headed hydra has fast healing 15. If this combination was used with a harm spell, the hydra's fast healing would be negated, and it would take 5 damage per round for the duration of the spell.

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Flame Of Fascination
Illusion & Evocation [Pattern, Fire, Mind-Affecting]
Component Spells: rainbow pattern; wall of fire
Casting Time: 1 standard action (two casters)
Range: Medium (100 ft. + 10 ft./level) (use lowest caster level)
Target: fascinating flame with a 20-ft.-radius spread
Duration: Concentration +1 round/level (use the lower of the two caster levels)
Saving Throw: Will negates, Reflex half if Will save is successful (higher save DCs)
Spell Resistance: Yes

Brilliant and colorful flames dance and fascinate those within the area of effect. The flame of fascination will fascinate a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

For those failing their Will saving throw, take 2d4 damage per round. The wall deals double damage to undead creatures. An additional save is allowed every round damage is received, re-entering the area of effect will result in needing to save again. If a save is successful, the subject must also make a Reflex save or take 1/2 damage.

With concentrated effort (a move action), both casters can make the Flame of Fascination move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving flames, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the fascinating flames still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second Will save, but still takes damage from fire as normal. If the view of the flame is completely blocked creatures who can't see them are no longer affected.

Special: Damage from this spell does not break the fascination effect, although damage or effects from other sources will.

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Flame Wreath
Evocation [Fire, Light]
Component Spells: burning hands, faerie fire
Casting Time: 1 standard action (two casters)
Range: Close (25 ft. + 5 ft./2 levels)
Area: Creatures and objects within a 10-ft.-radius burst
Duration: 1 round / 2 levels (lower caster level)
Saving Throw: Reflex halves (see text; higher save DC)
Spell Resistance: Yes

Creatures in the area of this combination are surrounded by an aura of pale flames. Unlike normal faerie fire, however, this fire damages the creatures. It otherwise functions the same as normal faerie fire. Each round, the targets take 1d4 damage per caster level (maximum 5d4; use the lower caster level), and a successful reflex save will halve this damage.

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Husk of the Woodland
Transmutation
Component Spells: barkskin, ironwood
Casting Time: 1 full-round action (two casters)
Range: Touch
Target: Living creature touched
Duration: 1 min./level (use the lower of the two caster levels)
Saving Throw: No
Spell Resistance: Yes (harmless)

At the end of the round, the target of this spells receives the normal effects of a barkskin spell except for the following: the creature's natural armor is enhanced by +3 in addition to the standard spell; and the creature gains DR 10/-.

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Metalskin
Abjuration
Component Spells: stoneskin
Casting Time: 1 standard action (two casters)
Range: Touch
Target: Creature touched
Duration: 1 min./level (use the lower of the two caster levels)
Saving Throw: Will negates (harmless; higher save DC)
Spell Resistance: Yes (harmless)

The warded creature's skin turns to a shimmering metal, and it gains resistance to blows, cuts, stabs, and slashes as per the normal stoneskin spell. However, this resistance is much higher than normal. The subject gains damage reduction 25/adamantine and magic. (It ignores the first 25 points of damage each time it takes damage from a weapon, though a magic adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 25 points of damage per caster level (maximum 500 points), it is discharged.

Special: Because the target's skin turns to metal, they are vulnerable to the heat metal spell. Use the following table as a substitute for the one in the spell description:

Table: Heat Metal Damage
Round...Metal Temperature...Damage
1.......Warm................None
2.......Hot.................2d4 points
3-5.....Searing.............3d6 points
6.......Hot.................2d4 points
7.......Warm................None

Material Component A piece of adamantine and 500gp worth of diamond dust sprinkled on the target's skin.

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Napalm
Evocation, Conjuration [Fire, Creation]
Component Spells: burning hands, grease
Casting Time: 1 standard action (two casters)
Range: Close (25 ft. + 5 ft./2 levels)
Area: Creatures and objects within a 10-ft.-radius burst
Duration: 1 round / level (lower caster level; max of 10 rounds)
Saving Throw: Reflex negates (see text; higher save DC)
Spell Resistance: No

Creatures in the affected area are covered in flaming gel that deals them continual damage for several rounds. Creatures who pass their reflex save take the initial fire damage, but are not covered in the substance and therefore take no additional damage.

On the first round all creatures take 3d6 fire damage. Those who fail their Reflex saves take an additional 3d6 fire damage each round with no save allowed. If they choose to take a full-round action to suppress the flames, they take half this damage. They do not, however, rid themselves of the flaming substance. On every fifth round of continual suppression (five full-round actions to halve the flame damage), creatures may make a Reflex save vs the original DC + 1 per round they have been covered in the napalm. A successful save means they are free of the rest of the substance and no longer take damage.

Creatures who remain covered in the substance for longer than 4 rounds must make a Fortitude save on the 4th round and every 2 rounds thereafter or risk falling unconcious. The napalm quickly burns away the oxygen in the air, making it hard for creatures to breathe. The DC for this save is the original DC + 5, and it increases by 2 each time it is made (i.e. 4th round: DC + 5; 6th round: DC + 7; 8th round: DC + 9; 10th round: DC + 11).

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Quickened Fury
Transmutation, Enchantment (Compulsion) [Mind-Affecting]
Component Spells: haste, rage
Casting Time: 1 standard action (two casters)
Range: Touch
Target: One willing creature per two levels (use the lower of the two caster levels), no two of which can be more than 30 ft. apart
Duration: 1 round/level (use the lower of the two caster levels)
Saving Throw: Will negates (higher save DC)
Spell Resistance: Yes

Upon completion of this spell, the targets receive the following benefits:

* Each affected creature gains a +2 morale bonus to Strength and Constitution, and a +1 morale bonus on Will saves. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.
* When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
* All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

This combination effectively removes the AC penalties for the rage spell and grants the speed and extra attack (though not the bonus to attack or Reflex saves) of haste.

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Ideas

* Fear + Calm Emotions = Fall unconcious
* Fear + Haste = Massive adrenaline rush (exploding heart? insanity? con damage?)
* Create Water + Lightning Bolt (or other electric spell) = "Electric" Napalm
* Shocking Grasp + Entangle = Electricity renders foe helpless for a few rounds while their body twitches from the shock
* Shocking Grasp (Burning Hands?) + Heat Metal = Metal armor heats to the point of becoming a liquid, dealing extra fire damage to creature and potentially destroying the armor.
* Ray of Frost + Slow = Target turns to ice or becomes completely encased in it
* Transmute Metal to Wood + Repel Wood = Turn enemies' weapons and armor to wood, then fling them and their equipment, dealing falling damage.
* Stone Skin + Transmute Rock to Mud = Similar effect as disintigrate.
* Flare + Searing Light = Minor sunburst type effect.
* Acid Splash + Create Water = Acid rain
* Silence + Pass Without Trace = +20 to move silently, leave no tracks
* Shatter + Sympathetic Vibration = massive damage to objects
* Flame Strike + Create Water = a "holy incendiary cloud" kind of effect
 
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I don't know how balanced this is, but it certainly seems cool, and something that makes cooperative magery useful in-game. However, these spells need an 'effective level' for purpose of figuring out spell level-based effects, like globe of invulnerability. The idea certainly sounds very good though, and it offers a rationale for invocation-style multi-caster casting.
 

muzick said:
For example, one caster casts a fireball and weaves it with a whirlwind the second caster is casting at the same time. The two spells merge and become something different and slightly more powerful.
Have you played the old (ancient...) Phantasy Star IV, on Sega Genesis? :lol: My god, I used to love playing that, specially because of the magic system in wich you combined spells... the fire storm was a classic! :D

I've only glanced at your post, so I'm not sure wether your spell synergies work, but the idea is great. Napalm seems overpowered IMO (3d6 dmg each round for a 1st level 10ft area spell seem much, even for 2 casters and a 2 slot expense).

As for the feat, you should probably add another metamagic feat as a pre-req: D&D magic is a set formula, and to combine magic you have to twitch it. It just makes sense that a wizard trying to combine spells with other spellcasters should have some experience in that. And there must be some sort of training between the casters, before they can use synergetic spellcasting (average Joe meets average Bob: "hey, let´s cast Cyclonic Flame together" - not in my game :p )

Also, have you considered using the spells already in the book for the combined versions? Say, two 1st level spells could combine into a 2nd level (like grease+entangle=web or summon monster I + I = II or III). I only ask because this way you don't need to create 137 new spells - wich are fairly difficult to judge... but I guess it´s flavor you´re after, so an effect that can only be achieved by two casters combined is probably what you're looking for, right?
 

I really hadn't thought about prerequisites for the feat much. Perhaps I'll put a minimum caster level and a couple metamagic feats in there. I agree that a caster should be fairly versed in metamagic before trying something like this. However, I really want to keep napalm the way it is, though. I did some reading about actual napalm, and that stuff is really nasty. Perhaps I'll say that the grease component of the napalm spell must be empowered. That way, it's a higher level spell slot. But I don't think that requiring two casters, two feats, and two spells for 3d6 (potentially halved in any given round) per round is that unbalanced. They could just as easily throw a bunch of fireballs for a larger area and more damage.

As for the idea of putting two spells together to make a third, already existing, spell, I was really wanting to make this something that requires multiple casters to accomplish. After all, if you're at higher levels (something mandated by the new prereqs), why bother casting multiple low level spells to get the same effect as a higher level spell that's potentially already on your list.

However, I think that as I come up with new spells for my world, more combinations will open up. After all, I've got (counting my list of "potentials") anywhere from 15-20 solid combos already. I think that once the list gets above 30-40 combos or so, that alone would make it worth the feat. I wouldn't expect the combinations to replace the current magic system, just augment it with something for parties with multiple casters.

Thanks for the feedback.
 

I love the idea; it adds something of an extra dynamic to roleplaying, especially when your two spellcasting characters just can't agree with one-another. "No, we should cast it my way and use a cyclone of fire," being countered with "But it's a lich, we should hit it with a burst of positive energy!" makes quite a fun combination in my opinion.
 

Glad you like it. Any opinions on how I could make things better? This is a pretty fundamental concept, so I'm really interested in how people think it'll balance and play out.
 

Question: Now, I know it specifically mentions two casters, but could you Quicken one of the spells, and do some combinations by yourself? Not certain if it's worth the much higher spell slot, but still has some fun opportunities.

Just a thought.
 

That's something I hadn't even thought about. I think I'd say no, if only for the reason that quickening a spell then casting another one is still equivalent to casting two spells on two different actions. With Synergetic Spellcasting, the two casters cast the component spells on the same action.
 

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