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<blockquote data-quote="Chaosmancer" data-source="post: 7992082" data-attributes="member: 6801228"><p>I think this still fails in the same way that I think Metamagic always fails. I mean, +1 to hit is nothing, and even if it was something, it doesn't allow you to actually do anything different. </p><p></p><p>See, there is that claim, that Sorcerer's get fewer spells but they can use them in different ways to make up for it. They can be clever about how they use a spell to make it work when a wizard would just use a different spell. But, that is 100% false. No metamagic in the PHB actually changes the spell in that manner. </p><p></p><p>Heighten? Disadvantage on the save does not change what the spell does.</p><p>Extended? Making a spell last longer doesn't change what it does, and many spells it doesn't even break an hour to do this with</p><p>Empowered? Can't even change an aspect of the spell, just makes poor rolling less likely</p><p>Distant? Might, maybe let you use a touch spell when you otherwise couldn't, but it doesn't let you use touch spells to solve problems they otherwise couldn't</p><p>Careful? Doesn't let you use spells in new ways, jut reduces friendly fire</p><p>Subtle? Might, maybe, let you get away with a spell when you otherwise couldn't. Really only one argument could be made for</p><p>Twin? Doubling a spell doesn't change when it gets used.</p><p>Quickened? Making a spell faster doesn't change when it gets used. </p><p></p><p></p><p>One thing I really liked and included into my rework of the sorcerer is metamagic that adds effects to spells like these</p><p></p><p></p><p><strong>Flared Spell</strong> When casting a spell that deals fire, lightning, or radiant damage, if the spell targets one or two creatures you may spend 2 points, if the spell targets more than two creatures you must instead spend 4 points. The targets that failed the save of the spell are blinded until the end of your next turn. If the spell did not have a save, they instead must make a Constitution saving throw, becoming blinded on a failed save. </p><p></p><p>This metamagic cannot be used on spells that already have blinding effects.</p><p></p><p><strong>Chilled Spell </strong>When casting a spell that deals cold or necrotic damage, if the spell targets one or two creatures you may spend 2 points, if the spell targets more than two creatures you must instead spend 4 points. The targets that failed the save of the spell are restrained until the end of your next turn. If the spell did not have a save, they instead must make a Constitution saving throw, becoming restrained on a failed save. </p><p></p><p>This metamagic cannot be used on spells that already have restraining effects.</p><p></p><p><strong>Poisonous Spell </strong>When you cast a spell that does poison damage, if the spell targets one or two creatures you may spend 2 points, if the spell targets more than two creatures you must instead spend 4 points. The targets that failed the save of the spell are poisoned for 1 minute. If the spell did not have a save, they instead must make a Constitution saving throw, becoming poisoned on a failed save. Creatures can remake their save at the end of their turn.</p><p></p><p>This metamagic cannot be used on spells that already impart the poisoned condition.</p><p></p><p>This sort of thing, and a few sub-class specific metamagics let you actually use spells in new ways. Now your fireball can also blind people, or your Ice Knife can restrain them</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7992082, member: 6801228"] I think this still fails in the same way that I think Metamagic always fails. I mean, +1 to hit is nothing, and even if it was something, it doesn't allow you to actually do anything different. See, there is that claim, that Sorcerer's get fewer spells but they can use them in different ways to make up for it. They can be clever about how they use a spell to make it work when a wizard would just use a different spell. But, that is 100% false. No metamagic in the PHB actually changes the spell in that manner. Heighten? Disadvantage on the save does not change what the spell does. Extended? Making a spell last longer doesn't change what it does, and many spells it doesn't even break an hour to do this with Empowered? Can't even change an aspect of the spell, just makes poor rolling less likely Distant? Might, maybe let you use a touch spell when you otherwise couldn't, but it doesn't let you use touch spells to solve problems they otherwise couldn't Careful? Doesn't let you use spells in new ways, jut reduces friendly fire Subtle? Might, maybe, let you get away with a spell when you otherwise couldn't. Really only one argument could be made for Twin? Doubling a spell doesn't change when it gets used. Quickened? Making a spell faster doesn't change when it gets used. One thing I really liked and included into my rework of the sorcerer is metamagic that adds effects to spells like these [B]Flared Spell[/B] When casting a spell that deals fire, lightning, or radiant damage, if the spell targets one or two creatures you may spend 2 points, if the spell targets more than two creatures you must instead spend 4 points. The targets that failed the save of the spell are blinded until the end of your next turn. If the spell did not have a save, they instead must make a Constitution saving throw, becoming blinded on a failed save. This metamagic cannot be used on spells that already have blinding effects. [B]Chilled Spell [/B]When casting a spell that deals cold or necrotic damage, if the spell targets one or two creatures you may spend 2 points, if the spell targets more than two creatures you must instead spend 4 points. The targets that failed the save of the spell are restrained until the end of your next turn. If the spell did not have a save, they instead must make a Constitution saving throw, becoming restrained on a failed save. This metamagic cannot be used on spells that already have restraining effects. [B]Poisonous Spell [/B]When you cast a spell that does poison damage, if the spell targets one or two creatures you may spend 2 points, if the spell targets more than two creatures you must instead spend 4 points. The targets that failed the save of the spell are poisoned for 1 minute. If the spell did not have a save, they instead must make a Constitution saving throw, becoming poisoned on a failed save. Creatures can remake their save at the end of their turn. This metamagic cannot be used on spells that already impart the poisoned condition. This sort of thing, and a few sub-class specific metamagics let you actually use spells in new ways. Now your fireball can also blind people, or your Ice Knife can restrain them [/QUOTE]
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