Prerequisites: Int 13+ (wizards) or Cha 13+ (sorcerors), ability
to cast 1st-level arcane spells, any two other metamagic feats.
Benefit: Two spellcasters, each with this feat, can combine two
spells into a single effect. These spells must both have an
instantaneous duration. The higher-level spell is considered
"primary", and the lower-level spell is considered "secondary".
If both spells are of the same level, the casters may choose
which spell is to be primary.
The combined spell takes all the characteristics of the primary
spell (including spell level), except as noted below. The
"extra" energy of the secondary spell goes to apply one or more
metamagic feats to the primary spell, from the following list:
Empower Spell, Heighten Spell, Maximize Spell. Both casters must
know the metamagic feat to be applied. The secondary spell must
have sufficient levels to "pay" for the metamagic feat. The
combined spell takes the damage rating of the primary spell or
the secondary spell, whichever yields the higher average damage
(use that of the primary spell if both have the same average).
The damage type inflicted by the spell is considered to be 50%
the element of the primary, and 50% the primary of the secondary,
if they differ. In addition, the secondary spell may
"contribute" one special effect other than straight damage.
Beyond a certain point, a low-level spell cannot be combined with
a higher-level one. The secondary spell can be no more than 3
levels lower than the primary. For example, a magic missle could
not be used to Heighten a Meteor Swarm. Whether or not the total
level of the combined spell can exceed 9 is entirely up to the
DM's discretion (any may be disallowed in anything but high-level
campaigns).
Each time a character takes this feat, he learns a number of
specific combinations equal to the caster's ability modifier for
his spellcasting ability score (Intelligence for wizards,
Charisma for sorcerors). The character taking this feat need
know only one of the two spells to be involved in the combined
spell. Both casters must know the same combination to use it
together (i.e. both casters must have chosen a "burning hands +
shocking grasp" combination to use it). The character taking the
feat may choose a suitably-pretentious name for the combined
spell, if he chooses. All combinations and their characteristics
(within the above guidelines) are subject to DM approval.
To cast actually cast a combined spell, the casters must be
within Close range of each other (using the lower of the two
casters' levela for the level-based variable), and both casters
must succeed at a Spellcraft check with DC equal to 15 + (level
of primary spell) + (level of secondary spell). If either check
fails, the entire combined spell fails.
Normal: A character without this feat cannot combine spells with
other casters at all.
******
The following are a few examples of combined spells constructed
with this feat:
Burning Arc (burning hands + shocking grasp): as Heightened
(level +1) burning hands. Inflicts either 1d8+1 damage/level or
1d4 damage/level, depending on caster level (50% fire, 50%
electricity, Reflex save for half). Total levels: 2. Spellcraft
DC: 17.
Draining Bolt (chill touch + magic missle): as Heightened (level
+1) magic missle. Inflicts 1d4+1 points of damage (50% force,
50% negative energy), plus target(s) must make a Fortitude save
of suffer one point of temporary Strength damage. Total levels:
2. Spellcraft DC: 17.
Lingering Flame (flame arrow [fiery bolts version] + Melf's Acid
Arrow): as Empowered flame arrow (fiery bolts version), and the
flame clings to target, inflicting continuing damage in
subsequent rounds as Melf's Acid Arrow. Damage is 50% fire, 50%
acid. Total levels: 5. Spellcraft DC: 20.
Plasma Stream (lightning bolt + fireball): as Maximized lightning
bolt. Inflicts 1d6 damage/level (50% fire, 50% electricity,
Reflex save for half). Total levels: 6. Spellcraft DC: 21.
Numbing Ray (cone of cold + enervation): as double-Empowered cone
of cold, plus targets suffers 1d4 negative levels for one hour.
Total levels: 9. Spellcraft DC: 24.
*** The following example combinations may not be legal in many
campaigns, as they exceed the power of 9th-level spells.***
Sunstrike (chain lightning + sunburst): as Maximized, Empowered,
Heightened (level +1) chain lightning. Damage is 50%
electricity, 50% sunlight. All targets are blinded (Reflex save
negates). Total levels: 14. Spellcraft DC: 29.
Prismatic Storm (meteor swarm + prismatic spray): as Maximized,
double-Empowered meteor swarm, plus color effects of prismatic
spray. Total levels: 16. Spellcraft DC: 31.
******
So how munchkin is it? Comments, critiques, suggestions? Keep
in mind that my campaign is based on Chrono Trigger (an
anime-style video game designed by the creator of Dragon Ball, if
it matters).
- Sir Bob
P.S. Nih!