Tilenas
Explorer
While looking at the different spells, it occurred to me that most had very distinct ranges, durations, and areas of effect. Sometimes these would scale with caster level, sometimes not. I decided to simplify the process and reduce the number of possibilities for each category.
Along with this, I redesigned the core metamagic feats. They now increase certain spell characteristics not by percentage value, but rather by categories.
For some it seems to work well, while others prove problematic. Some examples for first group:
...
Extend Spell [Metamagic]
You can cast spells that last longer than normal.
Benefit: The spell's duration is increased by one category. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up two additional spell slots of the same level or higher. The categories are: 10 rounds (1 minute) - 10 minutes - 1 hour - 6 hours - 1 day - 1 week.
Quicken Spell [Metamagic]
You can cast a spell with a moment’s thought.
Benefit: The spell's casting time is reduced by one category. A quickened spell usesup three additional spell slots of the same level or higher. The categories are: ritual (longer than 1 round) - 1 round - 1 standard action - 1 swift action.
Enlarge Spell [Metamagic]
You can cast spells farther than normal.
Benefit: The spell's range is increased by one category. An enlarged spell uses up two additional spell slots of the same level or higher. The categories are: personal - touch - 30 feet - 100 feet - 300 feet
Heighten Spell [Metamagic]
You can cast a spell at a higher effect level.
Benefit: A heightened spell is cast at +1 effect level.
...
I replaced caster level with effect level. Effect level increases by one every two class levels. Every effect level has some effect on the spell, and is found in the spell's description, e.g.:
Cure Light Wounds
Necromancy (Healing)
Level: Clr 1
Components: V, S
Casting Time: Standard
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: Will half (harmless)
Level 1: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage plus a number of points equal to your Cha-bonus, if applicable.
Level 3: You can channel positive energy into a single creature within a 30 feet radius.
Level 5: You cure 2d8 points of damage plus a number of points equal to your Cha-bonus, if applicable.
Level 7: Instead of healing one target within reach, you can cure all creatures within 15 feet of you.
...
I haven't figured out how to apply this approach to metamagic to empower/maximize spell, and silent/still spell feats. Any ideas?
Also, please speak your mind on the whole issue (or issues) of caster level and metamagic. Do you think my system simplifies it a bit? Oversimplifies it maybe? Did you think the RAW needed a patch-up in the first place? All comments welcome!
Along with this, I redesigned the core metamagic feats. They now increase certain spell characteristics not by percentage value, but rather by categories.
For some it seems to work well, while others prove problematic. Some examples for first group:
...
Extend Spell [Metamagic]
You can cast spells that last longer than normal.
Benefit: The spell's duration is increased by one category. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up two additional spell slots of the same level or higher. The categories are: 10 rounds (1 minute) - 10 minutes - 1 hour - 6 hours - 1 day - 1 week.
Quicken Spell [Metamagic]
You can cast a spell with a moment’s thought.
Benefit: The spell's casting time is reduced by one category. A quickened spell usesup three additional spell slots of the same level or higher. The categories are: ritual (longer than 1 round) - 1 round - 1 standard action - 1 swift action.
Enlarge Spell [Metamagic]
You can cast spells farther than normal.
Benefit: The spell's range is increased by one category. An enlarged spell uses up two additional spell slots of the same level or higher. The categories are: personal - touch - 30 feet - 100 feet - 300 feet
Heighten Spell [Metamagic]
You can cast a spell at a higher effect level.
Benefit: A heightened spell is cast at +1 effect level.
...
I replaced caster level with effect level. Effect level increases by one every two class levels. Every effect level has some effect on the spell, and is found in the spell's description, e.g.:
Cure Light Wounds
Necromancy (Healing)
Level: Clr 1
Components: V, S
Casting Time: Standard
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: Will half (harmless)
Level 1: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage plus a number of points equal to your Cha-bonus, if applicable.
Level 3: You can channel positive energy into a single creature within a 30 feet radius.
Level 5: You cure 2d8 points of damage plus a number of points equal to your Cha-bonus, if applicable.
Level 7: Instead of healing one target within reach, you can cure all creatures within 15 feet of you.
...
I haven't figured out how to apply this approach to metamagic to empower/maximize spell, and silent/still spell feats. Any ideas?
Also, please speak your mind on the whole issue (or issues) of caster level and metamagic. Do you think my system simplifies it a bit? Oversimplifies it maybe? Did you think the RAW needed a patch-up in the first place? All comments welcome!