08-22-2015, 10:16 PM
(This post was last modified: 08-31-2015, 09:18 PM by NeloAngelo.)
I got bored and decided to make meta-magic feats based mainly around the spell types within FF:TYPE 0.
Shotgun Spell:
You can cause a spell to be fired in a cone in front of you.
Benefit: A shotgun spell changes the spell into a cone attack, still acting as the same spell, hitting all creatures in a 20ft cone. Only spells that are a single target damaging spells that are Ranged attack or Ranged touch are able to be effected by this. Single target healing spells are affected as well. On a successful saving throw against a Shotgun spell, the damage taken from the spell is halved.
MP Increase: +3 (a shotgun spell costs 3 additional MP more than the actual MP cost of the spell.)
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Bomb Spell:
You can cause a spell to be fired all round you.
A Bomb spell changes the spell into a radius spell, still acting as the same spell, hitting all creatures in a 20ft radius, with the caster as the center. The caster is unaffected by the spell. Only spells that are a single target damaging Ranged attack or ranged touch are able to be effected by this. Single target healing spells are effected as well. On a successful saving throw against a Bomb spell, the damage taken from the spell is halved.
MP Increase: +3 (a bomb spell costs 3 additional MP more than the actual MP cost of the spell.)
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Split Spell:
You can split a spell to hit multiple targets.
Benefits: A split spell can have its dice pool taken out to split the spell into smaller spells against the same or other targets within range. (EX: A Blizzard III spell that deals 5d6 can be split of to 5 1d6 range touch attacks that inflict frozen.) Split spells lose bonus damage however from caster modifier and level. Only damaging range attack or ranged touch spells can be effected. Single target healing spells are affected as well.
MP Increase: +2 (a split spell costs 2 additional MP more than the actual MP cost of the spell.)
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Rocket Spell:
You can cause a spell to explode on impact.
Benefits: A rocket spell fires in its max range in a straight line from the caster and impacts on the first creature or object it comes in contact with dealing spell effects normally and half the damage to those within 10ft radius of the impact of the square of the impact being the center. The impacted creature must make a FORT save DC: 20 or be knocked prone from the impact. Only single target damaging range attack or range touch attack can be affected. Single target healing spells are also affected. the attack still makes its designated attack against creature/object its comes to first, if it misses it keeps going passed the character until it impacts or reaches its max range.
MP Increase: +3 (a rocket spell costs 3 additional MP more than the actual MP cost of the spell.)
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Missile Spell:
You can fire a spell in a missile like state that homes on its target.
Benefit: A missile spell homes on a target unable to miss. The spell guarantees a hit with the spell, however its die is dropped to a d4 and loses its casting modifier to damage but retains level bonus to the spell, but otherwise has all its other effects. This is treated much like magic missile, but is unable to be split off and its treated like magic missile to determine abilities/items that negate magic missile. . Only single target damaging range attack or range touch spells can be affected. Single target healing spells are also affected.
MP Increase: +1 (a Missile spell costs 1 additional MP more than the actual MP cost of the spell.)
Shotgun Spell:
You can cause a spell to be fired in a cone in front of you.
Benefit: A shotgun spell changes the spell into a cone attack, still acting as the same spell, hitting all creatures in a 20ft cone. Only spells that are a single target damaging spells that are Ranged attack or Ranged touch are able to be effected by this. Single target healing spells are affected as well. On a successful saving throw against a Shotgun spell, the damage taken from the spell is halved.
MP Increase: +3 (a shotgun spell costs 3 additional MP more than the actual MP cost of the spell.)
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Bomb Spell:
You can cause a spell to be fired all round you.
A Bomb spell changes the spell into a radius spell, still acting as the same spell, hitting all creatures in a 20ft radius, with the caster as the center. The caster is unaffected by the spell. Only spells that are a single target damaging Ranged attack or ranged touch are able to be effected by this. Single target healing spells are effected as well. On a successful saving throw against a Bomb spell, the damage taken from the spell is halved.
MP Increase: +3 (a bomb spell costs 3 additional MP more than the actual MP cost of the spell.)
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Split Spell:
You can split a spell to hit multiple targets.
Benefits: A split spell can have its dice pool taken out to split the spell into smaller spells against the same or other targets within range. (EX: A Blizzard III spell that deals 5d6 can be split of to 5 1d6 range touch attacks that inflict frozen.) Split spells lose bonus damage however from caster modifier and level. Only damaging range attack or ranged touch spells can be effected. Single target healing spells are affected as well.
MP Increase: +2 (a split spell costs 2 additional MP more than the actual MP cost of the spell.)
---
Rocket Spell:
You can cause a spell to explode on impact.
Benefits: A rocket spell fires in its max range in a straight line from the caster and impacts on the first creature or object it comes in contact with dealing spell effects normally and half the damage to those within 10ft radius of the impact of the square of the impact being the center. The impacted creature must make a FORT save DC: 20 or be knocked prone from the impact. Only single target damaging range attack or range touch attack can be affected. Single target healing spells are also affected. the attack still makes its designated attack against creature/object its comes to first, if it misses it keeps going passed the character until it impacts or reaches its max range.
MP Increase: +3 (a rocket spell costs 3 additional MP more than the actual MP cost of the spell.)
---
Missile Spell:
You can fire a spell in a missile like state that homes on its target.
Benefit: A missile spell homes on a target unable to miss. The spell guarantees a hit with the spell, however its die is dropped to a d4 and loses its casting modifier to damage but retains level bonus to the spell, but otherwise has all its other effects. This is treated much like magic missile, but is unable to be split off and its treated like magic missile to determine abilities/items that negate magic missile. . Only single target damaging range attack or range touch spells can be affected. Single target healing spells are also affected.
MP Increase: +1 (a Missile spell costs 1 additional MP more than the actual MP cost of the spell.)