Spatzimaus
First Post
Chapter 7: Metamagic.
While I could put this in the upcoming Feats section, it's important enough to be mentioned separately. Plus, these rules could be used with the stock 3E as written, replacing the old metamagic system.
Metamagic is spontaneous. Each class implements it somewhat differently (Channelers suffer additional drain, Wizards expend MPs and disable metaforms on use, Mutants disable spell-like abilities when they modify them), but in every case, the decision to use metamagic is made at the time of casting.
Every spellcasting class gets a single Level 1 metaform at class level 2, either pre-set or from a small list.
The Feat that matters:
Expanded Metamagic Pick two additional metamagic forms to add to your repertoire, of level no higher than 1.
This Feat may be taken multiple times. Each time bestows two additional forms, and the level cap increases by 1.
That is, the first time you get two level 1s, the second you get two 2s, and so on. The highest forms are level 4.
Each type of magic also has a "Metamastery" feat that helps reduce the limitations of metamagic. Each requires Expanded Metamagic.
Metamastery(Innate) reduces the time your SLA is disabled by 1 round (to 1dN-1) and allows you to remove the increased display strength of metamagic.
Metamastery(Freeform) removes the increase in casting time for metamagic, and you can put multiple metaforms on a single spell (but you can still only have one [Shaping] metaform).
Metamastery(Ritual) removes the increase in casting time for metamagic, and the metaform is only disabled for 1dN rounds (instead of N).
The non-Shaping metaforms are generally the same as the existing D&D metamagics. If it was +1 level before, it's now a "Level 1" metaform, and so on. There are a few changes; Substitution is now a Level 1 (not +0), and Delay moved from 3 to 2.
The list we use, not counting "series" forms or Shaping forms:
1: Enlarge, Sculpt, Silent, Still, Substitution, Transdimensional
2: Delay, Hidden, Indirect, Reach
3: Maximize, Repeat, Widen
4: Admixture, Twin
Also, the more commonly-used forms come in series:
Efficient I/II/III/IV: (Channeler only) Once a spell's drain has been calculate, multiply the resulting damage by 3/4, 1/2, 1/3, or 1/4 respectively. Round all fractions down, although the minimum of 1 Mental damage remains.
Empower I/II/III/IV: All variable, numerical spell effects increase by the listed number of die sizes. (2 dice are ~150%, 3 dice are a doubling.)
Enhance I/II/III/IV: The spell's caster level and Focus skill increases by +2, +4, +6, or +8 respectively when determining spell effect. This extends any level-based caps as well. (So a 10d6 fireball becomes a 12d6 with Enhance I, plus with the higher caster level it has more range.)
Extend I/II/III/IV: The spell's duration is multiplied by 2, 4, 6, or 10. (Extend IV replaces Persistent Spell.) No spell's duration can exceed 24 hours.
Heighten I/II/III/IV: The spell's DC (or Manifestation checks or ranged touch attacks) increase by 1, 2, 3, or 4, and the spell is treated as an increased level for the purpose of spell immunities. And yes, this can go beyond 9th level; Heighten IV on a 9th-level spell makes it "13th level" for purposes of DCs and spell immunities.)
Quicken I/III/IV (there's no II): These all reduce the casting time of a spell, and override any inherent change in casting time due to spontaneous metamagic. All count as a quickened spell (with the usual limit of one per round), even if the casting time is not reduced to a Free Action. The exact effect depends on which one you're using:
Quicken I: If the spell required a Full-Round Action, it is reduced to a Standard Action. If it required "1 round", it's now a Full-Round Action. (The first part is useful if you used some OTHER metamagic already, which increased the casting time, and you want to get it back down.)
Quicken III: Spells with casting times below 1 round are reduced to a Move-Equivalent Action. Spells requiring 1 round are reduced to a Standard Action. Any casting time longer than 1 round is halved.
Quicken IV: As Quicken III, except all spells with casting times less than 1 round are reduced to a Free Action.
And then there are the [Shaping] metaforms. We've got 11 so far:
Aura (1): All targets in squares adjacent to the caster take secondary damage. No saving throw is allowed, and no attack roll is needed.
Ball (2): All targets within a 20’ burst of the target point take secondary damage. A successful Reflex save divides the damage in half, and no attack roll is needed.
Burst (2): The target of the spell takes full effect as normal on a successful attack roll. If the primary target is hit, anyone within a 5’ burst of the target takes secondary damage, with no saving throw or attack roll. If the primary attack misses, there is no additional effect.
Chain (3): The target of the spell takes full effect, and 1 additional target per level within 30’ of the primary target takes secondary damage. A successful Reflex save divides the damage in half, and no attack roll is needed.
Cloud (4): Each round, all targets within a 30’ spread of the target point take secondary damage. This cloud lasts 1 round per level. No saving throw is allowed, and no attack roll is needed.
Cone (1): All targets within a Cone extending out to Close range take secondary damage. A successful Reflex save divides the damage in half, and no attack roll is needed.
Flux (3): All targets within 30’ of the caster take secondary damage. No saving throw is allowed, and no attack roll is needed. The caster can choose to decrease the radius to any multiple of 5’.
Fork (1): The spell is split between two targets within range, dealing secondary damage to each. Each target requires a separate attack roll or saving throw.
Line (2): All targets along a 5’ line extending out to the spell’s maximum range take secondary damage. A successful Reflex save divides the damage in half, and no attack roll is needed.
Shot (1): Can only be applied to ranged spells targeting someone other than the caster, requiring an attack roll. Instead of a single bolt, the effect of the spell is broken into a shot pattern to cover a single square. Gain a +(5+X) bonus to the attack roll, where X is the spell's level, but the target only takes secondary damage if hit. Effectively, you cut the damage in half to increase the chance to hit.
Swarm (2): The effect of the spell is broken into X packets, where X is the spell’s level. For spells which multiply the numerical effect of the spell by X, the spell deals X equally-sized packets of damage. For spells with no multiplication, the effect is broken into X pieces with approximately equal sizes, although partial dice are not allowed. Each packet may be targeted on any target, although all targets must be within 50’ of each other. Each damage packet requires a separate attack roll or saving throw. For example, if a level 5 bolt spell does 5*2d6, you could do 2d6 twice to one target, and 2d6 to three others. You couldn’t do 1d6 to a target, since it’s limited to 5 packets of 2d6. You could assign all five packets to one target, dealing 10d6 (less random than the original), but that wouldn’t be worth the metamagic use. If the spell was a level 3 spell dealing 10d6, it’d break it into 3d6, 3d6, and 4d6.
While I could put this in the upcoming Feats section, it's important enough to be mentioned separately. Plus, these rules could be used with the stock 3E as written, replacing the old metamagic system.
Metamagic is spontaneous. Each class implements it somewhat differently (Channelers suffer additional drain, Wizards expend MPs and disable metaforms on use, Mutants disable spell-like abilities when they modify them), but in every case, the decision to use metamagic is made at the time of casting.
Every spellcasting class gets a single Level 1 metaform at class level 2, either pre-set or from a small list.
The Feat that matters:
Expanded Metamagic Pick two additional metamagic forms to add to your repertoire, of level no higher than 1.
This Feat may be taken multiple times. Each time bestows two additional forms, and the level cap increases by 1.
That is, the first time you get two level 1s, the second you get two 2s, and so on. The highest forms are level 4.
Each type of magic also has a "Metamastery" feat that helps reduce the limitations of metamagic. Each requires Expanded Metamagic.
Metamastery(Innate) reduces the time your SLA is disabled by 1 round (to 1dN-1) and allows you to remove the increased display strength of metamagic.
Metamastery(Freeform) removes the increase in casting time for metamagic, and you can put multiple metaforms on a single spell (but you can still only have one [Shaping] metaform).
Metamastery(Ritual) removes the increase in casting time for metamagic, and the metaform is only disabled for 1dN rounds (instead of N).
The non-Shaping metaforms are generally the same as the existing D&D metamagics. If it was +1 level before, it's now a "Level 1" metaform, and so on. There are a few changes; Substitution is now a Level 1 (not +0), and Delay moved from 3 to 2.
The list we use, not counting "series" forms or Shaping forms:
1: Enlarge, Sculpt, Silent, Still, Substitution, Transdimensional
2: Delay, Hidden, Indirect, Reach
3: Maximize, Repeat, Widen
4: Admixture, Twin
Also, the more commonly-used forms come in series:
Efficient I/II/III/IV: (Channeler only) Once a spell's drain has been calculate, multiply the resulting damage by 3/4, 1/2, 1/3, or 1/4 respectively. Round all fractions down, although the minimum of 1 Mental damage remains.
Empower I/II/III/IV: All variable, numerical spell effects increase by the listed number of die sizes. (2 dice are ~150%, 3 dice are a doubling.)
Enhance I/II/III/IV: The spell's caster level and Focus skill increases by +2, +4, +6, or +8 respectively when determining spell effect. This extends any level-based caps as well. (So a 10d6 fireball becomes a 12d6 with Enhance I, plus with the higher caster level it has more range.)
Extend I/II/III/IV: The spell's duration is multiplied by 2, 4, 6, or 10. (Extend IV replaces Persistent Spell.) No spell's duration can exceed 24 hours.
Heighten I/II/III/IV: The spell's DC (or Manifestation checks or ranged touch attacks) increase by 1, 2, 3, or 4, and the spell is treated as an increased level for the purpose of spell immunities. And yes, this can go beyond 9th level; Heighten IV on a 9th-level spell makes it "13th level" for purposes of DCs and spell immunities.)
Quicken I/III/IV (there's no II): These all reduce the casting time of a spell, and override any inherent change in casting time due to spontaneous metamagic. All count as a quickened spell (with the usual limit of one per round), even if the casting time is not reduced to a Free Action. The exact effect depends on which one you're using:
Quicken I: If the spell required a Full-Round Action, it is reduced to a Standard Action. If it required "1 round", it's now a Full-Round Action. (The first part is useful if you used some OTHER metamagic already, which increased the casting time, and you want to get it back down.)
Quicken III: Spells with casting times below 1 round are reduced to a Move-Equivalent Action. Spells requiring 1 round are reduced to a Standard Action. Any casting time longer than 1 round is halved.
Quicken IV: As Quicken III, except all spells with casting times less than 1 round are reduced to a Free Action.
And then there are the [Shaping] metaforms. We've got 11 so far:
Aura (1): All targets in squares adjacent to the caster take secondary damage. No saving throw is allowed, and no attack roll is needed.
Ball (2): All targets within a 20’ burst of the target point take secondary damage. A successful Reflex save divides the damage in half, and no attack roll is needed.
Burst (2): The target of the spell takes full effect as normal on a successful attack roll. If the primary target is hit, anyone within a 5’ burst of the target takes secondary damage, with no saving throw or attack roll. If the primary attack misses, there is no additional effect.
Chain (3): The target of the spell takes full effect, and 1 additional target per level within 30’ of the primary target takes secondary damage. A successful Reflex save divides the damage in half, and no attack roll is needed.
Cloud (4): Each round, all targets within a 30’ spread of the target point take secondary damage. This cloud lasts 1 round per level. No saving throw is allowed, and no attack roll is needed.
Cone (1): All targets within a Cone extending out to Close range take secondary damage. A successful Reflex save divides the damage in half, and no attack roll is needed.
Flux (3): All targets within 30’ of the caster take secondary damage. No saving throw is allowed, and no attack roll is needed. The caster can choose to decrease the radius to any multiple of 5’.
Fork (1): The spell is split between two targets within range, dealing secondary damage to each. Each target requires a separate attack roll or saving throw.
Line (2): All targets along a 5’ line extending out to the spell’s maximum range take secondary damage. A successful Reflex save divides the damage in half, and no attack roll is needed.
Shot (1): Can only be applied to ranged spells targeting someone other than the caster, requiring an attack roll. Instead of a single bolt, the effect of the spell is broken into a shot pattern to cover a single square. Gain a +(5+X) bonus to the attack roll, where X is the spell's level, but the target only takes secondary damage if hit. Effectively, you cut the damage in half to increase the chance to hit.
Swarm (2): The effect of the spell is broken into X packets, where X is the spell’s level. For spells which multiply the numerical effect of the spell by X, the spell deals X equally-sized packets of damage. For spells with no multiplication, the effect is broken into X pieces with approximately equal sizes, although partial dice are not allowed. Each packet may be targeted on any target, although all targets must be within 50’ of each other. Each damage packet requires a separate attack roll or saving throw. For example, if a level 5 bolt spell does 5*2d6, you could do 2d6 twice to one target, and 2d6 to three others. You couldn’t do 1d6 to a target, since it’s limited to 5 packets of 2d6. You could assign all five packets to one target, dealing 10d6 (less random than the original), but that wouldn’t be worth the metamagic use. If the spell was a level 3 spell dealing 10d6, it’d break it into 3d6, 3d6, and 4d6.
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