Metamage, by Aandel (3.5e Prestige Class)
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|Status:||100%, but room to refine.|
|Editing:||Please don't edit yourself, but feel free to add suggestions & comments below.|
|“||Your magic is too basic. Let me show you how it's done.||”|
|—Torin, Human Sorcerer|
- Like all works of literature, things need improvement. I thought of this idea a while back, but didn't know where I wanted to go with it. If you have any comments or questions about this class, please don't edit them directly, but make a suggestion below, & I will see what I can do.
- Leave Suggestions here.
The metamage is a spellcaster that has studied metamagic & is much more efficient at casting enhanced spells.
Becoming a Metamage
The metamage is a class that characters take if they like to modify their spells through the use of metamagic. The art of metamagic can be simple, but people who devote study to it unlock new potential. Metamages tend to be wizards & sorcerers (A wizard's study of the arcane exposes them to spell alteration while a sorcerer is more curious as to how they can modify their own power). Bards, clerics, & druids can be metamages, but they are not as common as wizards & sorcerers. Paladins & rangers are very rare, specifically because they don't focus heavily on their magic. Intelligence, wisdom, & charisma are all important, as they not only enhance the abilities of all spellcasting classes, but to also grant bonus metapoints.
|Skills:||Spellcraft 10 ranks.|
|Feats:||Any 3 metamagic feats|
|Spellcasting:||Must be able to cast spells.|
|1st||+0||+0||+0||+2||Metapoints||+1 level of existing spellcasting class.|
|2nd||+1||+0||+0||+3||Blood Cast||+1 level of existing spellcasting class.|
|3rd||+1||+1||+1||+3||+1 level of existing spellcasting class.|
|4th||+2||+1||+1||+4||Bonus Feat||+1 level of existing spellcasting class.|
|5th||+2||+1||+1||+4||Augment Spell||+1 level of existing spellcasting class.|
|6th||+3||+2||+2||+5||Improved Metamagic||+1 level of existing spellcasting class.|
|7th||+3||+2||+2||+5||+1 level of existing spellcasting class.|
|8th||+4||+2||+2||+6||Bonus Feat||+1 level of existing spellcasting class.|
|9th||+4||+3||+3||+6||Improved Metamagic||+1 level of existing spellcasting class.|
|10th||+5||+3||+3||+7||Twin Cast||+1 level of existing spellcasting class.|
Class Skills (2 + Int modifier per level)
<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the Metamage.
Weapon & Armor Proficiency: Metamages do not gain any proficiencies with weapons or armor.
Spells per Day: When a new metamage level is gained, the character gains new spells per day (& spells known, if applicable) as if he had also gained a level in whatever spellcasting class he has levels in. If a character has more that 1 spellcasting class, he must decide to which class he adds each level of metamage for the purpose of determining spells per day.
Metapoints: Upon taking a metamage level, the metamage gains access to a special power source called metapoints. A metamage gains a number of metapoints equal to metamage level x your caster level (or the highest caster level if the metamage has more than 1) x 1/2. They also gain bonus metapoints equal to their Intelligence modifier + Wisdom modifer + Charisma modifier. Restoring used metapoints requires a full night's sleep (Generally 8 hours) or proper meditation.
A metamage uses metapoints whenever they wish to add a metamagic feat to a spell they cast. The rules are as follows for specific classes:
Any spellcasting class that has to prepare spells, such as a wizard.
- A metamage who can prepare spells like a wizard still must prepare spells as normal. They can also prepare metamagic-enhanced spells, taking up the higher spells slots as normal. When a metamage casts a spell from a prepared spell list, the metamage may choose to add a metamagic feat to the spell being cast. If this option is chosen, the metamage may select any number of metamagic feats he has & apply them to the spell. The metamage then deducts a number of metapoints equal to twice the number of spell slots the metamagic feats would have taken up. Using metapoints in this way does not use up those higher spell slots.
Any spellcasting class that has spontaneous spells, such as a sorcerer.
- A metamage who can spontaneously cast spells treat applying metamagic feats the same way they normally would, but can select whether or not to use metapoints or use the higher spell slot. If applying more than 1 metamagic feat, they can alternate between using metapoints or the higher spell slot. It doesn't have to be just metapoints or just higher spell slots.
Regardless of the method of casting, the use of metapoints cannot excede the normal maximum casting level of a spell.
Blood Cast (Su): At 2nd level, a metamage can use his own life energy as metapoints to cast metamagic spells. A metamage needs to have no remaining metapoints to use this ability. Using blood cast requires taking damage of a number of hit points no greater than the metamage's class level & a full-round action that provokes an attack of opportunity. If the action is successful (as in not interrupted) the metamage restores a number of metapoints equal to the amount of hit points sacrificed. If the action failed, the sacrificed hit points are lost. The damage taken this way can put the metamage into negative hit points.
Augment Spell (Su): At 5th level, a metamage can make a spell stronger by pouring more metapoints into it. When casting a spell, a metamage can add a number of metapoints less than or equal to his metamage level to give a numeric effect (Such as damage, DC, or duration) on the spell an equal bonus. This bonus can also be split among multiple numeric effects (An example is, if a 3rd level metamage augments a spell, he can add 2 to the damage & 1 to the DC).
Twin Cast (Su): At 10th level, whenever a metamage casts a metamagically-enhanced spell, the metamage may spend a number of metapoints equal to twice the spell slot level that the spell would have taken up (1 MP for cantrips & orisons) to cast the spell again using the same metamagic feats. This spell copy can target the same target or a different target & both spells are cast at the same time. The copy is treated as a completely different spell for the purpose of saving throws, the stunning blast supernatural ability, & any similar abilities.
Bonus Feats: At 4th level, & every 4 levels afterward, the metamage may select a bonus feat. This bonus feat must be either a metamagic feat, a feat that requires a metamagic feat as a prerequiste, or any other feats that involve metamagic.
Also, at 6th & 9th level, a metamage gains the epic feat improved metamagic. The metamage does not need to prerequistes to have this feat. The feat allows each metamagic feat's spell slot modifier to be reduced by 1 level, but does not bring it lower than a 1-level increase. At 9th level, this will reduce the spell slot modifier by 2 for all metamagic feats.
In conjunction with metapoints, the improved metamagic feat will only reduce the cost of applying all metamagic feats by 2 points. It will not, however, reduce the cost for the augment spell & twin cast abilities.
The epic metamage gains a bonus feat (selected from the list of epic metamage feats) every level divisible by 4 (such as 12, 16, & 20).
Epic Metamage Bonus Feat List: Any metamagic feat, a feat that requires a metamagic feat as a prerequiste, or any other feats that involve metamagic. In addition to the following:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spellcasting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Multispell, Spell Opportunity.
Playing a Metamage
Combat: A spellcaster with metamage levels can be slightly better at combat, but they do not have to be. Combative metamages can use their metapoints to enhance combat damage, increase spell DC or duration, &/or other effects.
Advancement: This class is designed for spellcasters of any kind. 1 class that provides its own spells while the metamage levels enhance them is ideal, but multiple spellcasting classes open up a variety of new spells & spell slots to cast metamagically-enhanced spells.
Resources: Metamages can be quite common but can also be quite rare. They are as variable as any spellcaster classes they take (Wizard metamages, cleric metamages, & druid metamages may be able to find support within their guilds, temples, or groves while bard metamages & sorcerer metamages are more likely to be solitary). Organizations can exist for metamages, but metamages can belong to a variety of organizations as their skills (if such organizations support magic use) are valuable.
Metamages in the World
Metamages fit in the world the same way as any spellcaster would. If a location does not favor magic, metamages are not likely to be accepted.
NPC Reactions: NPCs will react depending on how they favor magic use. Wizards, bards, & sorcerers will not change anyone's opinions while being metamages, but clerics & druids might not favor their brethren depending on the structure of their order. Generally speaking, metamage clerics & druids are acceptable, but some temples & groves might find studying spell altaration untolerable.
Metamages in the Game
Metamages can fit into any campaign fairly easily so long as spellcasting & metamagic is available.
Adaptation: This class fits fairly simply into any campaign.
Sample Encounter: Depending on the number of spellcasters available, metamages can be apart of other adventuring parties or lone travellers. If there are guilds or spellcasting communities, metamages can be seen at least once if the community studies magic in some way.
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-> I do not have an NPC available to present here. If anyone would like to be creative & add one, by my guest.