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Yagura:SRD:Spellcasting Strain
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====Metamagic==== Preparation casters are still required to apply any desired metamagic effects to their spells at preparation. These spells take up a slot of the appropriate level and a number of spell points based on that slot when cast. Spontaneous casters may choose to apply any metamagic feats that they know when casting a spell. They pay a cost in spell points based on the final level of the spell after all metamagic adjustments are complete. If the spell has a casting time of 1 full-round action or less, they must spend a swift action to apply metamagic effects. In the case of a quickened spell, this swift action also entails the entire casting of the spell. If the spell has a cast time of 1 round or more, they must spend an additional standard action to apply metamagic effects. Some specific adjustments and clarifications to metamagic appear below. =====Empower Spell===== Empower Spell only carries a metamagic cost of 1 spell level, not 2. The reasons behind this are fairly straightforward. Casting an empowered spell of level X has an effect roughly equal to casting a spell of level X and a spell of level X-1. Since we know that the cost of casting those two spells is the same as the cost of casting a spell of level X+1, we charge the same amount for this metamagic effect. =====Heighten Spell===== Heighten Spell increases the spell's level, which also increases the spell power of a spell. This is generally an inefficient way of boosting a spell's effect, but may be necessary to breach a defense. =====Widen Spell===== Widen Spell increases both the length and the width of line effects. This grants a similar effect to lines as it does other areas. {{Underbar| ===Optional Caster Adjustments=== |The spell power system in particular lends itself to class adjustment that makes spellcasters dependent on additional attributes. If your spell power was equal to the listed amount -4 + an attribute modifier, then your spellcaster suddenly has an attribute that they may want to increase to boost their effectiveness. The important thing then would be to make it a different attribute than that which governed their spell DCs. As an example of this sort of adjustment, we present the following suggestions for the core caster classes. '''Bard:''' Intelligence adds to spell DC, Charisma adds to spell power. '''Cleric:''' Charisma adds to spell DC, Wisdom adds to spell power. '''Druid:''' Wisdom adds to spell DC, Charisma adds to spell power. '''Paladin:''' Charisma adds to spell DC and spell power. They have enough attributes to manage already. '''Ranger:''' Wisdom adds to spell DC and spell power. They also have enough attributes to manage already. '''Sorcerer:''' Charisma adds to spell DC, Intelligence adds to spell power. '''Wizard:''' Intelligence adds to spell DC, Wisdom adds to spell power.}}</onlyinclude>
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