• Metamagic Feat: Generation Casting

    Rules Discussion metamagic feats
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    halfgiantH
    @daermadm said in Metamagic Feat: Generation Casting: aermadm DM 3 days ago While I have no problem with this feats abilities in general, there are way too many missing detail here. Was there more detail in the source? Nope that’s all it gave us.
  • Metamagic Feat: Compressed Spell

    Rules Discussion metamagic feats spell
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    halfgiantH
    Compressed Spell [Mongoose Publishing; Ulltimate Feats; Page 13] You are able to reduce the area of effect of a spell in order to increase its damage. Prerequisites: Arcane Spellcaster 1+, Spellcrafting 8 ranks. Benefit: You are able to reduce the radius of a spell’s area by five feet to increase its damage by two dice. Spells affected by this feat use up a spell slot two levels higher than the spell’s actual level. Only spells with a radius listed in the area of effect can benefit from this spell.
  • Metamagic Feat: Split Ray

    Rules Discussion metamagic ray
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    halfgiantH
    Split Ray ( Complete Arcane, p. 83) [Metamagic] Your ray spells can affect an additional target. Prerequisite Any metamagic feat, Benefit You can cause any ray spell tofireone additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fi red at the same target as the fi rst ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fi red simultaneously. A split ray spell uses a spell slot two levels higher than the spell’s actual level.
  • Metamagic Feat: Ray Extension

    Rules Discussion metamagic ray
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    halfgiantH
    Type: Metamagic Source: Dragon Annual 5 You maintain a ray spell for an additional round. Benefit: When the extended ray spell is cast, you can use your next action to attack with the same ray. You can designate either a different target or the same target. A successful ranged touch attack is required for the second target. If any other actions are taken, or the spell is disrupted before your next action, then you lose the extended spell (though any previous effects remain). An extended ray uses up a spell slot one level higher than the spell’s actual level.
  • Metamagic Feat: Ray Splitting

    Rules Discussion metamagic ray
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    halfgiantH
    Type: Metamagic Source: Dragon Annual 5 You can attack three adjacent targets with a ray spell. Benefit: A split ray can hit three targets. A successful ranged touch attack is needed for each target, and each roll incurs 5-4 penalty to hit. A target cannot be attacked more than once with a given spell. A split ray uses up a spell slot two levels higher than the spell’s actual level.
  • Metamagic Feat: Ray Burst

    Rules Discussion metamagic ray
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    halfgiantH
    Type: Metamagic Source: Dragon Annual 5 You change the effect of a ray spell to a 30-foot radius burst centered on yourself. Benefit: A ray burst hits all targets (friend or foe) within 30 feet. Targets within 30 feet are allowed a Reflex save to avoid the burst. Any targets that do not avoid the effect are treated as if they were hit by the ray spell. Any target with 100% cover with respect to the caster is not affected. A ray burst spell uses up a spell slot three levels higher than the spell’s actual level.
  • Metamagic Feat: Ray Coning

    Rules Discussion metamagic ray
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    halfgiantH
    Type: Metamagic Source: Dragon Annual 5 You expand a ray spell to a 30-foot cone. Benefit: All targets in the area of effect receive Reflex saves to avoid the effect, but are otherwise affected as if they were hit by the ray spell. A coned ray uses up a spell slot two levels higher than the spell’s actual level.
  • Split Ray

    Game Discussion feats metamagic
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    halfgiantH
    Split Ray ( Complete Arcane, p. 83) [Metamagic] Your ray spells can affect an additional target. Prerequisite Any metamagic feat, Benefit You can cause any ray spell tofireone additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fi red at the same target as the fi rst ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fi red simultaneously. A split ray spell uses a spell slot two levels higher than the spell’s actual level.
  • Searing Spell

    Game Discussion feats metamagic
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    halfgiantH
    Searing Spell ( Sandstorm, p. 53) [Metamagic] Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire. Prerequisite Benefit A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell’s actual level.
  • Fiery Spell

    Game Discussion feats metamagic
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    halfgiantH
    Fiery Spell ( Sandstorm, p. 49) [Metamagic] Your fire magic is bolstered, further scorching your enemies. Prerequisite Benefit A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fi re descriptor. For example, if a 9th-level wizard with this feat casts a fi ery fi reball, the fi reball deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell’s actual level.
  • Smiting Spell

    Game Discussion feats metamagic
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    halfgiantH
    Smiting Spell ( Player’s Handbook II, p. 92) [Metamagic] You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent. Prerequisite Base attack bonus +1, caster level 1st, Benefit You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell’s effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly. You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition. A smiting spell uses up a spell slot one level higher than the spell’s actual level.
  • Ocular Spell

    Game Discussion feats metamagic beholder
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    halfgiantH
    Ocular Spell ( Lords of Madness, p. 181) [Metamagic] Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells. Prerequisite Knowledge (dungeoneering) 4 ranks, two or more eyes, Benefit You can cast a spell with a casting time of 1 full round or less as an ocular spell. An ocular spell does not take effect immediately but is instead held in one of your eyes for up to 8 hours. You can store only two ocular spells in this fashion, even if you have more than two eyes. Only ray spells and spells with a target other than personal can be cast as ocular spells. When you choose, you can then cast both of the ocular spells as a full-round action; the spells become brilliant blasts that shoot out from your eyes. You can choose different targets for the two ocular spells. When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell. Example: Ferno, an 11th-level wizard with the Ocular Spell feat, could prepare two scorching ray spells as ocular spells, casting them at the beginning of the day. In combat, he can take a full-round action to fi re off both scorching ray spells. He can fire each spell at a different target, and he gets all three rays from each spell. An ocular spell uses up a spell slot two levels higher than the spell’s actual level.
  • 0 Votes
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    halfgiantH
    @dwarf I believe that is correct, its your effective cast level, but i don’t think it gives you access to spells beyond what your natural level for that class is. So it should increase the damage of a spell d6 per level sort of thing, it should make the DC saves against it more difficult, etc… Nice little feat.