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View Full Version : Pathfinder PF - Metamagic to Make Spells Into Weapin Attacks?



unseenmage
2017-03-04, 06:36 AM
What would a metamagic feat look like that changed the targeting, range, and area of certain spells to that of the tech weapon (https://www.d20pfsrd.com/equipment/weapons/technological-weapons/) laser pistols (https://www.d20pfsrd.com/equipment/weapons/technological-weapons/#TOC-Laser-Pistol), laser rifles (https://www.d20pfsrd.com/equipment/weapons/technological-weapons/#TOC-Laser-Rifle), beam cannon (http://www.archivesofnethys.com/EquipmentTechWeaponsDisplay.aspx?ItemName=Beam%20c annon%20%28laser%20cannon%29), tech grenades (http://archivesofnethys.com/EquipmentTechMiscDisplay.aspx?ItemName=Grenade%20% 28bang%20grenade%29), and siege bombards (all three light, standard, and heavy) (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeEngines.html)?

I am thinking a different custom metamagic feat for each type of weapon, so seven all totaled.
The tech gun feats would change the spell to ranged touch.
The pistol and rifle versions would have an auto fire option that can make the spell into a line of ranged touch attacks.
The beam cannon version would have its lobbed area attack option.
There would be three versions of the siege bombard feat, each making the spell do full damage to objects and changing its targeting and range appropriately.
This would be a tech version of the siege bombard too so when in direct fire mode it would also be a ranged touch attack. No full auto option for the siege weapons though.
The tech grenade feat would change the spell into thrown targeting, 20' spread area effect and from single target into ref saves for everyone in range. Tech grenades also take 1 round to go off after being primed.

Only certain spells would be allowed as well. We're avoiding spells with touch range, that have weird targeting, have beneficial effects, or have costly material or focus components. Though I'm not sure how to word all that for our custom metamagic feats.

Potential names for said theoretical metamagic feats:
Beam Pistol Spell - The spell gains the semi-automatic property and can attack two creature as if using the Rapid Shot feat.
Beam Rifle Spell - The spell gains the automatic property and can attack all creatures in a line.
Beam Cannon Spell - The spell gains the automatic property and can attack all creatures in a line and can launch a blast as an area effect; no attack roll is made—you simply target a 20-foot-radius spread within a maximum range of 300 feet. You must have line of effect to your target when you launch a blast; if the blast impacts a solid object before reaching the target area, it explodes at that point. Ref for half if the spell effect is damaging and Ref negates if not.
For all of the beam weapon spells they become Ranged Touch attacks.

Tech Grenade Spell - Spells changed with this feat become glowing ephemeral grenades that can be thrown as a splash weapon. Before being thrown by hand, the grenade must be primed as a a free action. The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-footradius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade or negates if the spell effect isn't damaging.

Light Bombard Spell - range becomes 100 ft. (50 ft. min.)
Bombard Spell - range becomes 150 ft. (100 ft. min.)
Heavy Bombard Spell - range becomes 200 ft. (100 ft. min.)
Bombard spells would deal full damage to objects, become single target, either direct fire or indirect fire. They have a one minute casting time. The reload speed is irrelevant. The crew requirements are replaced by the one minute casting time. The misfire chance could/should carry over. Am on the fence about it.


Essentially, what would the metamagic increase be to change spells into tech and siege weapon attack like range and targeting?


This thread is to inform part of this thread about modifying, combining, and creating mundane weaponry (http://www.giantitp.com/forums/showthread.php?503619-PF-Combining-Mundane-Items) (including tech and alchemy).

unseenmage
2017-03-06, 11:02 AM
Some assessments...
No spells with a range of zero feet or touch. No spells with costly material components.

The Beam Pistol Spell looks like it just becomes a ray and attacks two people. The extra target isn't worth as much but becoming a ranged touch attack is brutal.
At least a +3 metamagic.

The Beam Rifle Spell also becomes a ray but it can attack everyone in a line. The two abilities together make this strictly better than other spell area enlarging options IMHO.
Metamagic +3 as well, at least.

The Beam Cannon Spell is just like the beam rifle plus an area effect option. So it lets you fire a line or a blast. Oh, AND it is a ray both when attacking directly and as a line. The area effect is still Ref half/negates though.
Metamagic +3 again because while the blast is nice that line of ranged touch attacks is the real deal here.

The Tech Grenade Spell just puts the spell on a one turn delay, gives the enemy a chance to throw it back, and changes the targeting to everyone in a 20 radius spread and makes it Ref for half/negates.
Metamagic +2, maybe even +1 since the chance to throw the spell back is a pretty harsh downgrade from just casting the spell at the target.

The Bombard spells just allow the spell to deal full damage to objects. They cost the spellcaster more time, but less time and manpower than an equivalent siege weapon would require. They become single target with the option for indirect fire. Their ranges for all but the lowest level Close range spells are a serious downgrade.
Metamagic +1 at best. Metamagic +3 for the theoretical Beam Bombard version.

Thoughts Playground? This sort of design is definitely not my strong suite. Really hoping for some useful advice with this one.