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<blockquote data-quote="juliaromero" data-source="post: 2080483" data-attributes="member: 15641"><p>So, I'm introducing a new type of magic into my game (character levels are in mid to upper teens) called "Sould Magic" that they are slowly finding more and more info (doing research) on.</p><p></p><p>I wanted some suggestions on "pricing" it to get some feel what others might think is balanced.</p><p></p><p>The idea is that they can use a metamagic feat they have to modify a spell without raising the spell level at all, but the trade off is that it costs xp each time to do this (I haven't had to put any level caps on it yet, but I'm considering that option as well).</p><p></p><p>They've just "discovered" the most basic level right now, which seems to be working out. They can add and +1 level metamagic they know by paying the xp=spell level x 100. This seems to be okay, especially since most of the +1 level feats aren't a big deal. I've been getting a bit more nervous about the higher level ones though.</p><p></p><p>I want the cost to be painful, but useable, but not abuseable.</p><p></p><p>My first instinct was to go in general with (level modifier)^2 x spell level x 100, but that started to seem too high maybe, but rather too high than too low.</p><p></p><p>As a separate issue I may cap the level so that it would be "possible" to modify the spell normally (so no +2 mods to 8th level spells for example), but this doesn't seem necessary given feats like sudden quicken and items like metamagic rods.</p><p></p><p>XP costs add up fast, even at these levels. Anyway, I'd be curious to hear some suggestions on this.</p></blockquote><p></p>
[QUOTE="juliaromero, post: 2080483, member: 15641"] So, I'm introducing a new type of magic into my game (character levels are in mid to upper teens) called "Sould Magic" that they are slowly finding more and more info (doing research) on. I wanted some suggestions on "pricing" it to get some feel what others might think is balanced. The idea is that they can use a metamagic feat they have to modify a spell without raising the spell level at all, but the trade off is that it costs xp each time to do this (I haven't had to put any level caps on it yet, but I'm considering that option as well). They've just "discovered" the most basic level right now, which seems to be working out. They can add and +1 level metamagic they know by paying the xp=spell level x 100. This seems to be okay, especially since most of the +1 level feats aren't a big deal. I've been getting a bit more nervous about the higher level ones though. I want the cost to be painful, but useable, but not abuseable. My first instinct was to go in general with (level modifier)^2 x spell level x 100, but that started to seem too high maybe, but rather too high than too low. As a separate issue I may cap the level so that it would be "possible" to modify the spell normally (so no +2 mods to 8th level spells for example), but this doesn't seem necessary given feats like sudden quicken and items like metamagic rods. XP costs add up fast, even at these levels. Anyway, I'd be curious to hear some suggestions on this. [/QUOTE]
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