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  1. #1
    Community Member Rakian_Knight's Avatar
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    Default New metamagic ideas

    Right now all the meta magic feats are the same and really don't allow for any kind of specialization of character. All we have are the following:

    1) Maximize: x2 damage
    2) Empower: x1.5 damage
    3) Heightened: Increases spell level
    4) Extend: Doubles duration
    5) Enlarge: Doubles range
    6) Quicken: No concentration check and increases casting time.
    7) Empower Healing: x1.5 on heal spells only

    This is just sad in my opinion because there are some nice meta-magic feats out there that would add some depth to the game instead of having everyone with the same old metas.

    Energy substitution:
    Prerequisites: any other meta-magic feat.
    Cost: +10 sp
    Effect: You have to choose one type of energy (Acid, cold, electricity, or fire)*. You can then modify any spell with an energy descriptor (fireball for example) and substitute the energy type you’ve chosen with it.

    *Sonic isn’t one of the options and you have to take a feat every time you want to deal with a different energy type and the way things are, Fire and Electricity are on completely different lines of enhancements.

    Born of the Three Thunders:
    Prerequisites: Energy Substitution (Electricity)
    Cost: +10 sp and daze (see description)
    Effect: Any spell with either the electricity descriptor or sonic descriptor can now deal half of its damage as sonic and electricity. This effect also at the spells end causes a mighty thunderclap ability that stuns (not auto crit.) anyone who fails to make a fort. save (same as the spell DC) for one round (six seconds). This metamagic feat however has its cost and causes you to become dazed (auto crit on you) for six seconds or half the duration of the spell, whichever is longer.

    Lord of the Uttercold:
    Prerequisites: Energy Substitution (Cold), Caster level 5
    Cost: +10 sp
    Effect: Cold spells now deal half their damage as negative energy. Creatures immune to cold spells are only immune to that half of the spell and creatures that are healed by negative energy and healed by half the spell as well.

    Fortify Spell:
    Prerequisites: Any other metamagic feat
    Cost: +20 sp
    Effect: The spell cast by this metamagic feat gets a +4 to spell penetration checks.

    Widen Spell:
    Prerequisites: None
    Cost: +25
    Effect: The area of effect that your spell has is doubled. For example if you would cast a mass hold person, the area of effect that it would have is doubled.

    These are just a couple of the metamagic feats that I believe would do well in the game. Please tell me your responses to these, are they overpowered or underpowered, does the cost balance the effect or are the cost too great. Just keep in mind with this that these metamagic feats are going to take the places of feats that some are going to have to sacrifice to get and others might take hits in other areas to become better in another.
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  2. #2
    Community Member Seliana's Avatar
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    Quote Originally Posted by Rakian_Knight View Post
    Energy substitution:
    Prerequisites: any other meta-magic feat.
    Cost: +10 sp
    Effect: You have to choose one type of energy (Acid, cold, electricity, or fire)*. You can then modify any spell with an energy descriptor (fireball for example) and substitute the energy type you’ve chosen with it.
    I believe this is in the works for the Sorcerers prestige class in update 9. Though it wont be a feat and it will be tied to only a single element at a time as part of an enhancement line, and it will be for a much higher SP cost then +10 I would imagine. Something like this for a metamagic feat for all casters would be really nice and game balancing considering the lack of options at epic level content for casters right now, perhaps with a higher SP cost. I believe once the spell pass is done and high level spells are added this may become a non-issue.

    Quote Originally Posted by Rakian_Knight View Post
    Fortify Spell:
    Prerequisites: Any other metamagic feat
    Cost: +20 sp
    Effect: The spell cast by this metamagic feat gets a +4 to spell penetration checks.

    Widen Spell:
    Prerequisites: None
    Cost: +25
    Effect: The area of effect that your spell has is doubled. For example if you would cast a mass hold person, the area of effect that it would have is doubled.
    These two are far more realistic options as far as new metamagics go. I could see Fortify being added without much hassle or extra code, though Widen spell may be far more difficult as the aoe radius of spells is the same for all spells with a radius, changing it to a larger size would be nice but I could see this possibly being difficult to program depending on how aoe radius size is coded into the client and what related functions rely on that circle being coded to that specific size.

    I would like to add to this thread though with some additional Metamagic feat ideas:

    Stunning Spell:
    Prerequisites: Any other metamagic feat
    Cost: +25
    Effect: The spell cast by this metamagic feat gains an additional fortitude save at the same DC as the spell being cast for a 10 second stun effect. This effect places the target in a held state allowing it to be automatically crit during this time. A successful fortitude save negates the initial stun effect.

    Lethargic Spell:
    Prerequisites: None
    Cost: +20
    Effect: The spell cast by this metamagic feat gains an additional fortitude save at the same DC as the spell being cast for a 30 second decreased movement speed effect, this slows the targets movement speed by 40% while affected. A successful fortitude save negates the movement decrease effect.

    Blinding Spell:
    Prerequisites: None
    Cost: +15
    Effect: The spell cast by this metamagic feat gains a blinding flash which causes the target to lose sight. A successful reflex save at the same DC of the original spell will negate this effect. Duration is permanent

    Mute Spell:
    Prerequisites: Any other metamagic feat
    Cost: +10
    Effect: The spell cast by this metamagic feat gains a silencing curse that prevents enemy spellcasters from casting spells for the duration of the mute effect. The duration of the Mute is 1 minute and enemy spellcasters may continue to attempt saves against the curse every 6 seconds. A successful Will save at the DC of the original spell will negate this effect.

    Some of these would certainly change up standard builds in game and add more variety to casters, assuming anything added here would also function in epic content.
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  3. #3
    Words! pie2655's Avatar
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    Quote Originally Posted by Seliana View Post
    I believe this is in the works for the Sorcerers prestige class in update 9. Though it wont be a feat and it will be tied to only a single element at a time as part of an enhancement line, and it will be for a much higher SP cost then +10 I would imagine. Something like this for a metamagic feat for all casters would be really nice and game balancing considering the lack of options at epic level content for casters right now, perhaps with a higher SP cost. I believe once the spell pass is done and high level spells are added this may become a non-issue.



    These two are far more realistic options as far as new metamagics go. I could see Fortify being added without much hassle or extra code, though Widen spell may be far more difficult as the aoe radius of spells is the same for all spells with a radius, changing it to a larger size would be nice but I could see this possibly being difficult to program depending on how aoe radius size is coded into the client and what related functions rely on that circle being coded to that specific size.

    I would like to add to this thread though with some additional Metamagic feat ideas:

    Stunning Spell:
    Prerequisites: Any other metamagic feat
    Cost: +25
    Effect: The spell cast by this metamagic feat gains an additional fortitude save at the same DC as the spell being cast for a 10 second stun effect. This effect places the target in a held state allowing it to be automatically crit during this time. A successful fortitude save negates the initial stun effect.

    Lethargic Spell:
    Prerequisites: None
    Cost: +20
    Effect: The spell cast by this metamagic feat gains an additional fortitude save at the same DC as the spell being cast for a 30 second decreased movement speed effect, this slows the targets movement speed by 40% while affected. A successful fortitude save negates the movement decrease effect.

    Blinding Spell:
    Prerequisites: None
    Cost: +15
    Effect: The spell cast by this metamagic feat gains a blinding flash which causes the target to lose sight. A successful reflex save at the same DC of the original spell will negate this effect. Duration is permanent

    Mute Spell:
    Prerequisites: Any other metamagic feat
    Cost: +10
    Effect: The spell cast by this metamagic feat gains a silencing curse that prevents enemy spellcasters from casting spells for the duration of the mute effect. The duration of the Mute is 1 minute and enemy spellcasters may continue to attempt saves against the curse every 6 seconds. A successful Will save at the DC of the original spell will negate this effect.

    Some of these would certainly change up standard builds in game and add more variety to casters, assuming anything added here would also function in epic content.
    +1

    Really like those ideas. Also:

    Fortify Spell:
    Prerequisites: Any other metamagic feat
    Cost: +20 sp
    Effect: The spell cast by this metamagic feat gets a +4 to spell penetration checks.

    Widen Spell:
    Prerequisites: None
    Cost: +25
    Effect: The area of effect that your spell has is doubled. For example if you would cast a mass hold person, the area of effect that it would have is doubled.

    These were good ideas! I mainly play casters and these would be great and really make eahc caste more unique.

  4. #4
    Community Member Vellrad's Avatar
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    What with still spell?
    I think heavy armor wearing wizards would be little overpowered without some balancing, but at least they could grab some cool looking armors

    Not to mention still+mute spell, and you can cast when you're helpless.
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  5. #5
    Community Member Raodin-bel-iori's Avatar
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    I would like to see some metamagic feats such as these. Spell costs are only approximate.

    Share spell: Cast a "self only" spell on another person
    +2 sp per level of spell.

    Chain spell: Single target only spells are now chain effects like chain lightning. Can't be used with spells that are already chain spells such as chain missile.
    +15-20 sp.

    Blasting spell: Aoe spell that does damage cast with this feat active causes the targets to make a Ref save equal to the spell DC or be knocked prone.
    +15 sp

    Freezing spell: Ice spells cast with this feat cause the targets to make a Fort save equal to spell DC or be frozen solid for a time. (auto crit).

  6. #6
    Community Member Quarterling's Avatar
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    Quote Originally Posted by Rakian_Knight View Post
    Energy substitution:
    Prerequisites: any other meta-magic feat.
    Cost: +10 sp
    Effect: You have to choose one type of energy (Acid, cold, electricity, or fire)*. You can then modify any spell with an energy descriptor (fireball for example) and substitute the energy type you’ve chosen with it.

    *Sonic isn’t one of the options and you have to take a feat every time you want to deal with a different energy type and the way things are, Fire and Electricity are on completely different lines of enhancements.

    Quote Originally Posted by Seliana View Post
    I believe this is in the works for the Sorcerers prestige class in update 9. Though it wont be a feat and it will be tied to only a single element at a time as part of an enhancement line, and it will be for a much higher SP cost then +10 I would imagine. Something like this for a metamagic feat for all casters would be really nice and game balancing considering the lack of options at epic level content for casters right now, perhaps with a higher SP cost. I believe once the spell pass is done and high level spells are added this may become a non-issue.
    Actually it is the Archmages that are supposed to get something similar to this ability.

    Wizards.com - Prestige Class: Archmage

    Mastery of Elements allows you to alter spells to deal a different kind of energy than they would normally do. This ability is really useful when fighting creatures with a particular vulnerability to certain kinds of energy (for example, creatures with the fire subtype take extra damage from cold spells) or that are protected against certain kinds of damage (perhaps by a protection from elements spell or through natural immunity).
    But yeah, since this is Turbine we're talking about, pretty much anything goes.
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  7. #7
    Community Member stille_nacht's Avatar
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    Hmm there a variety of interesting ideas floating around in my head for spells but one of the main ones is...

    Epic Spell Casting- Requires level 20
    you consume an additional 50 sp on spells you cast, spell damage increased by 300%.

    wizard dps might become a thing again 8]
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  8. #8
    Community Member Rakian_Knight's Avatar
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    Quote Originally Posted by Quarterling View Post
    Actually it is the Archmages that are supposed to get something similar to this ability.

    Wizards.com - Prestige Class: Archmage



    But yeah, since this is Turbine we're talking about, pretty much anything goes.
    True, archmages where the first to have this ability but it also came out as a feat in Complete Arcane and is one of the requirements for Elemental Savant which is going to be the first PrE for the sorcerer class. I'm hoping that they don't make this a sorcerer only thing by making it the Elemental Savant.

    In fact all of the meta-magic feats I suggested are from the same book (with the exception of Widen which is in the Player's Handbook).
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