What do you think of these metamagic feats?

Jeph

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Abrupt Spell [METAMAGIC]
Benefit: Casting an abrupt spell is a move action. If you cast two abrupt spells in the same round, or cast a spell normally and cast an abrupt spell in the same round, you may not use a swift action that round. An abrupt spell uses up a spell slot three levels higher than the spell's actual level.
Special: This feat may not be applied to spontaneously cast spells.

Dramatic Spell [METAMAGIC]
Prerequisites: Knowledge (Arcana) 6 ranks, any other metamagic feat
Benefit: A dramatic spell is accompanied by either a burst of multi-colored lights, a deafening crack, or a cloud of colored smoke. Which special effect is added may be decided when the spell is cast. The area of effect of the feat is either the spell's area of effect, a 10-foot radius centered on one of the spell's targets, or a 10-foot radius centered on something created by the spell. The DC of resisting a special effect is the spell's DC. A dramatic spell uses up a spell slot one level higher than the spell's actual level.

• Burst of multi-colored lights: Characters within the feat's area of effect must succeed at a Reflex save or be dazzled for 1d4 rounds.

• Deafening Crack: Characters within the feat's area of effect must succeed at a Fortitude save or be deafened for 1d4 rounds.

• Colored Smoke: The feat's area of effect is covered in thick, colored smoke that disperses after 1d4 rounds. The smoke blocks all vision, including darkvision, beyond 5 feet. Enemies 5 feet away have concealment.
 

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Jeph said:
Abrupt Spell [METAMAGIC]
Benefit: Casting an abrupt spell is a move action. If you cast two abrupt spells in the same round, or cast a spell normally and cast an abrupt spell in the same round, you may not use a swift action that round. An abrupt spell uses up a spell slot three levels higher than the spell's actual level.
Special: This feat may not be applied to spontaneously cast spells.


This feet seems to lack a benefit ( I.E. Its implied but is not written in the text of the feat...
It does tell you what you can't do with the feat.

I would clarify the feat more, and move what you have in the text of the feat into a Notes: or Special section of the feat

I am assuming that an Abrupt spell allows you to cast an additional spell (also abruptly cast) and that you lose the ability to use a swift action for the round. But the feat doesn't say clearly any real benefit, and while its implied in the feat it needs clarity...PS

In the second feat you are essentially combining the effects of which ever spell the character casts with another spell effect which I would argue against in this form
Now if you attempted to pull a spell like for instance a Flash that pleases a croud when the Bard disappears before the crowd, or a whiff of smoke as a party gag I would see it as balanced in effect you are creating a Combine Spell feat ....PS interesting concepts here
 
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For +1 level, you can convert the casting time of a spell to be equivalent to a move action. Having done so, you are allowed to move then cast the Abrupt spell, or cast 2 Abrupt spells if you have enough prepared.

The Abrupt spell must be prepared as such, never cast spontaneously, and never adding the Abrupt characteristic to a normally prepared spell upon casting.

Right?
 

Priest_Sidran said:
This feet seems to lack a benefit ( I.E. Its implied but is not written in the text of the feat...
Looks perfectly clear to me; an abrupt spell takes a move action rather than a standard action, allowing you to cast an abrupt spell and take a standard action in the same turn. The text could use some cleaning up, but the basic function of the spell is pretty obvious.
 

It actually doesn't even specify "rather than a standard action", so something with a 10-minute casting time could be reduced to a move action for +1 spell level. That's handy.

Of course, specifying that "only spells with standard action casting times can be made Abrupt" would make it less handy, and more in tune with a +1 level metamagic feat.
 

Not sure where you're getting the +1 level from. "An abrupt spell uses up a spell slot three levels higher than the spell's actual level," right there in the text. It's meant to be a slightly cheaper version of Quicken Spell that lets you get off two spells in a round. But yeah, I intended it to be limited to spells with a standard or full round action time.

Here's a re-write, based on the working of Quicken Spell:

Abrupt Spell [METAMAGIC]
Benefit: Casting an abrupt spell is a move action. You can perform another action, even casting another spell, in the same round as you cast an abrupt spell. A spell whose casting time is more than 1 full round action cannot be made abrupt. If you cast two abrupt spells in the same round, or cast a spell normally and cast an abrupt spell in the same round, you may not use a swift action that round. An abrupt spell uses up a spell slot three levels higher than the spell’s actual level. Casting an abrupt spell provokes an attack of opportunity.
Special: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
 

Honestly, I don't like it. Quicken Spell does what this does (it only allows for standard action spells and MAYBE full-round action spells) and it costs +4 for a reason. if this metamagic were included with Quicken, I'd try take both of them, and use them in the same round to gain a total of 3 spells per round. I'm not exactly how this would work with the RAW exactly though. It would certainly be a nova strategy, but unloading 3 spells per round is unloading 3 spells per round.

So it feels like quicken, only more abusable and cheaper to boot.
 

Note the thing where casting two abrupt spells, or a normal spell and an abrupt spell, prevents you from using a swift action. So, you're still limited to two spells per round.
 

OK, so I use a quickened spell and and abrupt spell, then use a normal spell. I'm not casting two abrupt spells in the same round, nor am I using simply an abrupt spell and a normal spell. therefore, the RAW doesn't apply. (This is the munchkinesque wording, I'm not going to admit it isn't, but this is one area I can see abused if it's not controlled VERY carefully... and it's actually possible, since the appropriate mixes mean that casting a q spell then an a spell means that if the DM isn't absolutely clear on the interactions between the various metamaghics, he won't notice that the 3rd spell is REALLY iffy. That's IMO a sign that the mechanic is a bit too unclear to be appropriate. The fact that it is an attempt to lower the cost of quicken spell in essence, further makes this dangerous in my mind, as quicken's high price comes because it offers the chance to use multiple spells per round. In some cases, that may be reasonable, but I would say houseruling quicken to be a +3 spell level is significant, as it would offer the chance to get similar for spells such as fireball to become essentially epic equivalents of themselves.
 

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