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unseenmage
2021-01-01, 04:40 PM
There arent many things that qualitatively alter a spell in an significant way within the bounds of the rules. And even the few things that do require lots of GM adjudication and outright fiat.

Spell Research (http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm)
This is the most basic form of spell alteration. You want a minor change to a spell that isnt covered by metamagic then you write it up, make a Spellcraft check, and pray to you GM (offerings of beer and/or pizza not necessarily required) and viola you have a brand new spell with it's own name and every stuff.

War Magic Study
Hailing from the poorly edited and never playtested depths of Dragon magazine we have a template for spells themselves. Upon taking the War Magic Study feat you'll be able to research War Spells (https://forums.giantitp.com/showthread.php?306567-War-Spells!-Discussion-and-Application) (disclaimer, the linked thread takes huge liberties with the RAW). They cost a load of extra gold to cast, take a full minute to cast, are obscenely overpowered when used for summoning magic (to the point that the listed numerical increase is likely a typo) AND you still have to go through all of the steps for normal spell research anyway so really why take a whole feat to duplicate an already existing pseudo mechanic?

I like them but then I like cheese with every imagination meal. Adhering to strictest RAW there really arent many spells that qualify for War Magic ification though.

Living Spells
Ever wonder what your spell would look like as a ravenous mindless glob of instinct and hunger? Well look no farther than the living spell creature template! No one knows exactly how they're created but combine the right class superpowers and beg your resident GM and maybe you too can struggle to adjudicate wildly inappropriate spell effects into this sparsely worded design space.

The real trick here is in creatively applying metamagic to make arguably more appropriate spells qualify for living spell ification.

Runecasting and Resetting Magic Traps
Runecasting are spells as traps that are costed like potions. Neat. There are several versions of this mechanic but Runecasting really takes the cake. As the guide to them (https://forums.giantitp.com/showthread.php?296106-Runeblaster-A-Handbook-for-the-D-amp-D-3-5-Runecaster) points out they're nigh infinitely versatile much like the magic traps that inspired them.
Custom resetting magic traps (http://www.d20srd.org/srd/traps.htm) are so game warpingly overpowered and so barrel bottom scrapingly cheap that they are almost universally banned at any sane GM's table.

Even my own games which tend towards galaxy spanning magical shenanigans wherein quasars are created with Genesis and animated then shrunk, shrunken again, and stuffed into your pockets as the most dangerous pocket sand ever don't use the things because they quote, "Make things too easy."

Are there other game elements that turn a humble spell into something more that ARE NOT metamagic feats?
I'd be happy to expand my list if folk could point me to them.

Lists of Non-Metamagic Stuff That Modifies Spells


Class Abilities
Alienist: Summon Alien (Complete Arcane variant, p. 21)
Archmage: High Arcana (multiple effects) (Dungeon Master's Guide v.3.5 variant, p. 178)
Beholder Mage: Ocular Transformation (Lords of Madness variant, p. 42)
Dweomerkeeper: Supernatural Spell (Complete Divine variant, p. None)
Eldritch Disciple: Eldritch Spellweave (Complete Mage variant, p. 53)
Eldritch Theurge: Eldritch Spellweave (Complete Mage variant, p. 57)
Eldritch Theurge: Greatreach Blast (Complete Mage variant, p. 57)
Eldritch Theurge: Spellblast (Complete Mage variant, p. 57)
Elemental Savant: Elemental Specialty (Complete Arcane variant, p. 32)
Erudite: Convert Spell to Power (http://srd.dndtools.org/srd/classes/baseCpsi/erudite.html#convert-spell-to-power) (web enhancement)
Geomancer: Spell Versatility (Complete Divine variant, p. 41)
Hathran: Circle Leader (Player's Guide to Faerun variant, p. 59)
Heirophant: Blast Infidel (Dungeon Master's Guide v.3.5 variant, p. 188)
Heirophant: Divine Reach (Dungeon Master's Guide v.3.5 variant, p. 188)
Hellfire Warlock: Hellfire Blast (Fiendish Codex II: Tyrants of the Nine Hells variant, p. 89)
Planar Shepherd: Planar Bubble (Faiths of Eberron variant, p. 105)
Malconvoker: Deceptive Summons (Complete Scoundrel variant, p. 48)
Psychic Mage (https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-options/wizard/psychic-mage/)PF: Formulaic Powers (Ultimate Psionics)
Red Wizard: Circle Leader (Forgotten Realms Campaign Setting variant, p. 50)
Shadowcraft Mage: Shadow Illusion (Races of Stone variant, p. 120)
Spellwarp Sniper: Spellwarp (Complete Scoundrel variant, p. 64)
Thaumaturgist: Improved Ally (Dungeon Master's Guide v.3.5 variant, p. 196)
Wizard of High Sorcery: Order Secret (Dragonlance Campaign Setting variant, p. 71)

Feats
Ability Enchancer (Dragon Compendium)
Ashbound (Eberron Campaign Setting, p. 50)
Augment Calling (https://aonprd.com/FeatDisplay.aspx?ItemName=Augment%20Calling#:~:tex t=Your%20attempts%20to%20bind%20or,such%20as%20ang el%20or%20elemental.)PF (Monster Summoner's Handbook pg. 13)
Augment Healing (Complete Divine, p. 79)
Arcane Thesis (Player's Handbook II, p. 74)
Augment Healing (Complete Divine, p. 79)
Augment Summoning (Player's Handbook v.3.5, p. 89)
Beckon the Frozen (Frostburn, p. 47)
Bloodthirsty (Dragon 311 on pg 43)
Bolster Resistance (Libris Mortis: The Book of Undead, p. 25)
Cloudy Conjuration (Complete Mage, p. 40)
Cold Focus (Frostburn, p. 47)
Cold Spell Specialization (Frostburn, p. 47)
Corpsecrafter (Libris Mortis: The Book of Undead, p. 25)
Deadly Chill (Libris Mortis: The Book of Undead, p. 25)
Destruction Retribution (Libris Mortis: The Book of Undead, p. 26)
Dragonmarked Summoner (Dragonmarked, p. 139)
Elemalefic Spellcaster (Dragon 311 on pg 43)
Elven Spell Lore (Player's Handbook II, p. 78)
Enchanting Song (Races of Stone, p. 139)
Ethereal Tendril (Dragon 311 on pg 43)
Frozen Magic (Frostburn, p. 48)
Greater Spell Focus (Player's Handbook v.3.5, p. 94)
Greater Spell Penetration (Forgotten Realms Campaign Setting, p. 35)
Greenbound Summoning (Lost Empires of Faerun, p. 8)
Hardened Flesh (Libris Mortis: The Book of Undead, p. 27)
Icy Calling (Frostburn, p. 48)

Arcane Insight (Races of Destiny)
Dread Tyranny (Races of Destiny)
Eternal Strength (Races of Destiny)
Far Horizons (Races of Destiny)
Initiate of Aasterinian (Dragon Magic)
Initiate of Amaunator (Power of Faerun)
Initiate of Anhur (Champions of Valor)
Initiate of Arvoreen (Champions of Valor)
Initiate of Astilabor (Dragon Magic)
Initiate of Bahamut (Dragon Magic)
Initiate of Baravar Cloakshadow (Champions of Valor)
Initiate of Eilistraee (Champions of Valor)
Initiate of Falazure (Dragon Magic)
Initiate of Garyx (Dragon Magic)
Initiate of Ghaunadaur (Champions of Ruin)
Initiate of Gruumsh (Champions of Ruin)
Initiate of Hlal (Dragon Magic)
Initiate of Horus-Re (Champions of Valor)
Initiate of Ilmater (Player's Guide to Faerûn)
Initiate of Io (Dragon Magic)
Initiate of Kossuth (Champions of Ruin)
Initiate of Lendys (Dragon Magic)
Initiate of Loviatar (Shining South)
Initiate of Loviatar (Champions of Ruin)
Initiate of Milil (Champions of Valor)
Initiate of Nobanion (Champions of Valor)
Initiate of Shar (Champions of Ruin)
Initiate of Shar (City of Splendors: Waterdeep)
Initiate of Tamara (Dragon Magic)
Initiate of Tchazzar (Dragons of Faerun)
Initiate of the Holy Realm (Champions of Valor)
Initiate of Tiamat (Dragon Magic)
Initiate of Torm (Champions of Valor)
Initiate of Tymora (Champions of Valor)
Initiate of Tyr (Player's Guide to Faerûn)
Initiate of Varae (Champions of Ruin)
Law Inviolate (Races of Destiny)
Radiant Fire (Races of Destiny)
Undying Fate (Races of Destiny)
Whispered Secrets (Races of Destiny)

Imbued Summoning (Player's Handbook II, p. 92)
Insidious Magic (Player's Guide to Faerûn, p. 40)
Invigorating Spellcaster (Dragon 311 on pg 43)
Magic of the Land (Races of the Wild, p. 152)
Mastery of the Dead (Player's Guide to Eberron, p. 125)
Misleading Song (Races of Stone, p. 142)
Nimble Bones (Libris Mortis: The Book of Undead, p. 29)
Pernicious Magic (Player's Guide to Faerûn, p. 42)
Rashemi Elemental Summoning (Unapproachable East, p. 45)
Reserve feats
Acidic Splatter Complete Mage
Aquatic Breath Complete Mage
Blade of Force Complete Mage
Borne Aloft Complete Mage
Charnel Miasma Complete Champion
Clap of Thunder Complete Mage
Clutch of Earth Complete Mage
Dimensional Jaunt Complete Mage
Dimensional Reach Complete Mage
Drowning Glance Complete Mage
Face-Changer Complete Mage
Fiery Burst Complete Mage
Fragile Construct Complete Champion
Holy Warrior Complete Champion
Hurricane Breath Complete Mage
Invisible Needle Complete Mage
Magic Disruption Complete Mage
Magic Sensitive Complete Mage
Minor Shapeshift Complete Mage
Mitigate Suffering Complete Champion
Mystic Backlash Complete Mage
Protective Ward Complete Champion
Shadow Veil Complete Mage
Sickening Grasp Complete Mage
Storm Bolt Complete Mage
Summon Elemental Complete Mage
Sunlight Eyes Complete Mage
Touch of Distraction Complete Mage
Touch of Healing Complete Champion
Umbral Shroud Complete Champion
Wind-Guided Arrows Complete Mage
Winter's Blast Complete Mage

Reserves of Strength (Dragonlance Campaign Setting, p. 86)
Shadow Song (Races of Faerûn, p. 168)
Shadow Weave Magic (Player's Guide to Faerûn, p. 43)
Shape Soulmeld: Illusion Veil (Magic of Incarnum)
Shape Soulmeld: Therapeutic Mantle (Magic of Incarnum)
Snowcasting (Frostburn, p. 50)
Spell Focus (Player's Handbook v.3.5, p. 100)
Spell Penetration (Player's Handbook v.3.5, p. 100)
Spell Perfection (https://aonprd.com/FeatDisplay.aspx?ItemName=Spell%20Perfection)PF (Advanced Player's Guide pg. 170)
Spell Specialization (https://aonprd.com/FeatDisplay.aspx?ItemName=Spell%20Specialization)P F (Ultimate Magic pg. 156)
Spellbinder (Dragon 311 on pg 43)
Spellstrike (Dragon 311 on pg 43)
Superior Summons (Dragon 311 on pg 43)
Tenacious Magic (Player's Guide to Faerûn, p. 45)
Varisian Tattoo (https://aonprd.com/FeatDisplay.aspx?ItemName=Varisian%20Tattoo)PF (Inner Sea World Guide pg. 289, Rise of the Runelords Player's Guide pg. 15, Pathfinder Campaign Setting pg. 147)
War Magic Study (Dragon 309 pg. 44)

Items
optional material components (https://forums.giantitp.com/showthread.php?602481-Optional-Material-Components&p=24257303#post24257303)


Monsters
Familiars (http://minmaxforum.com/index.php?topic=9955.0)
Slaymate (Libris Mortis)


Rules
Incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm)
Researching Spells (p198 of the 3.5 DMG)
Summoning Individual Monsters variant (DMG p.37)

Spells
Acorn of Far Travel (http://archive.wizards.com/default.asp?x=dnd/fw/20040710a)
Alamanther's Return (Magic of Faerun)
Create Demiplane (https://aonprd.com/SpellDisplay.aspx?ItemName=Create%20Demiplane)PF
Extract Gift (Fiendish Codex I: Hordes of the Abyss)
Genesis (https://www.d20srd.org/srd/epic/spells/genesis.htm)
Paragon Surge (https://aonprd.com/SpellDisplay.aspx?ItemName=Paragon%20Surge)PF (Advanced Race Guide pg. 48)
Perfect Summons (Book of Exalted Deeds)
Permanency (https://www.d20srd.org/srd/spells/permanency.htm) (Player's Handbook v.3.5, p. 259)
Plundered Power (https://aonprd.com/SpellDisplay.aspx?ItemName=Plundered%20Power) (Horror Adventures pg. 124)
Precipitate Breach (Planar Handbook)
Precipitate Complete Breach (Planar Handbook)
Shades (https://www.d20srd.org/srd/spells/shades.htm)
Shadow Conjuration (http://www.d20srd.org/srd/spells/shadowConjuration.htm)
Shadow Evocation (http://www.d20srd.org/srd/spells/shadowEvocation.htm)
Shadow Enchantment (https://aonprd.com/SpellDisplay.aspx?ItemName=Shadow%20Enchantment)PF
Shapechange (https://www.d20srd.org/srd/spells/shapechange.htm)
Spell Engine (Spell Compendium, p. 198)
True Casting (Complete Mage)
Wish (https://www.d20srd.org/srd/spells/wish.htm)


OUTPUTS

Cast the Spell Into The Thing
Chain Contingency (Tome and Blood: A Guidebook to Wizards and Sorcerers)
Contingency (http://www.d20srd.org/srd/spells/contingency.htm)
Elminster's Evasion (Forgotten Realms Campaign Setting)
Enveloping Cocoon (https://dndtools.net/spells/spell-compendium--86/enveloping-cocoon--4453/)
Ring of Spell Storing (https://www.d20srd.org/srd/magicItems/rings.htm#spellStoringMinor)
Runic Guardian (Monster Manual II)
Shalantha's Delicate Disk (Lost Empires of Faerûn)
Shield Guardian (http://www.d20srd.org/srd/monsters/shieldGuardian.htm)
Spell Matrix (Spell Compendium, p. 199)
Spell Matrix, Greater (Spell Compendium p. 199)
Spell Matrix, Lesser (Spell Compendium p. 199)
Spell Storing weapon (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#spellStoring)

You Dont Cast the Spell Into the Thing
Craft Aboleth Glyph ( Lords of Madness, p. 22)
Craft Skull Talisman ( Frostburn, p. 47)
Creating Magic Items (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm)
Designing A Trap: Magic Traps (http://www.d20srd.org/srd/traps.htm)
Elder Glyph of Warding (Lords of Madness)
Glyph of Warding (Player's Handbook v.3.5, p. 236)
Glyph of Warding, Greater (Player's Handbook v.3.5, p. 237)
Living Spells (Monster Manual III pg. 91)
- Spell Sovereign: Create Living Spell (Dragon 357 pg. 76)
Runecaster: Improved Runecasting (Forgotten Realms Campaign Setting variant, p. 51) (“casting as a rune” is mentioned twice as flavor text not as rules text)
Spell Turret (DMG2 p. 45) (creation would use the Designing A Trap: Magic Traps rules)
Spellscribed Mummy (https://aonprd.com/MonsterDisplay.aspx?ItemName=Mummy)PF (Pathfinder #81: Shifting Sands pg. 71)
Tupilaq (https://aonprd.com/MonsterDisplay.aspx?ItemName=Tupilaq)PF (Bestiary 3 pg. 275)

Dont Even Have to Know The Spell
Craft Contingent Spell (Complete Arcane, p. 77)
Energy Transformation Field (Spell Compendium, p. 80)
Hallow (http://www.d20srd.org/srd/spells/hallow.htm)/Unhallow (https://www.d20srd.org/srd/spells/unhallow.htm)
Living Spells (Monster Manual III pg. 91)
- AlchemistPF: Bottled Ooze (https://aonprd.com/AlchemistDiscoveries.aspx) (Ultimate Magic pg. 15)
- Craft Ooze (https://aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Ooze)
- Spell Sovereign: Living Spell Familiar (Dragon 357 pg. 76)
Spellsong Nightingale (http://archive.wizards.com/default.aspx=dnd/cw/20070115a)
Spellstitched undead (Complete Arcane p. 161)

StSword
2021-01-01, 07:12 PM
There's the ceremonial feats from Dragon magazine #311, based on Monte Cook's Arcana Unearthed/Evolved.

They are available as feats, but they do not alter casting time or level, nor are they metamagic feats.

For example, a bloodleach spell requires casting a spell with a verbal component and a 25 gp ruby as a material component, and in return the caster heals twice your character level with a night of rest, or three times your character level with bed rest, and the spell does an extra 1d6 which is then applied to healing the caster's hit points.

Miss Disaster
2021-01-02, 01:28 AM
The 'Shadow XXXXXXX' series of Illusion (Shadow) spells significantly alters the spell they are mimicking into the kind of modification/variants you are talking about. Especially when you can do nice, optimized things like shorten casting time to 1 Standard Action, eliminate expensive Material Components, and do "this hindering spell affects you, but not me" shenanigans like you can with Resilient Sphere.

While WotC's version of Shadow XXXXXX spells affects select Conjuration and Evocation spells, Paizo's PF version does the same, plus select Enchantment school spells. If you venture into quality 3PP material, you can also find Shadow XXXXXX spells for the other schools as well.

P.S. You can also do some rather overpowered tricks with the OP's War Magic spells, too.

Gruftzwerg
2021-01-02, 01:59 AM
Eldritch Theurge:

Spellblast:
Place any AoE spell (even personal range) on your Eldritch Blast. Abuse with Eldritch Spear to have 250ft range.

Eldritch Spellweave:
Place any Eldritch Essence on a melee or ranged touch spell. If the essence changes the damage type it can only be applied to damaging spells.
Either add a Save or Suck essence (e.g. Noxious Blast) on a spell or change the dmg type of a damage spell to acid to bypass SR. The essence can only affect a single target, even if the spell affects multiple targets.

Greatreach Blast:
Place any Touch Spell on your Eldrich Blast. Again can only affect a single target.


_____________________

Eldritch Disciple:

Eldritch Spellweave:
Same as for the Eldritch Theurge except for divine spells.

______________________


Spellblast and Greatreach Blast can further be combined with Hellfire Blast from Hellfire Warlock (since it is not a essence. It's just an ability that you can activate when needed).

Vaern
2021-01-02, 08:50 AM
A few things I can think of off the top of my head that change the effects of spells without requiring metamagic modifications. Maybe not as significant as you're looking for but they seem to fit the bill:

Augment Healing [General]
Increases damage healed by all healing spells cast

Augment Summoning [General]
Improves ability scores of all summoned creatures

Summon Alient (Alienist)
All creatures summoned via summon monster spells gain the pseudonatural template.

Eschew Materials [General]
Removes inexpensive material component requirements from spells.

Elemental Specialty (Ex) (Elemental Savant)
Changes the energy descriptor and damage type of all energy spells cast to your chosen specialty, as energy substitution.

Darg
2021-01-02, 04:14 PM
Shadowcraft mage's Shadow Illusion ability eventually creates spells more real than the real thing.

Extra Spell feat is the only RAW legal way to bypass the DM's permission to get any spell of the appropriate level which is the best way to get access to certain PrCs you couldn't normally have access to. Of course, DM fiat has more authority than even RAW.

unseenmage
2021-01-03, 02:54 PM
Updated the OP to include suggestions.

I included stuff that autocasts the spells too and stuff that could give one access to living spells.

I know there are more things that can output the modified spells such as craftable SLAs and Intelligent Magic Items. Will add those eventually.

Might restructure the lists into more of an input -> output fashion too. I dunno.

The original idea was to see what modifications to a spell would persist all the way through to the various outputs like living spell, runecaster, and energy transfo field.

Gruftzwerg
2021-01-04, 04:02 AM
There are also variant rules like Incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm)if you want to include them.

Further I would like to point out that Hellfire Blast should be mentioned with the Eldritch PRCs since it also effects the spells that are added as essence to the Eldritch Blast. Up to +6d6 dmg and turns (even) the (spell) damage into hellfire. You get to double dip the bonus damage, once for the Eldritch Blast and once for the spell. I don't know if that was clear from my first post.

Helluin
2021-01-04, 05:31 AM
If you included resetting trap, then perhaps spell turret (PHB2?) should count;
There’s Dweomerkeeper’s capstone, of course (Spell to Su);
Simbul’s Spell Sequencer is similar to spell matrix. There is also Simbul’s Synostodweomer (Spell to healing);
Spell Engine?
Shapechange (get Supernatural abilities with a Spell, including Beholder eye rays, and if combined with Reserve of Strength, even Gibbering Orb’s eye rays...)
Extract Gift (get skill bonus by siphoning power from bound fiends)
Alamanther’s return (duplicate opponent’s spell or SLA)
Paragon Surge [PF] (get a feat while the spell lasts)
Plundered power [PF] (steal SLA from dead creatures)
Perfect Summoning Field

Classes:
Circle Magic classes? (Hathran etc.)
Malconvoker (increase Planar Binding HD cap, also better Summoning spells)
Thaumaturgist (cheaper Planar Ally, Augment Summoning, Contingent Summoning)
Beholder Mage! (Spells as eye rays)

Fests:
All reserve feats;
Reserve of Strength (increase Spell CL and CL-dependent variables beyond cap, can be used to push Shapechange and [polymorph] effects beyond HD cap) [Dragonlance only]
Augment Calling [PF]

Monsters:
Slaymate

Thurbane
2021-01-04, 04:22 PM
Not sure if this is what OP is looking for, but optional material components (https://forums.giantitp.com/showthread.php?602481-Optional-Material-Components&p=24257303#post24257303) modify spells in many ways, sometimes mimicking meta-magic, sometimes other effects.

Might be some relevant feats here: Metamagic That Isn't (https://forums.giantitp.com/showthread.php?367562): Elven Spell Lore, Magic of the Land etc.

Fuzzy McCoy
2021-01-04, 04:28 PM
While not everything on this (http://minmaxforum.com/index.php?topic=10885.0) list fits what you want, there’s some good stuff there.

Thurbane
2021-01-04, 04:45 PM
May also be worth noting that the Ceremonial feats/spell templates were re-printed in Dragon Compendium (p.144-147), giving them a slightly more "official" status.

unseenmage
2021-01-08, 01:35 PM
Added many suggestions to the lists.
I think I will break them up based on inputs and outputs eventually.

Like a flowchart for spells. Start here, modify your way through here, and out they come from these things here.

ezekielraiden
2021-01-08, 06:52 PM
Really surprised no one has mentioned the Archmage and Geomancer prestige classes yet.

Multiple Archmage High Arcana have metamagic-like effects, and you can burn slots to gain spells as permanent SLAs. (I once gave up a 5th and 9th slot to have 2x daily shapechange, but could easily have done time stop or foresight). Arcane Reach and Mastery of Elements are metamagic (and the latter includes all energy, even Sonic!), and Mastery of Shaping is frankly better than most AoE-altering effects. And Archmage is very easy to qualify for as a Wizard or even a Sorcerer. A nice "cherry on top" for any Wizard build.

Geomancer costs a bomb if you aren't playing gestalt (or entering early somehow) but it lets you mix and match the casting properties of your spells, meaning 0% ACF, ensuring SADness, and using foci instead of expensive components where applicable. Gestalt is where it really shines though, especially if you combine it with Academic Priest (or Dynamic Priest if you want Cha), since Geomancer gets you saves only, while Academic Priest gets you everything BUT saves.

Also, if you're allowing PF content, the Arcanist or Exploiter Wizard archetype can do some shenanigans, as can certain Sorcerer bloodlines, but I imagine this is specifically 3.x, not PF.

unseenmage
2021-01-17, 04:54 PM
Okay, so I've edited the spoiler in the OP with the following info. It is all the outputs for potentially modified spells sorted by whether that spell is cast into the item, you have to know the spell, or the spell just suddenly is there regardless of you even being able to cast or know it.

OUTPUTS

Cast the Spell Into The Thing
Spells that are stored in these are actually cast into the item and as such would have whatever modifications to them persist.
Chain Contingency (Tome and Blood: A Guidebook to Wizards and Sorcerers)
Contingency (http://www.d20srd.org/srd/spells/contingency.htm)
Elminster's Evasion (Forgotten Realms Campaign Setting)
Enveloping Cocoon (https://dndtools.net/spells/spell-compendium--86/enveloping-cocoon--4453/)
Ring of Spell Storing (https://www.d20srd.org/srd/magicItems/rings.htm#spellStoringMinor)
Runic Guardian (Monster Manual II)
Shalantha's Delicate Disk (Lost Empires of Faerûn)
Shield Guardian (http://www.d20srd.org/srd/monsters/shieldGuardian.htm)
Spell Matrix (Spell Compendium, p. 199)
Spell Matrix, Greater (Spell Compendium p. 199)
Spell Matrix, Lesser (Spell Compendium p. 199)
Spell Storing weapon (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#spellStoring)

You Dont Cast the Spell Into the Thing
Spells produced by these items are not cast into the subject and as such wouldn't have any spell modifying affects persist.
Craft Aboleth Glyph ( Lords of Madness, p. 22)
Craft Skull Talisman ( Frostburn, p. 47)
Creating Magic Items (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm)
Designing A Trap: Magic Traps (http://www.d20srd.org/srd/traps.htm)
Elder Glyph of Warding (Lords of Madness)
Glyph of Warding (Player's Handbook v.3.5, p. 236)
Glyph of Warding, Greater (Player's Handbook v.3.5, p. 237)
Living Spells (Monster Manual III pg. 91)
- Spell Sovereign: Create Living Spell (Dragon 357 pg. 76)
Runecaster: Improved Runecasting (Forgotten Realms Campaign Setting variant, p. 51) (“casting as a rune” is mentioned twice as flavor text not as rules text)
Spell Phylactery (Magic of Faerun p. 113)
Spell Turret (DMG2 p. 45) (creation would use the Designing A Trap: Magic Traps rules)
Spellscribed Mummy (https://aonprd.com/MonsterDisplay.aspx?ItemName=Mummy)PF (Pathfinder #81: Shifting Sands pg. 71)
Tupilaq (https://aonprd.com/MonsterDisplay.aspx?ItemName=Tupilaq)PF (Bestiary 3 pg. 275)

Dont Even Have to Know The Spell
Spells produced by these don't even have to be known or cast by their creator to be caused to occur.
Craft Contingent Spell (Complete Arcane, p. 77)
Energy Transformation Field (Spell Compendium, p. 80)
Hallow (http://www.d20srd.org/srd/spells/hallow.htm)/Unhallow (https://www.d20srd.org/srd/spells/unhallow.htm)
Living Spells (Monster Manual III pg. 91)
- AlchemistPF: Bottled Ooze (https://aonprd.com/AlchemistDiscoveries.aspx) (Ultimate Magic pg. 15)
- Craft Ooze (https://aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Ooze)
- Spell Sovereign: Living Spell Familiar (Dragon 357 pg. 76)
Spellsong Nightingale (http://archive.wizards.com/default.aspx=dnd/cw/20070115a)
Spellstitched undead (Complete Arcane p. 161)

unseenmage
2021-03-05, 12:26 PM
There being a very large debate (https://forums.giantitp.com/showthread.php?628003-creating-magic-items-and-quot-casting-spells-quot) (two even! (https://forums.giantitp.com/showthread.php?627504-Imbue-Item-ignoring-prereqs-y-n)) on the front page about spells, how they're cast, and what casting them even means got my brain chewing kn this thread again.

Someone in one of those arguements says a few times that "only spellcastera cast spells" which amused me because there are at least two different costructs on my lists here that say they cast the stored spell or cast their SLA.

It is also super relevant to this thread whether spells put into magic items are cast into them or built into them.
Kind of.

See, if they're cast into them then certainly the rider effect from non metamagic spell alterations should go in too.

If they're built in instead of cast then they could also have the non metamagic effect built in as part of a custom magoc item.

In either case the GM is supposed to check the new magic item's effects and adjust its price and associated creation costs accordingly by comparing it to other similar magic items.

So either way the resultant item should have a new price based how much more powerful the incorporated non metamagic spell alterations made it regardless of how those modifications got in there.

Silent Alarm
2021-03-05, 12:47 PM
Interesting. I've never seen this thread before.

Page 134 of the Planar Handbook allows you to increase the spell level of Summon Monster to alter the creatures you can summon with it to summon Entropic and Vivacious creatures. I've found it useful in my home game as a means of adding a healer to the party without having a Cleric or just giving the party a Wand of Cure Light Wounds or whatever.

Gruftzwerg
2021-03-05, 12:58 PM
You can use metamagic feats while crafting. Wands & scrolls are the most common ones. You need to keep in mind the altered spell lvl and thus the increased crafting costs. But it is fulls supported by RAW. Its just that the books don't give any examples besides from wands and scrolls IIRC. As such you need to be careful what you are allowing or not (as DM). But that is already a rule for crafting custom items (that the DM should consider it the item is OK or not).
Just think about a ring of permanent True Strike. Technically possible, but imho should be never allowed by any sane DM. Same here, while metamagic wands and scrolls are fine, custom magic gear with metamagic should be handled very carefully, if not straight out banned.

edit: (sry, posted instead of preview..)

In the chase of non-metamagic enhancements it is much harder to say. We have items that only use feats and not spells to craft (e.g. Monkey Head talisman from dragon). So, technically not straight impossible as it seems (to bring non magic resources/things into magic items).

edit 2: corrected item name