Some more [Metamagic] feats for Tome inclusion consideration

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koz
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Some more [Metamagic] feats for Tome inclusion consideration

Post by koz »

Any ideas on the balance of these feats, as well as suggestions in how they can be made better, are very much appreciated. Thanks must go to ubernoob and veekie, my dev team. :D

Edit: I also have to thank Bigode for his tireless work put toward making this better.

Battlecaster [ Metamagic]

You fight with sword and spell both. Cause it's better that way.
This is a Metamagic feat that scales to the highest-level spell you can cast.

Benefit: You receive a +2 dodge bonus to AC while casting spells. Additionally, you gain proficiency in one weapon for free.
1: If you hit with a physical attack, the creature struck takes a -2 penalty to saves and SR against your spells until the end of your next turn.
3: You may cast a standard action spell as part of a physical attack. The spell effect is delivered to the target of the attack instead of its usual area and targets if it hits. Any saving throws are still rolled, but the spell does not require an attack roll if it normally has one. If the spell has secondary targets (e.g. chain lightning), they require attack rolls if they would be needed, but area spells only affect the target you strike instead of the normal area. You provoke attacks of opportunity as normal. The physical attack occurs before the spell's effect.
6: As a swift action, you may expend a spell slot or prepared spell to enhance a physical attack. You may add a +1 competence bonus to the attack roll and a +1d8 bonus to damage per spell level of a physical attack this turn per spell level expended this way.
9: When you make a full attack, you may cast a standard action spell as a swift action.

Note from Sinister: I have decided that I will remove Dragon Mage from here until I have decided what the hell I want it to be doing.

Lord of The Thunders [Metamagic]

You are a Lightning Warrior.
This is a Metamagic feat that scales to the highest-level spell you can cast.

Benefit: Electricity burns just ain't what they used to be. You gain electricity resistance equal to your character level.
1: You can alter any spell you cast that deals energy damage to deal electricity damage instead. That spell loses any energy descriptors it had, gains the [Electricity] descriptor instead and all its energy (acid, cold, fire or sonic) damage becomes electricity.
3: Any spell you cast with the [Electricity] descriptor ignores an amount of electricity resistance and hardness equal to your character level. Creatures immune to electricity receive half damage from electricity damage instead of none from your spells with the [Electricity] descriptor.
6: By spending a swift action, you can alter any spell with the [Electricity] descriptor to deal half of its electricity damage as sonic damage. That spell also gains the [Sonic] descriptor. Additionally, all creatures that are hit by the spell's attack roll, take damage from this spell (if it deals damage) and/or fail their saves against the spell must make a Fortitude save at the spell's DC or be stunned for 1 round, and a further Reflex save at the spell's DC or be knocked prone.
9: The essence of the storm surrounds you, you gain an aura of wind and lightning. You are surrounded by an stormy aura with a radius of 5ft per 4 character levels that deals 1d6 damage/2 character levels to everything inside. You may change the wind force by one step per 3 character levels, and the wind circle you in a clockwise or counterclockwise fashion, leaving your space calm. Existing wind effects may increase or decrease the wind force. You may activate, deactivate or change the force and direction of this wind as a swift action.

Master of Magic [Metamagic]

"Magic is everything." - Wizards' creed
This is a Metamagic feat that scales to the highest-level spell you can cast.

Benefit: You receive a +4 competence bonus on caster level checks to defeat spell resistance.
1: You can take 10 on caster level checks.
3: If you miss with a spell that requires a ranged touch attack, you may reroll that attack with a -5 penalty. If the reroll misses, you miss and all the other mages laugh at your poor aim.
6: Pick a spell 4 levels below the maximum you can cast, provided it does not cost XP. You may use that spell as a SLA at will. As you gain access to higher spells you may trade this out accordingly for more powerful SLAs.
9: You ignore Spell Resistance and Immunity to Magic. In fact, you are so awesome that you can ignore antimagic fields with an opposed caster level check. Antimagic fields without caster levels use the generating creature's CR as their caster level. DM's discretion applies to antimagic fields without caster levels and or originating creature.

Moilian Necromancer [Metamagic]

You have been taught by the ancient school of Moil in the Black Lore. And you wear a skeleton hand around your neck, because you're that cool.
This is a Metamagic feat that scales to the highest-level spell you can cast.

Benefit: You gain the ability to rebuke undead as a cleric of your character level.
1: You may expend a swift action to deal an additional 1d6 negative energy damage per character level to all targets of the next necromancy spell you cast this turn. This additional damage can be halved with a successful Fort save at the spell's DC.
3: You may alter any spell with the [Cold] descriptor to deal half of its damage as negative energy damage instead.
You may spend a swift action to apply the [Cold] descriptor to any spell you cast that deals hit point damage.
6: You may spend an immediate action after killing a living creature with a spell to have it rise immediately as a skeleton or zombie of the base creature as if animate dead had been cast on its corpse. The maximum CR of the resulting undead cannot exceed your character level-2. This creature is automatically considered to be rebuked. If you wish to gain a creature, but doing so would put you over your rebuking limit, you may turn some of the undead you already command loose to make room. Sentient undead released in this manner act normally, while nonsentient undead are automatically hostile to all living creatures.
9: When you cast any spell that has the [Cold] descriptor, deals negative energy damage or is from the necromancy school, you may spend an immediate action to reroll any attack rolls, or force the rerolls of any saving throws, and choose one. Each roll can only be rerolled once in this manner.

Pernicious Pyromancy [Metamagic]

You have been trained by the pernicious goblin pyromancers, and have enough burns to make lesser men cringe. You also have the urge to give other people burns just as bad as yours.
This is a Metamagic feat that scales to the highest-level spell you can cast.

Benefit: You are so used to being burnt, singed, torched, scalded and branded that you gain fire resistance equal to your character level.
1: You can alter any spell you cast that deals energy damage to deal fire damage instead as a swift action. That spell loses any energy descriptors it had, gains the [Fire] descriptor instead, and all its energy (acid, cold, electricity or sonic) damage becomes fire. It also deals an additional 1 point of damage per character level.
3: As a swift action, you may make the next spell you cast this turn ignore an amount of fire resistance and hardness equal to your character level. The spell gains the [Fire] descriptor and deals additional fire damage equal to your character level. Creatures immune to fire receive half damage from fire damage instead of none from this spell.
6: By spending a swift action, you may add additional dice of damage to any spell with the [Fire] descriptor, up to a maximum of twice its normal damage dice. This additional damage repeats the next round. However, for each dice that you add, the spell deals 1d6 damage to you. The damage dealt to you ignores any immunity or resistance.
9: By spending a swift action, you can alter a spell with the [Fire] descriptor to deal maximum damage. Any target dealt damage by such a spell is set on fire, dealing your character level in damage each round. The save DC to extinguish it is the spell's DC instead of the normal DC for extinguishing fire. Immersion in water does not automatically extinguish this fire, but grants a +8 bonus to the save instead.

Reckless Spellcasting [Metamagic]

You cast spells which explode things. Living things.
This is a Metamagic feat that scales to the highest-level spell you can cast.

Benefit: You are a scary mother fucker. Against anyone that has seen you cast a spell, you receive a +4 competence bonus to Intimidate checks.
1: You can alter any spell you cast shaped like a burst, line, emanation or spread to have an additional 100% area. Spells without these components cannot be affected.
3: Empower Spell: By spending a swift action, you can alter any spell you cast to have its variable, numeric effects increased by 50%.
6: By spending a swift action, you can alter any area (cone, cylinder, line or burst) spell which allows a Reflex save to push all affected creatures and objects opposite to the origin point of the spell (in a direction designated by you for each creature). For each 5ft a target would move in this manner, it sustains a further 1d6 damage. If this movement is interrupted by an object or creature, both the collider and the collidee receives the damage, with an additional 1d6 damage for both.
9: By spending a swift action, you can alter any spell you cast to have all of its variable, numeric components increased to the maximum possible, as well as applying the benefits of Empower Spell.

Tactical Mage [Metamagic]

You think better than other casters. Your spells do too.
This is a Metamagic feat that scales to the highest-level spell you can cast.

Benefit: You never seem to be in the wrong place at the wrong time. As an immediate action, a number times per day equal to your character level, you may teleport 10ft. in any direction. You must have line of sight and line of effect to the spot.
1: Sculpt Spell: By spending a swift action, you can alter any area spell by changing its area to either a cylinder (20ft radius, 30ft high), a 40ft cone, four 10ft cubes, a ball (40ft radius spread), or a 120ft line.
3: You can alter a spell that affects at least one opponent to have no immediate effect. In the next 24 hours, if you are dealt damage, you can choose to trigger the spell as an immediate action, but you must include whoever or whatever dealt you damage as one of the spell's targets. You can only have one spell of this sort active on you at any one time, and any spells stored in this way are considered to be the same as a contingency spell (thus, not allowing other contingencies to be active on the same person).
6: By spending a swift action, you can alter a single-target spell with a range greater than touch to arc to a number of additional targets beyond the first, to a maximum of your character level. All of the secondary targets must be within 30ft of the primary target, and the caster level of the spell is halved against any secondary targets that it affects.
Additionally, Sculpt Spell no longer requires an action to activate.
9: s a full round action, you may cast 2 spells with normal casting times of standard action or faster or cast a spell with a 1 round casting time as a standard action.

Wand Mastery [Metamagic]

Wands don't kill people, you do.
This is a Metamagic feat that scales to the highest-level spell you can cast.

0: You are considered armed when wielding a wand. Wands are considered Tiny melee weapons (or objects two size categories smaller than you, if you are not Medium sized) that deal 1d4 damage. Magical wands and staffs you wield gain an enhancement bonus on attack and damage rolls equal to your character level/3.
1: You may expend spell slots or prepared spells as a swift action to give a staff or wand temporary charges. For each spell level above the staff or wand's highest spell level, it gains a temporary charge which lasts for 1 hour per character level. You may only have one 'set' of temporary charges on a wand at the same time (thus, multiple separate activations of this ability only give the highest number of charges created this way).
3: When you activate a staff or wand, you can spend an additional charge. If you do, the wand's effect is considered to be of the same caster level as you (if that would be higher), and its DC is increased to 10+1/2 character level+your casting stat modifier. Additionally, if you make an AOO with a wand used as a weapon, you may trigger the spell the staff or wand contains instead of taking the AOO, expending a charge as normal, but provoking no AOOs.
6: As a swift action, you may expend charges from a staff or wand to boost your caster level. Add a caster level per spell level of the wand per charge expended to your next spell this turn, up to a maximum of half your character level.
9: You can wield a wand in each hand at no penalty. You may activate two wands or activate a single staff twice with a full round action.

Supreme Aegis [Metamagic]

As a master abjurer, you protect people.
This is a Metamagic feat that scales to the highest-level spell you can cast.

0: You receive a +2 bonus on saves vs abjuration spells.
1: Your abjuration spells receive +2 to their DCs, and you receive a +2 bonus on Spellcraft checks relating to abjuration spells.
3: When you cast an abjuration spell, you may grant yourself or one of the spell's targets energy resistance and DR /- equal to spell level x 5. This protection lasts for 1 round per spell level, or until it prevents any damage.
6: When you cast an abjuration spell, you may grant yourself or one of the spell's targets spell resistance equal to 15 + character level. This protection lasts for 1 round per spell level, or until the spell resistance is rolled, whether or not it prevented the spell.
9: When you cast an abjuration spell with a duration on yourself, you may share its effects with allies within 5ft/4 character levels while it lasts.

Master Conjurer [Metamagic]

You bring everything to the right place, at the right time...for you.
This is a Metamagic feat that scales to the highest-level spell you can cast.

0: You receive a +2 to saving throws vs conjuration spells.
1: Your conjuration spells receive +2 to their DCs, and you receive a +2 bonus on Spellcraft checks relating to conjuration spells.
3: As a swift action, you may cause the next conjuration spell you cast this turn to generate a cloud of foul smoke. The smoke is a 5ft radius emanation centered on either you, a target of the spell or the spell's effect. It acts as a fog cloud spell that fades away at the beginning of your next turn. All creatures within the cloud are sickened. You and creatures you summon or call with any spell you cast are unaffected by the cloud's sickening or concealment effects when they would be negative.
6: As a swift action, the next conjuration spell you cast also teleports you, an adjacent creature or an adjacent object or the spell's target (if any) 5ft per spell level. An unwilling target gets a Will save at the spell's DC to resist.
9: As a swift action, you reduce the casting time of the next conjuration spell you cast this turn by one step (to a minimum of a swift action), from a 1-round casting to a full-round action, a full-round action to a standard action, and a standard action to a move action.

Great Oracle [Metamagic]

Knowledge is power, and you know everything.
This is a Metamagic feat that scales to the highest-level spell you can cast.

0: You receive a +2 to saving throws vs divination spells.
1: Your divination spells receive +2 to their DCs, and you receive a +2 bonus on Spellcraft checks relating to divination spells.
3: You can concentrate on a single divination spell currently active as a free action and the durations on all your divination spells double.
6: When you cast a divination spell, you gain an insight bonus to initiative, saves and AC equal to the spell level. These bonuses last for 24 hours or until the bonuses are used in some way (e.g. rolling initiative, rolling a saving throw or being attacked by a melee or ranged attack). Such a 'use' eliminates all bonuses.
9: As an immediate action once per encounter, you can change your initiative to before the active creature's. This allows you to take your next turn immediately, and interrupt that creature's actions.

Energised Evocation [Metamagic]

That, and everyone who disagrees with you has to talk to Mister Fireball.
This is a Metamagic feat that scales to the highest-level spell you can cast.

0: You receive a +2 to saving throws vs evocation spells.
1: Your evocation spells receive +2 to their DCs, and you receive a +2 bonus on Spellcraft checks relating to evocation spells.
3: As a swift action, you may add the [Force] descriptor and change half the energy (acid, cold, electricity, fire, sonic) damage to force damage for the next evocation spell you cast this turn.
6: As a swift action, you may modify the next evocation spell you cast this turn with an area to change its shape to a cylinder(10ft radius, 30ft high), a 40-foot cone, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape. You may also choose to exclude a 5ft cube from the spell effect for every 3 character levels, whether or not you changed the spell's shape with this.
9: As a swift action, you may cause the the next evocation spell you cast this turn to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable). A spell whose effects wouldn't stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned (see Combining Magical Effects, page 171 of the Player's Handbook).

False Reality [Metamagic]

Why should you care for truth?
This is a Metamagic feat that scales to the highest-level spell you can cast.

0: You receive a +2 to saving throws vs illusion spells.
1: Your illusion spells receive +2 to their DCs, and you receive a +2 bonus on Spellcraft checks relating to illusion spells.
3: As a swift action, your next illusion spell this turn has no verbal or somatic components.
6: You can concentrate on a single illusion spell currently active as a free action. Additionally, if a viewer that has penetrated an illusion you cast and informs others of it, the others do not gain their normal +4 bonus to disbelieve it. When presented with incontrovertible proof that it is an illusion, creatures must still succeed on a Will save to disbelieve it, at a +4 bonus.
9: Your illusions can fool reality itself, and are 50% real. If an affected creature disbelieves it, or sees through the illusion (e.g. with true seeing), there is a 50% chance that the illusion functions normally. For spells with the [Shadow] descriptor, you take the better of the percentage effectiveness, rather than stack them.

Any thoughts, opinions or suggestions are most welcome.

Edit: Updates in red.
Last edited by koz on Sun Feb 22, 2009 6:48 pm, edited 4 times in total.
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Post by Tshern »

Draconic affinity seems very powerful. I would combine it with the last parts of Dragon's legacy and grant the breath weapon at level three. This would give more time for others to improve their saving throws. This is just me speaking of course.
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Post by koz »

Tshern wrote:Draconic affinity seems very powerful. I would combine it with the last parts of Dragon's legacy and grant the breath weapon at level three. This would give more time for others to improve their saving throws. This is just me speaking of course.
Could you sketch it? I can't quite visualise what you mean there.
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Post by Tshern »

Actually, nevermind, I just noticed it was a feat that scaled with spell level, not character level. I was too hasty there.
Joe, who plans to own Newall's Plumbing Company, asked the presidential hopeful about his plan to increase taxes for some Americans. He felt that Obama's increase plan may redistribute wealth.

"Robin Hood stole from greedy rich people and redistributed it to the peasants, so to speak, so if he's [Obama] calling us peasants, I kind of resent that," -Joe the Plumber, a Republican.
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Post by zeruslord »

Combat feats specifically scale to BAB, so you can't make a feat be both Combat and Metamagic. You can have Combat-like effects on a Metamagic feat, but it should probably scale with one or the other, and not some hybrid of the two.
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Post by koz »

zeruslord wrote:Combat feats specifically scale to BAB, so you can't make a feat be both Combat and Metamagic. You can have Combat-like effects on a Metamagic feat, but it should probably scale with one or the other, and not some hybrid of the two.
It was intended to be takeable by people who get bonus [Combat] feats. Maybe I can just have a line of exception text to do that if it would be less confusing. It still is a [Metamagic] feat, and scales like one, but if you happen to get a bonus [Combat] feat for whatever reason, you can take it.
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Tables

Post by Avoraciopoctules »

Mister_Sinister wrote:
1: Dragon Magic: Add the following spells to your spells known. If you already know that spell, you may replace it with a spell you can normally learn.

[spells would be here, but Sinister needs help coding tables]
Dragon Type 1 Dragon Type 2 Dragon Type 3 Dragon Type 4
Spell Level 1 placeholder placeholder placeholder placeholder
Spell Level 2 placeholder placeholder placeholder placeholder
Spell Level 3 placeholder placeholder placeholder placeholder
Spell Level 4 placeholder placeholder placeholder placeholder
Spell Level 5 placeholder placeholder placeholder placeholder
Spell Level 6 placeholder placeholder placeholder placeholder
Spell Level 7 placeholder placeholder placeholder placeholder
Spell Level 8 placeholder placeholder placeholder placeholder
Spell Level 9 placeholder placeholder placeholder placeholder

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Post by JonSetanta »

Nice table.
I'd like to use that on a later date if such a thing is open for public use?

On the subject of Tome feats with multiple requirements: Koumei, Talisman, and I dabbled with alternative scaling months ago (jeez, was it a year?) and found them to be too restrictive.
You COULD do such a thing but it screws characters over hard.

Dual feat scaling tracks are not really a matter of "should not" or "can not" as much as "it just doesn't work effectively".
So, yeah, zeruslord's point has working evidence behind it.
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Post by Avoraciopoctules »

sigma999 wrote:Nice table.
I'd like to use that on a later date if such a thing is open for public use?
No problem at all. The table BBCode here is actually a lot more intuitive than I thought. You don't even need to close some tags. The information on how to make a table can be found at http://www.tgdmb.com/faq.php?mode=bbcode#13 if you want to learn how to make your own.
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Post by koz »

Thanks very much for the table, I'll get right on it.

The other thing, sigma, this has nothing to do with alternate scaling. I merely want it to be selectable as a bonus [Combat] feat, nothing else. For all other intents and purposes, it is a [Metamagic] feat.
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Post by Bigode »

I'm somewhat opposed to naming individual abilities, since feats being designed of late have been quite wordy already.

Battlecaster: for simplicity, I suggest taking out one of the tags - in part because, after all, base feats still exist, and characters interested in this feat are almost surely taking levels in both kinds of class (or classes that count as both) anyway. 0: I'd make it any weapon, because I think most of those interested will find, and likely even have to, their way to full martial proficiency anyway. 3: secondary targets "still require attack rolls if they would normally", or something like that. 6: the e.g. calls the reader retarded and lengthens the already-wordy feat, and I'd make it +1d6 damage to keep critical craziness in check. 9: swift-action spells never provoke.

Dragon Mage 1: is it intended to add to all spell lists possessed, if more than one? 3: "energy descriptor", you might remove the example, and, does it work if the spell was failproof in the first place? 6: a dragon had to do stuff to activate it, and it could stack just fine - what here? 9: the immunities, if they're at all to come, are pretty late, and arguably 6 and 9 are switchable as well; why not "5 ft./character level"?

Heh, I can't tell for sure whether it's Dragon Mage or Lord of the Thunders that you're least happy with, though the feats themselves would suggest the former.

Lord of the Thunders: needs to cause familiar loss. 6: the spell DC can exist even if no save was required (and I'd consider that good to avoid low-cost juggling). 9: shorten it, and I'd make the damage 1d6/2 levels.

Master of Magic: likely needs a less overbearing name, and I suspect Manxome already did most of its effects. 0: static bonus. 6: I'd say it'd be gamebreaking with the right (story) spells - in any case, it at least needs to not work on XP-costing spells. 9: I might be wrong, but that's something I could see as the entirety of a feat.

Moilian Necromancer 1: we know what negative energy does, and I'd hinge the damage on a separate save, to not make no-save spells even more of a no-brainer. 3: isn't it strictly worse than Lord of the Thunders 1? 6: maximum CR = level-2 at best; also, this too seems a feat in itself. 9: maybe say something like "force saving throw reroll".

Pernicious Pyromancy 1/3: "+1 die step" and "+1/character level" are almost exactly the same, and the instances where they aren't are annoying, so I'd suggest you use one in both. 6: I'm thinking of untyping it, to stop any "absorbs fire"/whatever BS that could ever come up. 9: again, the spell DCs always exist even if unused.

Reckless Spellcasting 0: either make the bonus static, or type it as competence. 1: I'd limit it to lower-level spells like Squirreloid/Manxome's ideas - or maybe require the swift action, but I don't think it's worth it. 6: I'd standardize the movement directions - for example, besides allowing stuff that's just plain bizarre, blowing people from a fireball end to the opposite's strictly better than doing it like we're supposed to. 9: something like "maximized and increased by 50%"; also, more numbers?

Tactical Mage 1: is it just me, or the cubes are stupidly better than everything else? 3: perhaps make it occupy the same slot as a contingency? 9: I think there's some way lower-level way to obtain "round => standard" (BTW, is it supposed to work on a spell that somehow took 1 full-round action?); and perhaps "2 standards => round" (maybe the first coming off in the first turn)?

Wand Mastery 0: "two size categories smaller than the user", and spell AoOs are rather powerful, given melee attacks come many apiece, so I don't think they should come so early. 1: might need to not stack. 3: I dunno what rules you intend to use for spell items, but the BoG might be already implied to use level/2 on DCs, and Cha being mandatory might even be considered a good thing - imagine it, a use for Cha that even warriors can enjoy with BoG rules (though maybe a substitution feat isn't actually bad)!

All 5 last (school) feats, 0: the idea's good and they might well stay, but they alone're rather weak. 1: I already voiced concern with stacking DC increases over Manxome's feats - please see there.

Master Conjurer 3: creatures called overall or just with the spell in question, and immune to loss of accuracy or non-benefiting? 6: same with spell DC, and not creatures adjacent to you? 9: looks strictly worse than Tactical Mage 9; also, affects 1-round times?

Great Oracle 3: might need to state a limitation of 1 spell at a time. 6: are all saves lost at once?

Energised Evocation 3: again cubes > everything, and while of course it has a right to be better than Tactical Mage 1 (by being 2 tiers above), the latter being totally obviated's a problem, so maybe it should get a minor extra (or hell, maybe this one being just the cube exclusion)?

False Reality 6: again, I think the 1-spell maximum needs to be stated. 9: um, no - because you could've declared the illusion to be made of ... absolutely anything, and getting 50% of whatever sure isn't a priori balanced, at any level.

Lastly, I'd ask you and your dev team to look at Manxome's feats, given that now we likely have a sufficient sample size to analyze metamagic scaling feats as a whole, and run SGCs.
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Post by koz »

Thanks for all your help, Bigode, and I agree with almost everything. However, there are some things which I would like to address:

Why do you believe that Lord of Thunders should cause familiar loss? I'm not quite sure why that is important here.

Why do you believe a static bonus is best instead of the half character level in several feats, and if it were to be made static, what value should it have?

The feats stacking with Manxome's stuff is something I will have to sort out with him by giving both of the bonuses a type.

Master of Magic 9 is indeed very powerful, but I didn't think it disproportionately so. What do you believe pushes it over specifically?

As far as Moilian Necromancer 3 is concerned, note that you can apply this feat to ANY spell which deals damage, whereas Lord of Thunders 1 can only apply to spells which deal energy damage in the first place.

Master Conjurer 9, as compared to Tactical Mage 9, are different, as Tactical Mage 9 assumes a full-round action being available, whereas Master Conjurer can do without. It doesn't seem like a big deal, but there is a significant action economy difference.

False Reality 9 is indeed rather stupid, having thought about it carefully. People cloning up antimatter is rather daft. Any suggestions for an alternative?
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Post by Bigode »

Mister_Sinister wrote:Why do you believe that Lord of Thunders should cause familiar loss? I'm not quite sure why that is important here.
You fail.
Mister_Sinister wrote:Why do you believe a static bonus is best instead of the half character level in several feats, and if it were to be made static, what value should it have?
The RNG cries - +4/6. BTW, who has SR by the time you get it?
Mister_Sinister wrote:Master of Magic 9 is indeed very powerful, but I didn't think it disproportionately so. What do you believe pushes it over specifically?
I don't think "disproportionate" is quite the case, just that it seems picking up as a feat on its own. But I might be exaggerating.
Mister_Sinister wrote:Master Conjurer 9, as compared to Tactical Mage 9, are different, as Tactical Mage 9 assumes a full-round action being available, whereas Master Conjurer can do without. It doesn't seem like a big deal, but there is a significant action economy difference.
Tactical Mage 9 has an use with only a standard, that does the only thing Master Conjurer 9 seems to do if you don't have a full-round. (Sinister explains: Master Conjurer 9 allows casting while nauseated, which's awesome.)
Mister_Sinister wrote:False Reality 9 is indeed rather stupid, having thought about it carefully. People cloning up antimatter is rather daft. Any suggestions for an alternative?
Perhaps later.
Last edited by Bigode on Sun Feb 22, 2009 12:47 am, edited 1 time in total.
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Post by Bigode »

The following names are left: empower spell, sculpt spell, double-barreled. Master of Magic - name, and 6: no ban on XP costs, and I think it can be broken with the right at-will spells coming from any list (remember that sphere and spell item spells are picked according to specific criteria). Moilian Necromancer 1: "at the spell's DC". Reckless Spellcasting 1: I'd reiterate a spell level restriction. 6: you can put it as pushing people opposite to the origin point. 9: you can say "maximized and increased by 50%". School feats 0: thinking something else, or do you think that's enough? 1: perhaps competence? Master Conjurer 6: didn't fix the DC. 9: 1-round spells are reduced to full-round or standard? Great Oracle 6: was one use losing all bonuses your initial intention? False Reality 6: use the same wording for the spell limit as per Great Oracle 3.

Yeah, double post ...
Last edited by Bigode on Sun Feb 22, 2009 5:22 pm, edited 1 time in total.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by koz »

Bigode wrote:The following names are left: empower spell, sculpt spell, double-barreled. Master of Magic - name, and 6: no ban on XP costs, and I think it can be broken with the right at-will spells coming from any list (remember that sphere and spell item spells are picked according to specific criteria). Moilian Necromancer 1: "at the spell's DC". Reckless Spellcasting 1: I'd reiterate a spell level restriction. 6: you can put it as pushing people opposite to the origin point. 9: you can say "maximized and increased by 50%". School feats 0: thinking something else, or do you think that's enough? 1: perhaps competence? Master Conjurer 6: didn't fix the DC. 9: 1-round spells are reduced to full-round or standard? Great Oracle 6: was one use losing all bonuses your initial intention? False Reality 6: use the same wording for the spell limit as per Great Oracle 3.

Yeah, double post ...
Empower and Sculpt are left for reference purposes, but double-barelled can likely go. Renaming Master of Magic - alrighty, sure. Any suggestions? As far as the XP cost thing is concerned, Frank has suggested that spells should not cost XP in any case, and furthermore, I cannot think what could be that broken in an environment which encourages the farming of wishes, especially in a four-level drop. But with that said, I have added text which should resolve that problem.

Moilian Necromancer: fixed. Reckless Spellcasting: I doubt it's that big a deal, now that the options should be more in-line with each other. As for the rest, the wording is alright, since the feat is now self-referential, but for the opposite to origin point, fixing.

For the school feats: I believe a save bonus of +3 could be warranted here - would that satisfy? I believe an enhancement bonus is better here - that way, it will not stack with items (since it is a valid item choice by BoG rules, or could be argued that way). Master Conjurer: :disgusted: My intent with Great Oracle 6 was precisely such. False Reality: :disgusted:

That should be all.
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Post by Bigode »

Master of Magic, new name: later. List width: essentially, even the spell item guidelines have restrictions - and if your game actually features extensive use of wishes to solve problems ... I believe it has issues ("wish economy" is pretty much a misnomer, as it's not wish that first shatters gold economy). Reckless Spellcaster 1: um, I still think +100% measurements' sorta a big deal, enough that you might consider using (somewhat) lower-level spells. School resistance: I think it might be structural (frequence, and being a flat number) more than bonus size - maybe +4, though. If it's +2-4, I don't think there's much of a reason for not stacking with resistance bonuses - if you wanna type it, make it a bit higher than the item'd give.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by koz »

Bigode wrote:Reckless Spellcaster 1: um, I still think +100% measurements' sorta a big deal, enough that you might consider using (somewhat) lower-level spells.
I fail to see how this is a problem.
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Post by Hicks »

So I'm a little late to chime in on this, but the CR restriction on Molian Necromancer is unnecessary. Zombies max out at CR 6, and Skeletons CR 8, so the fact that at level 11 you are limited to mindless undead of CR 9 is kinda pointless.

Honestly, there never should have been a restriction in the first place. A 7th level Conduit of the Lower Planes could select the spheres fire x3 and bone x1 and to raise anything they kill with a SLA as a zombie with no control limits; at will fireballs raising unlimited zombies. I mean killer app with Molian Necromancer to make a cold wall of fire that also deals 1/2 negative energy damage that animates anything it kills as a Skeleton, though the skeleton does count against your bullshit small rebuking control pool; that's pretty awesome, but you also just set a standard action, a feat, and spell slot on fire to pull it off.
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