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What's wrong with metamagic?
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<blockquote data-quote="Plane Sailing" data-source="post: 1943166" data-attributes="member: 114"><p>Ho Ho.</p><p></p><p>High level wizard makes an appearance after party have trashed his simulacrum which attempted to open negotiations. He appears and shouts something like "will you cease fighting now or else!". Nobody makes any sound or indication of willingness to stand down. So wizard casts a maximised fireball and a quickened fireball - total damage potential 96 as a 60 and a 36. The rogue evades both and takes no damage. His character makes both saves and has fire resistance 30 so takes no damage. The dwarf fighter fails both his saves but has protection from fire up and takes a mere 16 damage. The four frost giants fail all their saves and take +50% damage for 144. One (injured) frost giant makes his second save and takes 90+27 = 117 damage.</p><p></p><p>Admirable tactic for clearing out frost giant allies, it did almost no harm to the party and re-advertised that this was a very powerful wizard they were fighting.</p><p></p><p>To reinforce what Thanee said - metamagic is meat and drink to the sorcerer, who get stupendous value out of it. Much less important for wizards, but for very high level wizards it often does make sense to use some of the slots below your highest level for some metamagiced spells.</p><p></p><p>Long ago I devised some potential alternative metamagic house rules - ones that made metamagic a risky proposal for gamblers <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(in short the total "level adjustment" of all metamagics added to a spell on the fly is multiplied by 10 and that gives the percentage chance that the spell fails. If it fails there is the same percentage chance of a backfire. e.g. fred wizard attempts to maximise his fireball on the fly. It is a +3 adjustment so there is a 30% chance the spell fizzles as he tries to warp it, and if it does there is a 30% chance that it backfires - either treat as a scroll backfire or ground-zero the spell as appropriate. Basically inspired by the numerous "klutz factor" spell houserules that appeared in the late 70's and early 80s.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1943166, member: 114"] Ho Ho. High level wizard makes an appearance after party have trashed his simulacrum which attempted to open negotiations. He appears and shouts something like "will you cease fighting now or else!". Nobody makes any sound or indication of willingness to stand down. So wizard casts a maximised fireball and a quickened fireball - total damage potential 96 as a 60 and a 36. The rogue evades both and takes no damage. His character makes both saves and has fire resistance 30 so takes no damage. The dwarf fighter fails both his saves but has protection from fire up and takes a mere 16 damage. The four frost giants fail all their saves and take +50% damage for 144. One (injured) frost giant makes his second save and takes 90+27 = 117 damage. Admirable tactic for clearing out frost giant allies, it did almost no harm to the party and re-advertised that this was a very powerful wizard they were fighting. To reinforce what Thanee said - metamagic is meat and drink to the sorcerer, who get stupendous value out of it. Much less important for wizards, but for very high level wizards it often does make sense to use some of the slots below your highest level for some metamagiced spells. Long ago I devised some potential alternative metamagic house rules - ones that made metamagic a risky proposal for gamblers :) (in short the total "level adjustment" of all metamagics added to a spell on the fly is multiplied by 10 and that gives the percentage chance that the spell fails. If it fails there is the same percentage chance of a backfire. e.g. fred wizard attempts to maximise his fireball on the fly. It is a +3 adjustment so there is a 30% chance the spell fizzles as he tries to warp it, and if it does there is a 30% chance that it backfires - either treat as a scroll backfire or ground-zero the spell as appropriate. Basically inspired by the numerous "klutz factor" spell houserules that appeared in the late 70's and early 80s. Cheers [/QUOTE]
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