Hashmalum
Explorer
I've come up with a couple of feats to bring back the concept of "reversible spells" from earlier editions of D&D. I would appreciate any help balancing them. In particular, the second one seems too strong, in spite of the loss of many of the reversed spells to lack of conversion.
Alignment-Substituted Spell [Metamagic]
Some spells exist in multiple versions, one for each alignment. Knowing one allows you to extrapolate the others.
Prerequisites: Knowledge of one or more spells from one or more of the lists below, Spellcraft 6 ranks, any other metamagic feat.
Benefit: An alignment-substituted spell becomes another spell from the same group instead, whether or not you know that spell (although you still must have it on your class list). Divine spellcasters still can not cast spells whose alignment is opposed to their own or their deity's. An alignment-substituted spell uses up a spell slot of its normal level.
Detection Spell Group
detect law
detect good
detect evil
detect chaos
Protection Spell Group
protection from law
protection from good
protection from evil
protection from chaos
Circle Group
magic circle against law
magic circle against good
magic circle against evil
magic circle against chaos
Smite Spell Group
chaos hammer
unholy blight
holy smite
order's wrath
Wall Spell Group (from Magic of Faerun)
wall of chaos
wall of evil
wall of good
wall of law
Dispel Spell Group
dispel law
dispel good
dispel evil
dispel chaos
Word Spell Group
word of chaos
blasphemy
holy word
dictum
Aura Spell Group
cloak of chaos
unholy aura
holy aura
shield of law
Reversible Spell [Metamagic]
You know how to gain more use from some spells you know by reversing them.
Prerequisites: Knowledge of one or more reversible spells from the list below, Spellcraft 6 ranks, at least one other metamagic feat.
Benefit: You may reverse any spell that appears in either colum below. A reversed spell becomes the other spell on the same line instead, whether or not you know that spell (although you still must have it on your class list). Divine spellcasters still can not cast spells whose alignment is opposed to their own or their deity's. A reversed spell uses up a spell slot of its normal level.
First Form/Second Form
enlarge/reduce
locate object/obscure object
water breathing/air breathing*
remove curse/bestow curse
dream/nightmare
transmute rock to mud/transmute mud to rock
stone to flesh/flesh to stone
antipathy/sympathy
imprisonment/freedom
bless/bane
cure light wounds/inflict light wounds
cure moderate wounds/inflict moderate wounds
cure serious wounds/inflict serious wounds
cure critical wounds/inflict critical wounds
heal/harm
raise dead/slay living
resurrection/destruction
remove fear/cause fear
heat metal/chill metal
neutralize poison/poison
remove blindness/deafness/blindness/deafness
cure disease/contagion
*From Savage Species.
Edited: Raised Spellcraft req to 6, required new spell to be on class list, added circle group containing the various magic circle against X spells which I left out by mistake (oops!) in the first post.
Edited again: Added smite group (holy smite, etc.), which was left out by mistake (d'oh!).
Alignment-Substituted Spell [Metamagic]
Some spells exist in multiple versions, one for each alignment. Knowing one allows you to extrapolate the others.
Prerequisites: Knowledge of one or more spells from one or more of the lists below, Spellcraft 6 ranks, any other metamagic feat.
Benefit: An alignment-substituted spell becomes another spell from the same group instead, whether or not you know that spell (although you still must have it on your class list). Divine spellcasters still can not cast spells whose alignment is opposed to their own or their deity's. An alignment-substituted spell uses up a spell slot of its normal level.
Detection Spell Group
detect law
detect good
detect evil
detect chaos
Protection Spell Group
protection from law
protection from good
protection from evil
protection from chaos
Circle Group
magic circle against law
magic circle against good
magic circle against evil
magic circle against chaos
Smite Spell Group
chaos hammer
unholy blight
holy smite
order's wrath
Wall Spell Group (from Magic of Faerun)
wall of chaos
wall of evil
wall of good
wall of law
Dispel Spell Group
dispel law
dispel good
dispel evil
dispel chaos
Word Spell Group
word of chaos
blasphemy
holy word
dictum
Aura Spell Group
cloak of chaos
unholy aura
holy aura
shield of law
Reversible Spell [Metamagic]
You know how to gain more use from some spells you know by reversing them.
Prerequisites: Knowledge of one or more reversible spells from the list below, Spellcraft 6 ranks, at least one other metamagic feat.
Benefit: You may reverse any spell that appears in either colum below. A reversed spell becomes the other spell on the same line instead, whether or not you know that spell (although you still must have it on your class list). Divine spellcasters still can not cast spells whose alignment is opposed to their own or their deity's. A reversed spell uses up a spell slot of its normal level.
First Form/Second Form
enlarge/reduce
locate object/obscure object
water breathing/air breathing*
remove curse/bestow curse
dream/nightmare
transmute rock to mud/transmute mud to rock
stone to flesh/flesh to stone
antipathy/sympathy
imprisonment/freedom
bless/bane
cure light wounds/inflict light wounds
cure moderate wounds/inflict moderate wounds
cure serious wounds/inflict serious wounds
cure critical wounds/inflict critical wounds
heal/harm
raise dead/slay living
resurrection/destruction
remove fear/cause fear
heat metal/chill metal
neutralize poison/poison
remove blindness/deafness/blindness/deafness
cure disease/contagion
*From Savage Species.
Edited: Raised Spellcraft req to 6, required new spell to be on class list, added circle group containing the various magic circle against X spells which I left out by mistake (oops!) in the first post.
Edited again: Added smite group (holy smite, etc.), which was left out by mistake (d'oh!).
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