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Because they might prove usefull for someone... by ShadowSystems2012-06-02 08:54:33
  Feats. (n/t) by ShadowSystems2012-06-02 10:05:58
    Meta Magic by ShadowSystems 2012-06-02 10:34:28
The Feat Name: Description; Number of Slots it costs to add.

MMF: Chain Ray: If the Ray hits, it splits into (YourCasterLevel) additional Rays, Range 30 feet, deal (Half the original's Ray) damage each, & their DC is Halved; +2
MMF: Destructive: For each +1 Level, add 2HD to the spell damage.
MMF: Efficient: cast as a Move Act; +3
MMF: Empowered: all variables are improved +50%(round up) & increase +2 Slots
MMF: Energy Substitution (reqs: Any other MM feat, K arcana 5) You can change any one Energy (Acid/Cold/Electricity/Fire/Sonic) for any other; +0
MMF: Enhanced (reqs: Maximize) Damage improves by 10HD; Stacks as +10HD each time; +0
MMF: Enlarged: Range doubles; +1
MMF: Expand: AoE improves by 5 feet in all directions; +1
MMF: Extended, Improved (reqs: Extended) Whatever the duration used to be, add "Per Level" to the description; +3 (EG: "1d4 Rounds" becomes "1d4 Rounds Per Level")
MMF: Extended: Duration is doubled; +1
MMF: Far Touch: Cast "Touch" spells at Long Range (400 feet + 40 feet per level); +1
MMF: Force: The damage is Half Normal, Half "Force"; +2
MMF: Ghost: This spell ignores a Target's Incorporealness & strikes as if they weren't; +1
MMF: Hardened (reqs: Spell Focus) DC +6, +4 Concentration to maintain/cast; +2
MMF: Heightened, Improved (reqs: Heightened, Spellcraft 20, Improved Spell Capacity) As Heightened, but with no maximum level
MMF: Heightened: may use any spell as if it were a higher level than it normally is, thus improving DC, Penetration, & other such effects; increases to the level you desire, up to 9th.
MMF: Impact (reqs: Heightened) add +3HD damage & +1 Cost per desired Level to the Heightened Spell.
MMF: Intensify (reqs: Empower, Maximize, Spellcraft 30, 9th Level Spells) all variables are Maximized then Doubled; +5
MMF: Mass Effect: can Target 1/Level if in 30 feet of each other; +4 (Doesn't work with Personal spells)
MMF: Maximized: all variables are maxed; +3
MMF: MetAffinity (reqs: Arcane Spells, any MMF) you are able to cast any spell augmented by any other metamagic feat that you know without increasing the spell’s casting time; +1
MMF: MetaMagic, Improved (reqs: Any 4 MMF, Spellcraft 30) The cost of all MMF's is reduced by 1 (Minimum 1); Stacks as -2, -3, -4 etc (still Min1)
MMF: MetaSpell (reqs: Arcane Spells, any MMF) You may choose to learn Meta modified spells instead of MetaModing them later; they are cast as if they were not Mod'ed; they still take up the SpellLevel+ModLevel slot in your list.
MMF: Mindless Effort (reqs: The Ability related to SpellCasting of 13+, Concentration 10) This mod enables the spell to continue (AbilityMod) Rounds after you stop Concentrating on it & it's normal Duration would otherwise expire; +1
MMF: persistent (reqs: Extend) spell lasts 24 hours; Concentration on it is a Standard/No AoO Act; Can't be an Instant/Discharged spell; +6
MMF: Quickened, Auto (reqs: Quicken, Spellcraft 30, 9th level spells) cast all ~3rd Level spells as Quickened with no increase in their casting cost; Stacks as ~6th, then ~9th, etc; Special: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
MMF: Quickened: a Quickened spell can be cast as a Free Act, & allows a casting of another, non Quickened spell in the same round; provokes no AoO; +4
MMF: Racial (reqs: K Arcana 5) You may either choose a Race/Type/Subtype for your Spell To effect, or NOT to effect, as specified at casting; +2
MMF: Reach: cast any Touch Spell as an RTA with a Range of Close (25 feet plus 5 feet per 2 Levels); +2
MMF: Repeat (reqs: any MMF) this causes the modified spell to cast itself again the next round; targets same area & Being if Target still in 30 feet; +3
MMF: Silent, Auto (reqs: Silent, Spellcraft 24, 9th level spells) cast all ~3rd level spells as Silent with no increase in cost; Stacks as ~6th, ~9th, etc
MMF: Silent: you don't have to speak to cast it; Bard spells can't be modified this way; +1
MMF: Stable: Any Concentration note in the duration field is replaced with "1 round/level"; you do not need to concentrate in order to maintain it; may end it as a standard act; +2
MMF: Still, Auto (reqs: Still, Spellcraft 27, 9th level spells) cast all ~3rd level spells as Stilled with no increase in cost; Stacks as ~6th, ~9th, etc
MMF: Still: You don't have to wave yer hands; +1
MMF: Transferr: any spell normally cast upon yourself may, instead, be cast as a Touch spell upon another; +1
MMF: Widen: the AoE doubles in area/size/length/etc; +3
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