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*Pathfinder & Starfinder
Variant method of using Metamagic feats to augment spells
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<blockquote data-quote="Spatzimaus" data-source="post: 3257701" data-attributes="member: 3051"><p>It's very similar to what I've been using for the hybrid Wizard/Cleric class within my homebrew, with a few slight differences. Here's what we had, for comparison.</p><p>> Wizards can use metamagic starting at level 2, when they select a free level 1 Metaform: Heighten I, Empower I, Enhance I, or Extend I. (I'll explain these below.)</p><p>> A Wizard gains a number of Metamagic Points (MPs) per day equal to his class level plus his primary spellcasting stat modifier (WIS for us, INT for you; in your example, you'd get 10+4.)</p><p>> Using a level N metaform costs N MPs <strong>and</strong> disables that metaform for N rounds. (So, you can't Maximize two spells in a row.)</p><p>> You can only use one metaform on any given spell. (No stacking them.)</p><p>> Casting times increase as for the core rules for Sorcerer. (see below; in most cases this means a Full-Round Action.)</p><p></p><p>> It's not 1 Feat per Metaform any more. Instead, it goes like this:</p><p><strong>Expanded Metamagic</strong>: Select two level metaforms no higher than level 1. This feat may be taken multiple times; each successive time, the maximum level of the metaforms increases by 1.</p><p><strong>Prepared Metamagic</strong>: You can memorize spells with the metamagic built-in, as 3E, by using a slot N levels higher than normal. This doesn't consume MPs, disable metaforms, or increase casting time.</p><p>We've also got a "Metamastery" Feat that reduces the metaform disable time to 1dN rounds and shrinks the casting time back down to normal, but we're still balancing it.</p><p></p><p>Metaforms: We've got a list of 48, of levels 1-4 (although 10 of them are "shaping" metaforms to turn our system's standard elemental "bolt" spells into the various balls, chains, lines, bursts, etc. that the core rules use for everything; think of the Warlock rules for this). Generally speaking the level is just how many levels the spell increased under the core rules, with a few exceptions: there are no level 0 metaforms (Substitution is changed to level 1 and is more limited now), and Delay is 4 instead of +3.</p><p>Heighten is split into Heighten I (+1 to spell level for DC and penetrating Globes of Resistance), Heighten II (+2 to spell level), etc. And yes, you can put Heighten IV on a level 9 spell to get a "level 13 spell" (which just means its DC gets huge)</p><p>Empower forms increase any variable effects by 1-4 die sizes (so a 10d6 fireball becomes 10d8 with Empower I)</p><p>Enhance forms increase the caster level of the spell by 2/4/6/8, and this increase can exceed any level-based caps (so a 10d6 fireball becomes 12d6 with Enhance I, plus has a slightly longer range)</p><p>Extend Metaforms multiply the duration of a spell by 2/4/6/10 (meaning Extend I equals the old Extend Spell, and Extend IV is Persistent Spell)</p><p>and Quicken has forms at I, III, and IV:</p><p>Quicken I reduces a spell's casting time down to 1 Standard Action if it was a full-round action; if it required a "1 round" casting time, it's down to a full-round action. This form does not increase the casting time of a spell (since that's what it's specifically designed to counteract).</p><p>Quicken III reduces a spell's casting time to a Move Action if it was a Standard or Full-Round Action before, "1 round" becomes a Standard Action, and anything longer is cut in half.</p><p>Quicken IV is just like III except anything requiring a Standard or Full-Round Action now becomes a Free Action (limit 1 per round as usual).</p><p></p><p>One side note:</p><p></p><p></p><p>As has been pointed out many times, this is NOT how Sorcerers already work. Metamagic changes their spells to a Full-Round Action (meaning you can't move and cast), NOT to a casting time of "1 round" (where the spell doesn't come into effect until the next turn).</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3257701, member: 3051"] It's very similar to what I've been using for the hybrid Wizard/Cleric class within my homebrew, with a few slight differences. Here's what we had, for comparison. > Wizards can use metamagic starting at level 2, when they select a free level 1 Metaform: Heighten I, Empower I, Enhance I, or Extend I. (I'll explain these below.) > A Wizard gains a number of Metamagic Points (MPs) per day equal to his class level plus his primary spellcasting stat modifier (WIS for us, INT for you; in your example, you'd get 10+4.) > Using a level N metaform costs N MPs [b]and[/b] disables that metaform for N rounds. (So, you can't Maximize two spells in a row.) > You can only use one metaform on any given spell. (No stacking them.) > Casting times increase as for the core rules for Sorcerer. (see below; in most cases this means a Full-Round Action.) > It's not 1 Feat per Metaform any more. Instead, it goes like this: [b]Expanded Metamagic[/b]: Select two level metaforms no higher than level 1. This feat may be taken multiple times; each successive time, the maximum level of the metaforms increases by 1. [b]Prepared Metamagic[/b]: You can memorize spells with the metamagic built-in, as 3E, by using a slot N levels higher than normal. This doesn't consume MPs, disable metaforms, or increase casting time. We've also got a "Metamastery" Feat that reduces the metaform disable time to 1dN rounds and shrinks the casting time back down to normal, but we're still balancing it. Metaforms: We've got a list of 48, of levels 1-4 (although 10 of them are "shaping" metaforms to turn our system's standard elemental "bolt" spells into the various balls, chains, lines, bursts, etc. that the core rules use for everything; think of the Warlock rules for this). Generally speaking the level is just how many levels the spell increased under the core rules, with a few exceptions: there are no level 0 metaforms (Substitution is changed to level 1 and is more limited now), and Delay is 4 instead of +3. Heighten is split into Heighten I (+1 to spell level for DC and penetrating Globes of Resistance), Heighten II (+2 to spell level), etc. And yes, you can put Heighten IV on a level 9 spell to get a "level 13 spell" (which just means its DC gets huge) Empower forms increase any variable effects by 1-4 die sizes (so a 10d6 fireball becomes 10d8 with Empower I) Enhance forms increase the caster level of the spell by 2/4/6/8, and this increase can exceed any level-based caps (so a 10d6 fireball becomes 12d6 with Enhance I, plus has a slightly longer range) Extend Metaforms multiply the duration of a spell by 2/4/6/10 (meaning Extend I equals the old Extend Spell, and Extend IV is Persistent Spell) and Quicken has forms at I, III, and IV: Quicken I reduces a spell's casting time down to 1 Standard Action if it was a full-round action; if it required a "1 round" casting time, it's down to a full-round action. This form does not increase the casting time of a spell (since that's what it's specifically designed to counteract). Quicken III reduces a spell's casting time to a Move Action if it was a Standard or Full-Round Action before, "1 round" becomes a Standard Action, and anything longer is cut in half. Quicken IV is just like III except anything requiring a Standard or Full-Round Action now becomes a Free Action (limit 1 per round as usual). One side note: As has been pointed out many times, this is NOT how Sorcerers already work. Metamagic changes their spells to a Full-Round Action (meaning you can't move and cast), NOT to a casting time of "1 round" (where the spell doesn't come into effect until the next turn). [/QUOTE]
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