Metamage 3.0 (3.5e Prestige Class)
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|“||Magic is like clay in my hands. I twist it, mold it, spin it, forge it, and in the end it's something completely new.||”|
|—Rulaster Ardigio, metamage|
A Metamage is a normal spell caster that has an unusually strong grasp of the fundamentals of magic. As their skills and power increase they begin to question the strength of their spells. They begin to tinker and rework that which they have learned to go above and beyond, turning any spell into the ultimate form of itself... and then some. The worst thing that anyone encountering a Metamage could possibly do, is make them mad.
- Feats: Four metamagic feats.
- Skills: Spellcraft 10 ranks.
- Spells: Ability to cast 3rd level arcane spells.
- Special: Must have overcome a challenge by using a metamagic feat.
|Special||Spells per Day/Spells Known|
|1st||+0||+0||+0||+2||Metamagic Capacity I||+1 level of existing arcane class, +1 Metamagic Bonus Feat1|
|2nd||+1||+0||+0||+3||Spontaneous Metamagic I||+1 level of existing arcane class|
|3rd||+1||+1||+1||+3||Improved Meta, Meta Cognizance||+1 level of existing arcane class|
|4th||+2||+1||+1||+4||Metamagic Capacity II||+1 level of existing arcane class, +1 Metamagic Bonus Feat1|
|5th||+2||+1||+1||+4||Spontaneous Metamagic II||+1 level of existing arcane class|
|6th||+3||+2||+2||+5||Meta Reduction||+1 level of existing arcane class|
|7th||+3||+2||+2||+5||Metamagic Capacity III||+1 level of existing arcane class, +1 Metamagic Bonus Feat1|
|8th||+4||+2||+2||+6||Spontaneous Metamagic III||+1 level of existing arcane class|
|9th||+4||+3||+3||+6||Extend Meta||+1 level of existing arcane class|
|10th||+5||+3||+3||+7||Metamagic Capacity IV||+1 level of existing arcane class, +1 Metamagic Bonus Feat1|
|Class Skills (2 + Int modifier per level)|
Concentration (Con), Craft, Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
All the following are class features of the metamage:
Metamagic Capacity (Ex): The metamage's first lesson is how to utilize the nature of metamagics to compress spells prepared with them. At 1st level, the metamage gains two 2nd and two 3rd level spell slots. However, these slots can only be filled by a spell altered by a metamagic feat. Every three levels afterward, the metamage gains two new spell slots each of the next two highest spell levels, to a maximum of 9th. Whether or not a character would receive spell slots of this level normally is no matter; the metamage need only possess a sufficient key ability score (10+spell level) to cast these spells.
Spontaneous Metamagic (Ex): Most casters never learn how to alter spells on the fly and simultaneously keep their power in check. However, the metamage learns this early on. Three times per day, the metamage can apply any combination of metamagic feats he knows to a spell without having to prepare the spell with them or increase the spell level, as long as the total increased spell level is only one greater than the original spell. Doing so does not increase the caster level. Every three levels after 2nd, the total increased spell level rises to two over normal and then three, at 5th and 8th levels respectively. However, the number of times this ability can be used per day remains at three.
Improved Meta (Ex): The metamage may tap into secret reserves of energy and enhance a spell even further. He may use this ability twice per day plus his key arcane spellcasting ability modifier (Int for wizards, Cha for sorcerers). He may add an effect to the spell from the following list:
Spreading: The spell's radius or range increases by one increment (e.g. if the spell's radius is 25 feet +5 feet/caster level, 5 feet is one increment) per effective spell level (the level the spell is with metamagic adjustments).
Powerful: Any variable, numeric effects of the spell are increased by the spell's modified level. A spell dealing 10d6 damage that took up an 8th level slot deals 10d6+8.
Forceful: The spell's save DC is increased by the spell's effective level.
Bypassing: The metamage gains a bonus equal to the spell's modified level on caster level checks made to beat spell resistance.
Lengthened: The spell's duration is increased by a number of increments (the spell's normal measurement of time; rounds, minutes, hours, etc, to a maximum of extra days of duration) equal to the spell's modified level.
Buffing: Any bonuses the spell already grants to its targets is increased by half the modified spell level, rounded down. A spell with an effective level of 2 that granted a character a +1 bonus on attack rolls would grant an additional +1 for a total of +2.
Frightful: Any creatures affected by the spell in some way take a -2 penalty on all checks, attack and damage rolls, and saves for a number of rounds equal to the spell's modified level. A successful save against the spell (if one is allowed) negates this effect.
Meta Cognizance (Ex): The metamage automatically recognizes whether any spell being cast has a metamagic feat attached and what that feat is. If it is altered in such a way, he gains a +4 bonus on Spellcraft checks made to identify it. Metamagically altered spells can be counterspelled by the metamage even if he had not readied an action to do so. Doing so counts as an immediate action and expends the spell or spell slot as though he had actually cast it, but does not provoke an attack of opportunity.
Meta Reduction (Ex): The metamage can easily utilize metamagic now, and doing so is less of a strain for him. All metamagic feats now subtract one from the spell's level adjustment. (Feats that do not increase the spell's level remain at +0 adjustment). If the metamage has multiple effects that do such (such as Easy Metamagic, or Arcane Thesis), they do not stack with Meta Reduction.
Extend Meta (Su): The metamage knows how to warp spells so well he can extend the effect to others. Twice per day plus one use for every point of his key arcane casting ability modifier, he may apply the effect of any metamagic feat he knows or the effects of a use of Improved Meta to any spell being cast by somebody else within 60 feet of him, arcane or divine, as an immediate action. Thus, he could maximize a cleric's healing spells, or extend his buffing spells. Note that this action does not require the metamage to know what spell is being cast, but it is generally wise to identify it with a Spellcraft check anyway, so as not to waste his efforts. A character whose casting is being affected by this effect gets a will save against the effect (DC 10 + Metamage's bonus. A character can choose to automatically fail this check if she so desires (if the Metamage is in the same party, for example)