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Playing with Metamagic feats
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<blockquote data-quote="Michael Silverbane" data-source="post: 3532769" data-attributes="member: 38016"><p>I considered, but never actually tried out, the following (which was based on something that Chris Haines wrote, using Spellcraft as the basis for the check):</p><p></p><p>Whenever a spellcaster wants to alter a spell with one or more metamagic effects, he makes a "Metamagic Check". The Metamagic check is equal to 1d20 plus the Spellcaster Level plus the Spellcasting Attribute Modifier. The DC of this check is equal to 11 plus twice the spell's level plus the metamagic modifier. A successful check means that the spell was successfully modified by the metamagic effect(s). If the check fails, then the spellcasting fails, but the spell is not lost. </p><p></p><p>In general, the metamagic modifier for a given metamagic feat can be found by adding 1 to twice the spell slot increase. For instance, a maximized spell takes up a spell slot three levels higher than the original spell... From this we can determine that the metamagic modifier of Maximize Spell is 7 (three times two, plus one). Likewise, the metamagic modifier of Quicken Spell is 9 (four times two plus one), since a quickened spell takes up a spell slot four higher than the original spell. Some metamagic effects are variable, and have a variable modifier. Heighten Spell, for instance. The modifier for these sorts of metamagic effects can generally be found by adding two for each multiple of the effect, and then adding one again. For instance, to heighten a spell by three levels, you would add a metamagic modifier of seven (three times two plus one).</p><p></p><p>Chain Spell: +7</p><p>Contingent Spell: +11</p><p>Reach Spell: +5</p><p>Empower Spell: +5</p><p>Enlarge Spell: +3</p><p>Extend Spell: +3</p><p>Heighten Spell: Variable modifier, see below.</p><p>Mass Spell: +9</p><p>Maximize Spell: +7</p><p>Quicken Spell: +9</p><p>Silent Spell: +3</p><p>Still Spell: +3</p><p>Suppress Spell: +7</p><p>Twin Spell: +9</p><p>Widen Spell: +7</p><p></p><p>With this system, neither prepared casters nor spontaneous casters need to spend feats to gain access to metamagic or prepare spells with metamagics in advance.</p><p></p><p>One flaw of the systems appears to be that low level spells would almost always be worth it to apply <em>some</em> metamagic effects to at higher levels. Applying metamagic effects to higher level spells, or applying more metamagic effects to spells ran the risk of the spellcaster doing nothing for the round, which worked out nicely... But that risk become pretty much nonexistant for some of the lower level spells.</p><p></p><p>Later</p><p>silver</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 3532769, member: 38016"] I considered, but never actually tried out, the following (which was based on something that Chris Haines wrote, using Spellcraft as the basis for the check): Whenever a spellcaster wants to alter a spell with one or more metamagic effects, he makes a "Metamagic Check". The Metamagic check is equal to 1d20 plus the Spellcaster Level plus the Spellcasting Attribute Modifier. The DC of this check is equal to 11 plus twice the spell's level plus the metamagic modifier. A successful check means that the spell was successfully modified by the metamagic effect(s). If the check fails, then the spellcasting fails, but the spell is not lost. In general, the metamagic modifier for a given metamagic feat can be found by adding 1 to twice the spell slot increase. For instance, a maximized spell takes up a spell slot three levels higher than the original spell... From this we can determine that the metamagic modifier of Maximize Spell is 7 (three times two, plus one). Likewise, the metamagic modifier of Quicken Spell is 9 (four times two plus one), since a quickened spell takes up a spell slot four higher than the original spell. Some metamagic effects are variable, and have a variable modifier. Heighten Spell, for instance. The modifier for these sorts of metamagic effects can generally be found by adding two for each multiple of the effect, and then adding one again. For instance, to heighten a spell by three levels, you would add a metamagic modifier of seven (three times two plus one). Chain Spell: +7 Contingent Spell: +11 Reach Spell: +5 Empower Spell: +5 Enlarge Spell: +3 Extend Spell: +3 Heighten Spell: Variable modifier, see below. Mass Spell: +9 Maximize Spell: +7 Quicken Spell: +9 Silent Spell: +3 Still Spell: +3 Suppress Spell: +7 Twin Spell: +9 Widen Spell: +7 With this system, neither prepared casters nor spontaneous casters need to spend feats to gain access to metamagic or prepare spells with metamagics in advance. One flaw of the systems appears to be that low level spells would almost always be worth it to apply [i]some[/i] metamagic effects to at higher levels. Applying metamagic effects to higher level spells, or applying more metamagic effects to spells ran the risk of the spellcaster doing nothing for the round, which worked out nicely... But that risk become pretty much nonexistant for some of the lower level spells. Later silver [/QUOTE]
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