DaTedinator
2009-12-07, 01:18 AM
I think the class speaks for itself. Despite the name, Cantrip Casters focus on making use of all low-level spells and spell slots, not just their 0 level spells, and it's open to any spellcaster, not just arcane.
Requirements:
Skills: Knowledge (Arcana) 3 ranks, Spellcraft 6 ranks
Feats: Heighten Spell, one other metamagic feat.
Spellcasting: Must be able to cast 3rd level spells.
The Cantrip Caster
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Low-Level Spells|
Spellcasting
1st|+0|+0|+0|+2|Improved heighten spell, practiced spells|
0lvl|
--
2nd|+1|+0|+0|+3|Lesser metamagic|
1st|
+1 level of existing class
3rd|+1|+1|+1|+3|Lesser metamagic|
1st|
+1 level of existing class
4th|+2|+1|+1|+4|Bonus metamagic feat|
2nd|
+1 level of existing class
5th|+2|+1|+1|+4|Lesser metamagic, practiced spells|
2nd|
+1 level of existing class
6th|+3|+2|+2|+5|Bonus metamagic feat|
3rd|
+1 level of existing class
7th|+3|+2|+2|+5|Lesser metamagic|
3rd|
+1 level of existing class
8th|+4|+2|+2|+6|Bonus metamagic feat|
4th|
+1 level of existing class
9th|+4|+3|+3|+6|Lesser metamagic|
4th|
+1 level of existing class
10th|+5|+3|+3|+7|Bonus metamagic feat, practiced spells|
5th*|
+1 level of existing class
[/table]
*Without some seriously strange conditions, the maximum low-level spell you could have would be 4th level pre-epic.
Hit Die: 1d4
Class Skills:
The cantrip caster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier
Terminology: Just a brief description of some terms that will be used. A low-level spell is a spell whose spell-level meets the criteria for the low-level spell class ability (duh). A low-level spell slot is a spell slot that meets those criteria. So for example, a 6th level cantrip caster capable of casting 6th level spells would treat fireball (a 3rd level spell) as a low-level spell, and 3rd level slots as low-level slots.
A high-level spell/spell slot is a spell/spell slot that isn't low-level.
It's simple, but I just wanted to make sure it was clear.
Class Features:
All the following are Class Features of the cantrip caster prestige class.
Spellcasting: When a new cantrip caster level beyond 1st is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the level of the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of cantrip caster minus one to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Low-level spells: A number of a cantrip caster's class abilities depend on "low-level spells" and "low-level spell slots." For the purposes of this class, a low-level spell is a spell which is at most half the cantrip caster's level, and half the level of the highest level spell slot he is capable of using, with an effective maximum of 4th level pre-epic (so for 2nd level spells to be considered low-level, the cantrip caster must have at least 4 class levels, and be capable of casting 4th level spells). A low-level spell slot is a spell slot that meets these criteria.
Improved Heighten Spell: Whenever a cantrip caster casts a low-level spell in a spell slot other than the norm - whether due to metamagic, or just casting a it in a higher-level slot - the save DC is based on the spell slot, not the level of the spell, so long as that would make it higher. So a sixth level cantrip caster casting a maximized fireball, normally cast in a 6th level spell slot with a base save DC of 13, would have a base save DC of 16 instead.
Also, the Heighten Spell metamagic feat is adjusted so that in addition to the spell being treated as genuinely a higher level - for the purposes of prestige class requirements, globes of invulnerability, and the like - the caster level cap for any part of the spell increases by 2; so for example, a fireball heightened to 4th level would deal a maximum of 12d6 damage, and a magic missile heightened to 4th level would fire a maximum of 8 missiles.
Practiced Spells: At 1st, 5th, and 10th level, the cantrip caster chooses a manner in which she improves any spell cast from a low-level slot, whether because the spell is a low-level spell, or because it's a higher level spell modified by lesser metamagic. She may choose from any of the following trees each time she gains this ability; she must choose the previous options of a tree before she can choose the latter.
Intensity: Just because they're lower level slots doesn't mean they're less powerful. (Well, actually it means exactly that, but with you it's less so).Intensity I-III: You're practiced at getting every last bit of oomph into your lower powered spells. Any low-level spells have their base DC increased according to the following table:
{table="head"] Spell level | Normal | Intensity I | Intensity II | Intensity III
0|10|12|13|14
1|11|12|14|15
2|12|13|14|16
3|13|14|15|16
4|14|15|16|17[/table]
In addition, each level of intensity has its own individual benefits:
Intensity I: Your lower powered spells are more powerful than the energy you put into them. Whenever casting a spell that deals hit point damage from a low-level spell slot, you may add your primary casting modifier (whichever ability modifier modifies your spell DCs) to damage dealt. This is added only for one die roll; so while for a fireball it would apply to all targets involved, for a scorching ray it would only apply to one ray.
Intensity II: You squeeze a little bit more juice into your lower powered spells, enough to daze your opponents. Whenever you you affect a target with a spell cast from a low-level spell slot, you may choose to attempt a Will Save at the spell's DC. If you succeed, the chosen target must make the same save or be dazed for 1 round; if you fail, you are dazed for 1 round.
You must attempt the save once for each target you wish to affect with this ability; if the same casting of a spell could affect the target multiple times, you must attempt the save again each time you wish to affect the same enemy.
Intensity III: Your lower powered spells are comparable to an average mage's mid-level spells. In addition to the damage bonus from Intensity I, you add 1 + 1/4 your caster level. Also, you do not fail your Will Save from Intensity II on a natural 1.
Multiplicity: Lower powered spells take such a small amount of energy, you can cast them all day.NOTE: You must cast spells spontaneously in order to choose from these options.
Multiplicity I: While you need to avoid straining yourself, your lower powered spells can be cast often. You double the number of bonus low-level spell slots you get from having a high ability score. In addition, you can regain all your low-level spell slots by meditating for ten minutes.
Multiplicity II: It only takes a moment of focusing to regain your lower powered spells. You may take a full-round action that provokes an attack of opportunity, in order to regain all your low-level spell slots.
Multiplicity III: You can cast your lower powered spells unceasingly, and even draw on excess energy from your more powerful spells. You have an unlimited number of low-level spell slots. In addition, whenever you cast a spell from a high-level spell slot, you may cast a spell from a low-level spell slot as a swift action. The total level of both spell slots combined may not exceed the level of the highest level spell slots you have available -1. (So if you cast a spell with a 6th level spell slot, and are capable of casting with 8th level spell slots, you may cast a spell from a 0th or 1st level spell slot as a free action. If you were capable of casting with 9th level spell slots, it could be a spell in a 0th, 1st, or 2nd level spell slot).
Simplicity: Your weaker spells come more naturally to you.Simplicity I: Your lower powered spells are much more simple and elegant. Any spells cast from low-level slots are cast as spell-like abilities instead of spells (eliminating somatic components and the ability to be counterspelled, among other things). You may still counterspell with them.
Simplicity II: Your lower powered spells are more like innate abilities than not. Any spells cast from low-level slots are cast as supernatural abilities (provoking no attacks of opportunity and penetrating spell resistance, among other things); this raises the save DC to 10 + half your caster level + your primary casting attribute. You may still counterspell with them.
Simplicity III: Your lower powered spells come so naturally, they're like walking. Whenever casting a spell from a low-level slot, you may choose to halve your caster level for all intents and purposes with that spell in order to cast it as an extraordinary ability (meaning you would even be able to cast in an antimagic field, among other things). The DC is the same as for a supernatural spell. You may not counterspell when using this option.
Speed: Your weaker spells come more easily to your mind.NOTE: None of these abilities may be used in conjunction with the Slow Spell lesser metamagic.
Speed I: Your lower powered spells are cast much faster than usual, at the expense of power. Whenever casting a spell from a low-level slot that has a casting time of 1 full round or less, you may choose to halve your caster level for all intents and purposes for that spell, and cast it as a move action.
Speed II: Your lower powered spells are so practiced, you can cast them speedily with no sacrifice of power. Whenever casting a spell from a low-level slot with a casting time of 1 full round or less, you may choose to cast it as a move action.
Speed III: You can cast your lower-powered spells with but a thought. Whenever casting a spell from a low-level slot with a casting time longer than 1 full round, you may cast it as a full-round action. Whenever casting a spell from a low-level slot with a casting time of 1 full round or less, you may choose to halve your caster level for all intents and purposes for that spell, and cast it as a swift action.
Spontaneity: You are less constrained when it comes to preparing your weaker spells.NOTE: You must prepare spells in order to choose from these options.
Spontaneity I: You know how to swap weaker prepared spells on the fly. Once per day per spell level, you may expend the energy of one spell prepared in a low-level spell slot to cast a spell of equivalent power. In addition, you may swap what spells are prepared in your low-level spell slots by taking ten minutes of studying your spellbook. This does NOT re-prepare any spells that have already been cast.
Spontaneity II: Your low powered spells are easily moldable to fit your purposes. You may swap what spells are prepared in your low-level spell slots by taking a full-round action; your spellbook must be in your hand, but you need not be capable of reading it. As above, this does NOT re-prepare any spells that have already been cast.
Spontaneity III: You pick and choose freely among your low-powered spells. You may prepare a number of low-level spells as normal for your spells per day; however, when casting, you may pick and choose at will from any of the spells prepared. So, for example, as long as you have magic missile prepared as 1st level spell, you may spend all of your 1st level spell slots casting magic missiles. Any bonus specialization spells need only be used to prepare spells of a certain school; they can cast anything.
Lesser Metamagic: Cantrip casters are not only able to increase the power of their lower level spells so they retain usefulness at higher levels, but they're able to reduce the power of their higher-level spells to make use of lower level slots. At 2nd level, 3rd level, and every odd level thereafter, a cantrip caster gains a "lesser" metamagic ability, chosen from the following list. These are treated the same as metamagic feats for nearly all intents and purposes; they must be prepared ahead of time by prepared casters, increase the casting time of spells cast spontaneously, etc.. However, unlike normal metamagic feats, these abilities do genuinely reduce the level of any spell they modify for the purposes of save DCs, globes of invulnerability, and the like. Note that this could also make them count as low-level spells if they didn't before.
If the cantrip caster has the "paired" metamagic feat, as designated in the description,* she gains an additional, neutral metamagic ability that doesn't adjust spell levels, doesn't increase casting time, and can be applied to spells "on the fly," even by prepared casters.
You cannot cast a spell modified by Lesser Metamagic unless you would be able to cast the same spell unmodified by Lesser Metamagic (So if you're unable to cast 6th level spells, you cannot cast a Quickened (+4) fireball (3rd level, total level 7), even if it is Minimized (-2, total level 5). You cannot apply a Lesser or Neutral metamagic effect that affects variables to a spell that has the possibility of not using variables (such as Finger of Death, or the Summon Monster spells), or to a spell that already has a metamagic effect that affects variables (So for example, no Controlling Empowered spells, or Minimizing Modulated spells).
You cannot reduce a spell's level to below 0. Note that because Lesser Metamagic actually reduces a spell's level, and standard metamagic feats do not raise a spell's level (other than heighten), this means that you cannot add more Lesser Metamagic level reductions than a spell's natural spell level.
*The feats listed are not all-encompassing. If your DM allows it, feel free to use a different metamagic feat that doesn't already have a lesser version, and fits similar theme in order to qualify for the neutral metamagics. For example, Sculpt Spell would work fine instead of Widen Spell.
On Common Sense:The player and DM should use common sense in applying Lesser Metamagics; just because there's no clause specifically stating you can't Minimize a Bull's Strength doesn't mean that it's kosher. Players are well within their rights to come up with creative uses of Lesser Metamagics to take full advantage, but DMs are also well within their rights to disallow obviously unintended abuses.
Lesser Metamagic OptionsAim Spell: You alter a spell that affects an area of more than one five-foot square to affect only one five-foot square within the range that it could normally hit. You cannot Aim a reduced spell.
Level Modifier: -2
Paired feat: Widen Spell.
Neutral Metamagic: Focus Spell: You may halve the area of spell in order to give anyone affected by the spell a -2 to their save. Alternatively, you may quarter the area of the spell in order to reduce any Evasion or Mettle abilities targets may have by one step (Improved Evasion/Mettle -> Evasion/Mettle -> nothing).
Minimize Spell: All variable, numeric effects of a spell modified by this ability are reduced to the lowest possible result.
Level Modifier: -2
Paired feat: Maximize Spell.
Neutral Metamagic: Control Spell: All variable, numeric effects of a controlled spell are one-half the maximum possible result.
Reduce Spell: You alter a spell with a range of close, medium or large to either have a range of touch (for spells that normally require a ranged touch attack, or otherwise only affect a single target), or to affect your square, and any adjacent squares (for spells that normally affect an area); if this would cause the spell to affect more squares rather than less, it instead affects only a single adjacent square. If you are affected by the spell, you may completely resist its effects with a successful save; if it normally doesn't allow a save, you are allowed a Will save against the standard DC.
Level Modifier: -1
Paired feat: Enlarge Spell.
Neutral Metamagic: Mold Spell: A molded spell may grants all enemies a +2 bonus to their save in order to render all allies immune. Who's an enemy and who's an ally is determined when you finish casting the spell. A spell that doesn't affect an area, or doesn't allow a save is not affected by this ability.
Shrink Spell: A shrunken spell lasts half as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this ability.
Level Modifier: -1
Paired feat: Empower Spell.
Neutral Metamagic: Stretch Spell: A stretched spell lasts twice as long as normal, and has half the normal effect. If it doesn't have any numerical effect, targets that fail their saves instead gain a second save the next round at a +2 bonus to completely remove the effects. A spell that has no numerical affect, and either allows no save, or has a save entry of (harmless) is not affected by this ability.
Slow Spell: A slowed spell takes twice the normal amount of time to cast. If it takes less than a round to cast, it instead takes one full round to cast; any targeting must be done when the spell is begun, and if the target moves out of range, the spell is lost, the energy expended. Casting a slowed spell also uses your swift action for the round you begin casting it.
Level Modifier: -2
Paired feat: Quicken Spell.
Neutral Metamagic: Channel Spell: A channeled spell takes at least twice the normal amount of time to cast, as a slowed spell; however, for every increment of the spell's normal casting time you spend casting the spell, you increase your caster level by +2, and increase the caster level cap for the spell by +2 (as described in Improved Heighten Spell), to a maximum of a +6 bonus to each. - Needs to be overhauled.
Weaken Spell: All variable, numeric effects of a weakened spell are reduced by one-half. You cannot weaken a minimized spell.
Level Modifier: -1
Paired feat: Empower Spell.
Neutral Metamagic: Modulate Spell: Any dice used by the spell are reduced by one die size according to the following chart, and gain a +1 bonus. d12 -> d10 -> d8 -> d6 -> d4 -> d2. So a modulated fireball cast at maximum caster level would deal 10d4+10 damage. You may modulate a spell a maximum of once.
Bonus Metamagic Feat: At 4th level and every even level thereafter, the cantrip caster gains a bonus metamagic feat she qualifies for.
---
12/08/09: Alright, maturing nicely, thanks for all the help! Right now I think the most help I could use would come in the form of suggestions for new Lesser Metamagics, particularly a balanced way to implement Slow Spell, and a Neutral version of Slow vs. Quicken.
12/07/09 (First posted): Not sure where the idea came from, but come it did. I think it turned out nicely, but I'm a bit worried about the balance of the lesser metamagics. Any obvious blatant abuses anyone can see?
Requirements:
Skills: Knowledge (Arcana) 3 ranks, Spellcraft 6 ranks
Feats: Heighten Spell, one other metamagic feat.
Spellcasting: Must be able to cast 3rd level spells.
The Cantrip Caster
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Low-Level Spells|
Spellcasting
1st|+0|+0|+0|+2|Improved heighten spell, practiced spells|
0lvl|
--
2nd|+1|+0|+0|+3|Lesser metamagic|
1st|
+1 level of existing class
3rd|+1|+1|+1|+3|Lesser metamagic|
1st|
+1 level of existing class
4th|+2|+1|+1|+4|Bonus metamagic feat|
2nd|
+1 level of existing class
5th|+2|+1|+1|+4|Lesser metamagic, practiced spells|
2nd|
+1 level of existing class
6th|+3|+2|+2|+5|Bonus metamagic feat|
3rd|
+1 level of existing class
7th|+3|+2|+2|+5|Lesser metamagic|
3rd|
+1 level of existing class
8th|+4|+2|+2|+6|Bonus metamagic feat|
4th|
+1 level of existing class
9th|+4|+3|+3|+6|Lesser metamagic|
4th|
+1 level of existing class
10th|+5|+3|+3|+7|Bonus metamagic feat, practiced spells|
5th*|
+1 level of existing class
[/table]
*Without some seriously strange conditions, the maximum low-level spell you could have would be 4th level pre-epic.
Hit Die: 1d4
Class Skills:
The cantrip caster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier
Terminology: Just a brief description of some terms that will be used. A low-level spell is a spell whose spell-level meets the criteria for the low-level spell class ability (duh). A low-level spell slot is a spell slot that meets those criteria. So for example, a 6th level cantrip caster capable of casting 6th level spells would treat fireball (a 3rd level spell) as a low-level spell, and 3rd level slots as low-level slots.
A high-level spell/spell slot is a spell/spell slot that isn't low-level.
It's simple, but I just wanted to make sure it was clear.
Class Features:
All the following are Class Features of the cantrip caster prestige class.
Spellcasting: When a new cantrip caster level beyond 1st is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the level of the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of cantrip caster minus one to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Low-level spells: A number of a cantrip caster's class abilities depend on "low-level spells" and "low-level spell slots." For the purposes of this class, a low-level spell is a spell which is at most half the cantrip caster's level, and half the level of the highest level spell slot he is capable of using, with an effective maximum of 4th level pre-epic (so for 2nd level spells to be considered low-level, the cantrip caster must have at least 4 class levels, and be capable of casting 4th level spells). A low-level spell slot is a spell slot that meets these criteria.
Improved Heighten Spell: Whenever a cantrip caster casts a low-level spell in a spell slot other than the norm - whether due to metamagic, or just casting a it in a higher-level slot - the save DC is based on the spell slot, not the level of the spell, so long as that would make it higher. So a sixth level cantrip caster casting a maximized fireball, normally cast in a 6th level spell slot with a base save DC of 13, would have a base save DC of 16 instead.
Also, the Heighten Spell metamagic feat is adjusted so that in addition to the spell being treated as genuinely a higher level - for the purposes of prestige class requirements, globes of invulnerability, and the like - the caster level cap for any part of the spell increases by 2; so for example, a fireball heightened to 4th level would deal a maximum of 12d6 damage, and a magic missile heightened to 4th level would fire a maximum of 8 missiles.
Practiced Spells: At 1st, 5th, and 10th level, the cantrip caster chooses a manner in which she improves any spell cast from a low-level slot, whether because the spell is a low-level spell, or because it's a higher level spell modified by lesser metamagic. She may choose from any of the following trees each time she gains this ability; she must choose the previous options of a tree before she can choose the latter.
Intensity: Just because they're lower level slots doesn't mean they're less powerful. (Well, actually it means exactly that, but with you it's less so).Intensity I-III: You're practiced at getting every last bit of oomph into your lower powered spells. Any low-level spells have their base DC increased according to the following table:
{table="head"] Spell level | Normal | Intensity I | Intensity II | Intensity III
0|10|12|13|14
1|11|12|14|15
2|12|13|14|16
3|13|14|15|16
4|14|15|16|17[/table]
In addition, each level of intensity has its own individual benefits:
Intensity I: Your lower powered spells are more powerful than the energy you put into them. Whenever casting a spell that deals hit point damage from a low-level spell slot, you may add your primary casting modifier (whichever ability modifier modifies your spell DCs) to damage dealt. This is added only for one die roll; so while for a fireball it would apply to all targets involved, for a scorching ray it would only apply to one ray.
Intensity II: You squeeze a little bit more juice into your lower powered spells, enough to daze your opponents. Whenever you you affect a target with a spell cast from a low-level spell slot, you may choose to attempt a Will Save at the spell's DC. If you succeed, the chosen target must make the same save or be dazed for 1 round; if you fail, you are dazed for 1 round.
You must attempt the save once for each target you wish to affect with this ability; if the same casting of a spell could affect the target multiple times, you must attempt the save again each time you wish to affect the same enemy.
Intensity III: Your lower powered spells are comparable to an average mage's mid-level spells. In addition to the damage bonus from Intensity I, you add 1 + 1/4 your caster level. Also, you do not fail your Will Save from Intensity II on a natural 1.
Multiplicity: Lower powered spells take such a small amount of energy, you can cast them all day.NOTE: You must cast spells spontaneously in order to choose from these options.
Multiplicity I: While you need to avoid straining yourself, your lower powered spells can be cast often. You double the number of bonus low-level spell slots you get from having a high ability score. In addition, you can regain all your low-level spell slots by meditating for ten minutes.
Multiplicity II: It only takes a moment of focusing to regain your lower powered spells. You may take a full-round action that provokes an attack of opportunity, in order to regain all your low-level spell slots.
Multiplicity III: You can cast your lower powered spells unceasingly, and even draw on excess energy from your more powerful spells. You have an unlimited number of low-level spell slots. In addition, whenever you cast a spell from a high-level spell slot, you may cast a spell from a low-level spell slot as a swift action. The total level of both spell slots combined may not exceed the level of the highest level spell slots you have available -1. (So if you cast a spell with a 6th level spell slot, and are capable of casting with 8th level spell slots, you may cast a spell from a 0th or 1st level spell slot as a free action. If you were capable of casting with 9th level spell slots, it could be a spell in a 0th, 1st, or 2nd level spell slot).
Simplicity: Your weaker spells come more naturally to you.Simplicity I: Your lower powered spells are much more simple and elegant. Any spells cast from low-level slots are cast as spell-like abilities instead of spells (eliminating somatic components and the ability to be counterspelled, among other things). You may still counterspell with them.
Simplicity II: Your lower powered spells are more like innate abilities than not. Any spells cast from low-level slots are cast as supernatural abilities (provoking no attacks of opportunity and penetrating spell resistance, among other things); this raises the save DC to 10 + half your caster level + your primary casting attribute. You may still counterspell with them.
Simplicity III: Your lower powered spells come so naturally, they're like walking. Whenever casting a spell from a low-level slot, you may choose to halve your caster level for all intents and purposes with that spell in order to cast it as an extraordinary ability (meaning you would even be able to cast in an antimagic field, among other things). The DC is the same as for a supernatural spell. You may not counterspell when using this option.
Speed: Your weaker spells come more easily to your mind.NOTE: None of these abilities may be used in conjunction with the Slow Spell lesser metamagic.
Speed I: Your lower powered spells are cast much faster than usual, at the expense of power. Whenever casting a spell from a low-level slot that has a casting time of 1 full round or less, you may choose to halve your caster level for all intents and purposes for that spell, and cast it as a move action.
Speed II: Your lower powered spells are so practiced, you can cast them speedily with no sacrifice of power. Whenever casting a spell from a low-level slot with a casting time of 1 full round or less, you may choose to cast it as a move action.
Speed III: You can cast your lower-powered spells with but a thought. Whenever casting a spell from a low-level slot with a casting time longer than 1 full round, you may cast it as a full-round action. Whenever casting a spell from a low-level slot with a casting time of 1 full round or less, you may choose to halve your caster level for all intents and purposes for that spell, and cast it as a swift action.
Spontaneity: You are less constrained when it comes to preparing your weaker spells.NOTE: You must prepare spells in order to choose from these options.
Spontaneity I: You know how to swap weaker prepared spells on the fly. Once per day per spell level, you may expend the energy of one spell prepared in a low-level spell slot to cast a spell of equivalent power. In addition, you may swap what spells are prepared in your low-level spell slots by taking ten minutes of studying your spellbook. This does NOT re-prepare any spells that have already been cast.
Spontaneity II: Your low powered spells are easily moldable to fit your purposes. You may swap what spells are prepared in your low-level spell slots by taking a full-round action; your spellbook must be in your hand, but you need not be capable of reading it. As above, this does NOT re-prepare any spells that have already been cast.
Spontaneity III: You pick and choose freely among your low-powered spells. You may prepare a number of low-level spells as normal for your spells per day; however, when casting, you may pick and choose at will from any of the spells prepared. So, for example, as long as you have magic missile prepared as 1st level spell, you may spend all of your 1st level spell slots casting magic missiles. Any bonus specialization spells need only be used to prepare spells of a certain school; they can cast anything.
Lesser Metamagic: Cantrip casters are not only able to increase the power of their lower level spells so they retain usefulness at higher levels, but they're able to reduce the power of their higher-level spells to make use of lower level slots. At 2nd level, 3rd level, and every odd level thereafter, a cantrip caster gains a "lesser" metamagic ability, chosen from the following list. These are treated the same as metamagic feats for nearly all intents and purposes; they must be prepared ahead of time by prepared casters, increase the casting time of spells cast spontaneously, etc.. However, unlike normal metamagic feats, these abilities do genuinely reduce the level of any spell they modify for the purposes of save DCs, globes of invulnerability, and the like. Note that this could also make them count as low-level spells if they didn't before.
If the cantrip caster has the "paired" metamagic feat, as designated in the description,* she gains an additional, neutral metamagic ability that doesn't adjust spell levels, doesn't increase casting time, and can be applied to spells "on the fly," even by prepared casters.
You cannot cast a spell modified by Lesser Metamagic unless you would be able to cast the same spell unmodified by Lesser Metamagic (So if you're unable to cast 6th level spells, you cannot cast a Quickened (+4) fireball (3rd level, total level 7), even if it is Minimized (-2, total level 5). You cannot apply a Lesser or Neutral metamagic effect that affects variables to a spell that has the possibility of not using variables (such as Finger of Death, or the Summon Monster spells), or to a spell that already has a metamagic effect that affects variables (So for example, no Controlling Empowered spells, or Minimizing Modulated spells).
You cannot reduce a spell's level to below 0. Note that because Lesser Metamagic actually reduces a spell's level, and standard metamagic feats do not raise a spell's level (other than heighten), this means that you cannot add more Lesser Metamagic level reductions than a spell's natural spell level.
*The feats listed are not all-encompassing. If your DM allows it, feel free to use a different metamagic feat that doesn't already have a lesser version, and fits similar theme in order to qualify for the neutral metamagics. For example, Sculpt Spell would work fine instead of Widen Spell.
On Common Sense:The player and DM should use common sense in applying Lesser Metamagics; just because there's no clause specifically stating you can't Minimize a Bull's Strength doesn't mean that it's kosher. Players are well within their rights to come up with creative uses of Lesser Metamagics to take full advantage, but DMs are also well within their rights to disallow obviously unintended abuses.
Lesser Metamagic OptionsAim Spell: You alter a spell that affects an area of more than one five-foot square to affect only one five-foot square within the range that it could normally hit. You cannot Aim a reduced spell.
Level Modifier: -2
Paired feat: Widen Spell.
Neutral Metamagic: Focus Spell: You may halve the area of spell in order to give anyone affected by the spell a -2 to their save. Alternatively, you may quarter the area of the spell in order to reduce any Evasion or Mettle abilities targets may have by one step (Improved Evasion/Mettle -> Evasion/Mettle -> nothing).
Minimize Spell: All variable, numeric effects of a spell modified by this ability are reduced to the lowest possible result.
Level Modifier: -2
Paired feat: Maximize Spell.
Neutral Metamagic: Control Spell: All variable, numeric effects of a controlled spell are one-half the maximum possible result.
Reduce Spell: You alter a spell with a range of close, medium or large to either have a range of touch (for spells that normally require a ranged touch attack, or otherwise only affect a single target), or to affect your square, and any adjacent squares (for spells that normally affect an area); if this would cause the spell to affect more squares rather than less, it instead affects only a single adjacent square. If you are affected by the spell, you may completely resist its effects with a successful save; if it normally doesn't allow a save, you are allowed a Will save against the standard DC.
Level Modifier: -1
Paired feat: Enlarge Spell.
Neutral Metamagic: Mold Spell: A molded spell may grants all enemies a +2 bonus to their save in order to render all allies immune. Who's an enemy and who's an ally is determined when you finish casting the spell. A spell that doesn't affect an area, or doesn't allow a save is not affected by this ability.
Shrink Spell: A shrunken spell lasts half as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this ability.
Level Modifier: -1
Paired feat: Empower Spell.
Neutral Metamagic: Stretch Spell: A stretched spell lasts twice as long as normal, and has half the normal effect. If it doesn't have any numerical effect, targets that fail their saves instead gain a second save the next round at a +2 bonus to completely remove the effects. A spell that has no numerical affect, and either allows no save, or has a save entry of (harmless) is not affected by this ability.
Slow Spell: A slowed spell takes twice the normal amount of time to cast. If it takes less than a round to cast, it instead takes one full round to cast; any targeting must be done when the spell is begun, and if the target moves out of range, the spell is lost, the energy expended. Casting a slowed spell also uses your swift action for the round you begin casting it.
Level Modifier: -2
Paired feat: Quicken Spell.
Neutral Metamagic: Channel Spell: A channeled spell takes at least twice the normal amount of time to cast, as a slowed spell; however, for every increment of the spell's normal casting time you spend casting the spell, you increase your caster level by +2, and increase the caster level cap for the spell by +2 (as described in Improved Heighten Spell), to a maximum of a +6 bonus to each. - Needs to be overhauled.
Weaken Spell: All variable, numeric effects of a weakened spell are reduced by one-half. You cannot weaken a minimized spell.
Level Modifier: -1
Paired feat: Empower Spell.
Neutral Metamagic: Modulate Spell: Any dice used by the spell are reduced by one die size according to the following chart, and gain a +1 bonus. d12 -> d10 -> d8 -> d6 -> d4 -> d2. So a modulated fireball cast at maximum caster level would deal 10d4+10 damage. You may modulate a spell a maximum of once.
Bonus Metamagic Feat: At 4th level and every even level thereafter, the cantrip caster gains a bonus metamagic feat she qualifies for.
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12/08/09: Alright, maturing nicely, thanks for all the help! Right now I think the most help I could use would come in the form of suggestions for new Lesser Metamagics, particularly a balanced way to implement Slow Spell, and a Neutral version of Slow vs. Quicken.
12/07/09 (First posted): Not sure where the idea came from, but come it did. I think it turned out nicely, but I'm a bit worried about the balance of the lesser metamagics. Any obvious blatant abuses anyone can see?