Monday, September 2, 2013

House Rule - The Metamagic Rule

There are some house rules that I am confident of. There are other house rules that I have had kicking around in my brain that I think will work, but I am uncertain as to whether they will cause huge problems if they are implemented. This rule is one of the ones I am uncertain about. But, because there is no way to actually evaluate a rule without actually putting it into play, I am going to implement the Metamagic Rule.

The main reason that I don't know how this rule will affect play is that in my experience almost no one actually uses metamagic. Quite simply, the opportunity cost of taking a metamagic feat and then placing spells in slots one, two, three, or more levels higher than they normally require to gain a benefit that gives the spell longer range, or longer duration, or some other effect, is simply too high. Players don't want to invest the resources. Eventually, someone might buy a metamagic rod and use that, but that only happens in reasonably high level campaigns, and the metamagic rod eliminates the increased spell level for spells affected by its powers.

Even more telling in my mind is that when I play as a character, I almost always play spell casters, and I have never been tempted to take a metamagic feat. As a result, an entire aspect of the game system is never used. So, in practice, I have not seen a lot of metamagic use by spell casters, and I have not used metamagic when playing a spell caster.

Hence, this rule:

The Metamagic Rule

A spell caster does not need metamagic feats that have no prerequisites in order to apply the metamagic effects as described in those feat descriptions. A prepared caster merely needs to prepare the modified spell in the higher spell slot, noting the effect that has been attached to the spell. A spontaneous caster may apply such effects on the fly, taking a full round to cast the spell and increasing the level of the spell slot used as appropriate. For reference, the spell slot increases required by a particular effect is as follows:

Metamagic
Level Increase
Benefit
Aid Spell+1 levelPersonal spells become touch, touch spells become close
Blistering Spell+1 levelFire spells only, deals +2 damage per spell level, blows enemies aside
Braid Spell+2 levelsCombine two spells into a single casting
Chain Ray+3 levelsRay or cone spells can affect secondary targets
Coercive Spell+1 levelLiving creatures damaged by your spell suffer a penalty to Will saves
Compressed Spell+2 levelsReduce spell's area to increase damage
Deafening Spell+1 levelDamaging spell also deafens those it damages
Deceptive Spell+1 levelSpell appears to come from unusual source
Disrupting Spell+2 levelsSpell disrupts the ability of those affected to use spells, spell-like abilities, and supernatural abilities
Divine Lattice+1 levelSpell deals additional damage to undead
Earthbound Spell+2 levelsPlace a spell on the ground, it targets a creature that moves into that space
Empower Spell+2 levels Increase spell's variable, numeric effects by 50%
Enlarge Spell+1 levelDouble spell's range
Entangling Spell+2 levelsCreatures damaged by your energy spell are entangled for 1 round
Exaggerate Spell+2 levelsSpell's variable numeric effects increased by +3 points per die
Explosive Spell+2 levelsCreatures are blasted to edge of spell area
Extend Spell+1 levelDouble spell's duration
Fell Animate+3 levelsLiving creatures killed by your spell rise as zombies
Fell Drain+2 levelsLiving creatures damaged by your spell gain a negative level
Fell Energy Spell+1 levelYour spells that grant bonuses are more effective at enhancing undead
Fell Frighten+2 levelsCreatures susceptible to fear effects damaged by your spell are shaken
Fell Weaken+1 levelsLiving creatures damaged by your spell are weakened
Fiery Spell+1 levelFire spells deal +1 fire damage per die
Flash Frost Spell+1 levelCold spells only, +2 damage per level, makes ground slippery
Fortify Spell+1 levelCast spells at higher caster level to overcome spell resistance
Ghost-Touch Spell+0 levelsDamaging spell only affects ghosts, other creatures are unaffected
Guided Spell+3 levelsRanged touch spell ignores cover and concealment and persists until it strikes target
Heighten SpellVariableCast spells as if they were higher level
Hide Spell+2 levelsEvocation spells are inaudible and invisible
Lingering Spell+1 levelsInstantaneous damaging energy spell deals additional 1d6 energy damage on the following round
Maximize Spell+3 levelsMaximize spell's variable, numeric effects
Piercing Cold+1 levelCold damaging spell can overcome cold resistance and cold immunity
Quicken Spell+4 levelsCast spell as a free action
Rapid Spell+1 levelSpell casting times reduced
Reach Spell+2 levelsTouch spells have a 30 foot range
Retributive Spell+1 levelRelease precast spell as immediate action against creature that harms you
Sacred Spell+2 levelsHalf of of the damage dealt by your spells is from divine power; can only be used on divine spells
Searing Spell+1 levelFire damaging spells can overcome fire resistance and fire immunity
Shunt Focus+1 levelPersonal spells become touch spells
Silent Spell+1 levelCast spell without verbal components
Song of the Dead+1 levelMind-affecting spell can affect undead, does not affect other creatures
Still Spell+1 levelCast spell without somatic components
Strafing Spell+1 levelYou can expand the range of creatures affected by a cone or line spell
Submerged Spell+1 levelSpells functions underwater exactly as it would on land
Superior Divine Lattice+2 levelsSpell inflicts 1d6 additional damage per spell level to undead
Transdimensional Spell+1 levelSpell affects creatures in coexistent plane and extradimensional spaces
Umbral Spell+1 levelSpell gains the darkness descriptor, can dispel light spells
Widen Spell+3 levels Double spell's area

Other than not needing the feat to use the metamagic effect, spell caster must observe all of the other requirements and limitations associated with these metamagic effects. For example, spontaneous spell casters cannot use the Quicken Spell metamagic effect, bards may not use the Silent Spell metamagic effect, and so on.

Players may still take the specific metamagic feats. Instead of unlocking the metamagic ability, taking the feat reduces the spell level increase associated with that particular metamagic effect by one. This means that a caster with a Widen Spell metamagic feat could prepare or spontaneously cast spells with the Widen Spell metamagic effect by using a spell slot two levels higher than normal rather than the standard three levels higher. Note that this means that any caster who takes metamagic feats with a +1 level adjustment such as Enlarge Spell, Extend Spell, Silent Spell, or Still Spell can prepare all of his spells at their normal caster level and have them enhanced with the metamagic effects associated with those feats.

The Heighten Spell metamagic feat allows a caster to prepare or cast a spell as if it were a level higher than the spell slot used for it.Therefore, a caster with the Heighten Spell metamagic feat could prepare a fireball spell in a third level spell slot as if it were a fourth level spell slot for all effects dependent upon spell level such as saving throw DCs. In effect, when preparing a Heightened Spell, a caster with the Heighten Spell metamagic feat gets a "free" bonus level of heightening the spell level.

A spell can never have its effective level reduced below the actual level of the spell by this effect or any other effect (such as through the application of the Seer or Lore Caster feats). A caster can only apply the effects of the Seer and Lore Caster feats to spells that they are modifying with a metamagic feat they actually have.

Even though the effective level of a spell can never be reduced below the spell's actual level for the purpose of the spell slot that must be used to cast the spell, reducing the effective level further than +0 has a beneficial effect for sponatneous casters. Any metamagic effect that has its effective level reduced below zero does not require a spontaneous caster to increase the casting time of a spell modiied with that metamagic effect. For example, if a sorcerer takes the Silent Spell feat, this reduces the effective caster level of applying the Silent Spell metamagic effect to +0, meaning that the sorcerer can cast spells modified with Silent Spell without raising their level, but must take full round action to do so. If the sorcerer then takes the Seer feat, the cost of applying the Silent Spell metmagic effect is reduced to -1 and now the sorcerer may cast spells modified by the Silent Spell metamagic effect without raising their level, and may cast them at their normal casting time.

Casters who meet the prerequisites for metamagic feats that have prerequisites may also use those feats under this rule. A caster must meet the prerequisites and observe all of the other requirements and limitations associated with these metamagic effects. A list of feats that may be used follows.

Additional Metamagic Abilities Covered by This Rule1

MetamagicIncreasePrerequisitesBenefit
Acid Lattice+1 levelAny two metamagic featsSpell inflicts +1d6 acid damage per spell level
Bane Lattice+1 levelAny two metamagic featsSpell inflicts 1.5x normal damage and lasts twice as long against chosen foe type
Blighted Spell+4 levelsAny two metamagic feats, must be evil alignmentSpell inflicts +1d6 damage per die
Born of the Three Thunders+0 levelsEnergy Substitution (Electricity), Knowledge: Nature 4+ ranksElectricity or sonic spell deals half of each time of damage, may stun and knock foes prone
Bounce Spell+2 levelsEnlarge SpellBounce spell off target to extend its range
Chain Spell+3 levelsAny metamagic featRedirect spells to affect secondary targets
Chaos Lattice+1 levelAny two metamagic featsSpell deals additional damage to lawful creatures
City Magic+0 levelsCaster level 3rd+Half of spell's damage comes from surrounding urban environment
Colorize Spell+0 levelsAbility to cast an illusion spellCaster can choose color of the spell
Concentrate Spell+1 to +9 levelsAbility to cast at least one evocation spellSpell ignores some amount of energy resistance
Cone Control+1 levelSpellcraft 12+ ranksSelectively choose targets in a cone's area
Consecrate Spell+1 levelGood alignmentHalf of spell's damage becomes divine damage
Cooperative MagicSpecialSpellcraft 4+ ranksYou can work with another caster to add metamagic feats to a spell
Cooperative Spell+0 levelsAny metamagic featTwo spellcasters can work together to increase the save DC of a spell
Corrupt Spell+1 levelEvil alignmentHalf of spell's damage becomes unholy damage
Counterspell Riposte+2 levelsArcane caster level 1st+Half of spell's damage becomes divine damage
Delay Spell+3 levelsAny metamagic featSpell effects are delayed 1 to 5 rounds
Dictum Lattice+1 levelAny two metamagic featsSpell deals additional damage to chaotic creatures
Echoing Spell+3 levelsSpellcraft 12+ ranks, ability to prepare spellsCast spell returns after 1 hour and can be cast again with lessened effect
Elemental Independence+2 levelsKnowledge: Arcana 8+ ranks, Spellcraft 8+ ranksStrips away the elemental aspects of a spell so it deals pure magical damage
Elemental Lattice+2 levelsAny two metamagic featsSpell deals additional elemental damage
Encompass Spell+1 levelEnlarge Spell, Grow SpellSpell has tripled area of effect
Enduring Spell+2 levelsEnlarge Spell, Grow SpellSpell duration is increased by one power
Energize Spell+1 levelsNonevil alignment, must not have the ability to rebuke undeadSpells deal 50% more damage to undead, 50% less to nonundead
Energy Admixture+4 levelsEnergy SubstitutionDouble energy spell damage by adding an additional energy type
Energy Affinity+0 levelsKnowledge: Arcana 5+ ranks, able to cast one spell of each of these energy types: Acid, cold, electricity, and fireChange spell's energy type
Energy Substitution+0 levelsAny metamagic feat, Knowledge: Arcana 5+ ranksChange spell's energy type
Enhance Spell+4 levelsMaximize SpellSpell damage cap is increase by 10 dice or 5 dice
Ennervate Spell+2 levelsNongood alignment, must not have the ability to turn undeadSpells deal 50% more damage to living creatures, 50% less to constructs and undead
Expand Spell+4 levelsEnlarge Spell, Encompass Spell, Grow SpellSpell's range increases to 1 mile
Flame Lattice+1 levelAny two metamagic featsSpell inflicts 1d6 fire damage per spell level
Focused Spell+0 levelsAny five metamagic featsYou convert a spell into raw damaging magical energy
Ghost Spell+1 levelWisdom 15+, any metamagic featSpell exists on both the Prime Material Plane and Ethereal Plane
Grow Spell+2 levelsEnlarge SpellSpell affects one and one-half times as many targets as normal
Hidden Spell+1 levelSilent Spell, Still SpellSpell is harder to identify with Spellcraft and harder to dispel
Holy Lattice+1 levelAny two metamagic featsSpell deals additional damage to evil creatures
Ice Lattice+1 levelAny two metamagic featsSpell deals 1d6 cold damage per spell level
Imbued Summoning+1 levelAugment Summoning, Spell Focus (Conjuration)Summon a creature with a 3rd level or lower spell on it
Imbue Weapon+1 levelBAB +3 or higher, Weapon Focus (Any), spellcaster level 1st+Cast touch spell into melee weapon and use it to deliver the spell
Improved Imbue Weapon+1 levelImbued WeaponCast touch spell into ranged weapon and use it to deliver the spell
Infuse Reality+1 to +3 levelsAbility to cast one arcane illusion spellIllusion spell is 20% real for each level increased
Infuse Truth+2 levelsAbility to cast one arcane illusion spellSpell loses its mind-affecting descriptor
Invisible Spell+0 levelsAny metamagic featSpell has no visual manifestation
Light Lattice+1 levelAny two mind-affecting spellsSpell illuminates area as daylight
Lightning Lattice+1 levelAny two metamagic featsSpell 1d6 electricity damage per spell level
Lord of the Uttercold+0 levelsEnergy Substitution (Cold), Knowledge: the Planes 9+ ranks, ability to cast a spell with the cold descriptorHalf the damage of your cold spells is negative energy damage
Mask Signature+1 levelAny three metamagic featsRemove one descriptor of a spell allowing it to affect creatures normally immune
Nonlethal Substitution+1 levelAny metamagic feat,
Knowledge: Arcana 5+ ranks
Energy spells deal nonlethal damage
Persistent Spell+6 levelsExtend SpellFixed or personal range spells last 24 hours
Purify Spell+1 levelGood alignmentNo damage to good creatures, extra damage to evil outsiders
Ready Spell+2 levelsCon 13+, Spellcaster level 5th+, Concentration 8+ ranksCan cast a spell and "hold it" for a period of time before releasing it as a free action
Reaping Spell+3 levelsAny evil alignmentCreatures killed by your spell cannot be raised, reincarnated, or resurrected; true resurrection only works half the time
Remote Casting+2 levelsAny one metamagic feat, Spellcraft 6+ ranks, Survival 6+ ranksCan cast spells to locations to which you do not have line of sight
Repeat Spell+3 levelsAny metamagic featSpell is automatically cast again next round
Restrain Spell+1 levelSpellcraft 8+ ranksSpell inflicts nonlethal damage
Sanctum Spell+0 levelsAny metamagic featRaises effective spell level if cast in sanctum, reduces effective spell level if cast elsewhere
Sculpt Spell+1 levelAny metamagic featAlter spell's area
Selective Spell+1 levelAny one metamagic featYou can deignate one creature to be unaffected by your area spell
Sickened Spell+1 levelPox MagicSpell sickens those affected by it
Smiting Spell+1 levelBAB +1, caster level 1st+Transfer touch spell to a weapon you hold, can hand it off to another person
Spell Chain+2 levelsQuicken SpellCan cast two spells at once
Split Ray+2 levelsAny metamagic featRay spells affect one extra target
Thunder Lattice+1 levelAny two metamagic featsSpell inflicts 1d6 additional sonic damage per spell level
Unholy Lattice+1 levelAny two metamagic featsSpell deals additional damage to good creatures
Twin Spell+4 levelsAny metamagic featSimultaneously cast a single spell twice
Wounding Spell+2 levelsEmpower Spell, Knowledge: History 4+ ranksYour damaging spells inflict bleeding wounds that cause continuing damage

1Note that to use these metamagic abilities a spell caster must meet all of the prerequisites associated with the ability.

Metamagic Feats Specifically Excluded From This Rule

Arcane Affinity
Arcane Shaper
Black Lore of Moil
Blood Burn
Blood Power
Blood Casting
Empowered Blood
Erase Memory
Essence Mastery
Fatal Curse
Fearful Gaze
High Magic
Identify Item
Imbued Healing
Increased Arcane Affinity
Lore Caster
Masters of the Past
Mirrorsight
Rapid Scribing
School Focus
Seer
Sudden Empower
Sudden Energy Affinity
Sudden Extend
Sudden Maximize
Sudden Quicken
Sudden Silent
Sudden Still
Sudden Widen
Violate Spell

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