==Aelryinth
| Author | Comment | ||
|---|---|---|---|
Aelryinth |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
This must be a touchy rules area, or Andy has to tread some new ground, as he hasn't gotten back with us yet!
==Aelryinth |
|||
Pinkys Brain narf |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
Well my spamming of replies on the thread probably didn't help ... in case Andy didn't see it, here are the page refs for the original questions :
Metamagic item = ECS pg 113. Heighten = PHB pg 95. Improved heighten spell (epic) = ELH pg. 58. UMD = PHB pg. 86 (Specifically people use "emulate a class feature" to emulate the spell list of a class to use a staff instead of using the "use a wand" method.) |
|||
ShadoStahker |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
Problem is, if they're using UMD to emulate the spell list, they aren't using it to increase their caster level.
My own feeling, and I believe I've seen this ruling before (may not have been official, but makes sense) is that when you use "emulate a class feature" you emulate that class's spell list, but either (depending on how harsh the DM is) have a CL of 1, or no CL at all. A Wiz with a CL of 1 (or even no CL) can use the Staff of the Magi, just at the given CLs. In my opinion, CL is not a class feature on its own. Even if you allowed it to be emulated, you would still need the Spell List to be able to activete the item, and so it would do you no good. You'd have a huge CL, but no way to use the items. EDIT: Another ruling I remember is that emulating a class feature gives you no ability to use that feature in any way. For example, emulating Evasion merely makes the item believe you have evasion. Emulating a CL makes the item believe you're a high-level caster, but increasing the CL of a staff requires that you actuvely employ that CL, which you are unable to do because you don't actually have it. |
|||
Tiburon Silverflame |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
In my opinion, CL is not a class feature on its own. Even if you allowed it to be emulated, you would still need the Spell List to be able to activete the item, and so it would do you no good. You'd have a huge CL, but no way to use the items.
CL isn't a class feature; it affects the DC, tho. From Scrolls in the UMD skill description: Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. |
|||
Aelryinth |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
There's a whole range of ways to interpret this...which is why I sent it up for something official from Da Sage
==Aelryinth |
|||
apearlma |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
I think a better way for Andy is to describe the effect...
A Bard 20 has maximum ranks in UMD. He has also gotten Skill Focus(UMD). With his +6 Cloak of Charisma/levels/buying a +5 book, he has a 32 Charisma. And he has a Circlet of Persuasion. All Core items. Okay, so that gives him a total UMD score of 23+3+11+3 = +40 in Use Magic Device. He has a Staff of the Greater Beatific from Complete Divine, which among other things allows the use of Holy Word. Instead of using the Use Wand section of Use Magic Device, he decides to use the Emulate Class Feature section. He rolls a 10, so his effective cleric level is 30. That's without doing anything truly unusual - make him have 1 level of Marshal with Motivate Charisma, and that gives him +11 to the roll to make his effective cleric level 41. Watch the 36th level Epic Evil Fighter be paralyzed for 1d10 minutes, no save and his buddy, the 31st level Epic Evil Cleric get blown apart. There's people who have managed to get the UMD check into I think the 80s by level 20. --- Mind you, I don't think this is legal as they are actually using the class feature in question(caster level), but others have had different impressions. |
|||
ShadoStahker |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
Yes, but that merely allows him to activate the item as though he was a 30th (or whatever) level cleric, which would actiavate the item at its normal caster level. As you said, in order to increase the CL, he would have to "actually use the class feature of another class" which he could not do.
|
|||
Aelryinth |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
There's nothing that says youc an't emulate multiple things at one time when doing a UMD check. They are all checked independently, instead of stacking the difficulty.
I finally realized why the caster level check is in there...its so you can use scrolls without blowing the difficulty roll. Remember, even if a scroll is on your spell list, if you aren't high enough level, you have a spell mishap chance. A UMD Gawd still has to emulate a caster level to use a scroll correctly. Doing so has no effect on the scribed spell, of course... you could emulate caster level 100 and the scroll still goes off at the level it was scribed at. The Use Wand usage transports nicely over to Staves...both are spell trigger devices. Someone just seized on the UMD caster level device for scrolls because of the special ability of Staves to use the caster level instead of the default for the staff. Opportunistic rules lawyers. Ya gotta love em. ==Aelryinth |
|||
Aelryinth |
Re: Andy, Rules q. Artificer. Heighten. Metamagic Infusion. | ||
|
so, um, Andy, I know the polymorph storm is raging, but could you spare some time for us here?
==Aelryinth |
|||
CinnamonPixie |
|||
Pinkys Brain narf wrote: It isn't... But cast the infusion on different items you're wearing and there shouldn't be any problems.
|
|||
CinnamonPixie |
|||
Aelryinth wrote: I hate to fork this thread in another direction, but I do have a question (well a request for clarification, actually) about this infusion. There is another infusion just like this one (Metamagic Scroll - Magic of Eberron (page 99 I think)) that allows you to apply a metamagic feat to a scroll - and it's a first level (instead of 3rd) and carries a restriction of a metamagic feat with a level adjustment of 2 or lower only. The wording of that one, primarily the duration, states that it's "# of rounds per level, or until used" which makes sense given that a scroll is used up once its cast (unless it has more than a single spell on it - and I'm note sure if the infusion's text states whether the feat will apply to a single spell on a scroll or not). However, the Metamagic Item infusion has no such duration limit AND no limit on the level adjustment of the metamagic feat that can be applied (which is fine, since MOST of +4 or under anyway, and if there is to be a pattern from the infusions the level of the infusion +1 would suggest it'd allow +4 and lower - so no problems there). The problem with that infusion that I have is the duration and the effective over-powering nature of it. It allows anyone to use that wand/item with that feat - and it doesn't cost additional charges (at least it doesn't state that it does explicitly, one could argue it should since the wording "you apply a metamagic feat ..." and in all cases where a metamagic feat is applied to anything it uses additional levels; or in the case of the Artificer class ability or the feat derrived from that ability in Complete Arcane, exrta charges must be spent. My concern is that this can be very overpowering with even a single feat applied to a decent wand. Take the 2nd level Scorching Ray at caster level 7. That's two rays at 4d6 damage for a ranged TOUCH attack... Very high chance of success to hit with any sort of touch attack in most cases (further making this questionable)... If you apply a Twin Spell to that you can get two attacks and have a chance to score a critical strike with each pair of rays, doing anywhere from 8d6 to 16d6 (for each pair) - that's a lot of damage! Now applying the feat and such, that's fine... But to allow the infusion to apply in a continuing manner makes it very overpowering quickly. Essentially what you have is a 6th level wand/item (I know, wands can't have a spell above 4th level - so does that alone bar the use of this infusion to boost a spell that far? And can it since the wand IS already built and has a set caster level?) that would cost tons more to make and would do the same kind of damage per single shot - but this infusion is allowing this extremely low cost item (by comparison) to do the same thing. There will easily come a point when it wouldn't be economical to even consider a higher level spell or item when you can cheese this one for a fraction of the cost for the same kind of power that isn't technically possible from such a lower-level item. If you burned 4 or 5 charges for this same Twinned cast you'd be spending about as much (in gp and xp) as the cost of true 6th level item/wand (again, I know wands can't have a 6th level spell, but the number crunching was only for comparison) at that caster level to do the same damage/effect. I think it works out only slightly cheaper to do it with the 6th level wand/item opposed to using the infusion... So here's my question, in the spirit of game balance, is this infusion intended to throw that ideal (balancing the classes abilities/powers at similar levels) out the window and allow a free boost to the item without limit or cost? Is it the intention of the creators to have the duration to have an "or until used" statement (effectively making the 3rd level infusion cover the "cost" of the level adjustment of the feat which would otherwise be "paid" by adjusting the spell level in casting the spell or creating the item), or should the item require additional charges in compensation for the increased amount of power coming from the wand to do well more than it is intended and constructed to be able to conjure up? I could even see where it'd cost nothing the first time (again the infusion's level 3 and that power has to account for something, but it shouldn't account for more than three levels (or four if you consider that there's a level+1 pattern or trend between the two similar infusions)) and then cost the additional charges for additional uses? Or is it a single use only because the feat only applies to a single casting of a spell (or triggering of an item). As far as I know, no metamagic feat has a duration of effect that allows you to gain benefit from it more than once per use (with the exception of "Repeat Spell" which is basically a free recasting of the same spell from the location the first was cast from and at the same target as long as it's not more than 30 feet from where it was the first time - but barring that...). So what is everyone else's take on this infusion. Just RAW it seems a little too powerful in that it would allow (if it is intended to work as the CO forums folks have assumed and proclaimed) anyone the ability to use that wand/item repeatedly and without additional cost to the wand and without level adjustment barring the use of any metamagic feat that would otherwise make it impossible to create a wand that could do the effects the feat will create. I mean, let's face it - at 5th level when this infusion becomes available it can last for 5 rounds - meaning that you could get up to 5 shots off that would be equivilent to several charges each (in terms of cost equiv. to the higher level spell adjusted with the feat to do the same thing if it were made that way and not boosted), without limit on the number of uses allowed, or who the user is? It just seems like there is something missing from this or some sort of clarification needed - or that it should be a higher level infusion (heck the Artificer can't do this as a class ability until level 7 and the feat that is based on this in Complete Arcane isn't available until level 9 (it has a skill (or two) that requires 12 ranks in it to take the feat). So the infusion that lets you do this multiple times without additional cost seems contrary to what the higher level artificer can do without the use of an infusion... It just doesn't make sense that the more powerful ability/infusion would come before the more costly, and therefor less poweful (a free boost to do the exact same thing is inherently more powerful than one with a cost) |
|||
ShadoStahker |
|||
|
a) The cost is the use of the infusion.
b) The infusion isn't the problem. Scorching Ray is. Especially when combined with this infusion. But in 90% of other circumstances, the infusion works well. |
|||
CinnamonPixie |
|||
|
So the duration and the ability for others to get a free boost on their item (or just that others can use the item with the added benefit) being applied
continually whereas the feat alone would require the level difference each time doesn't seem like a problem?
I think Scorching Ray, with the feat applied (or with the feat applied when creating, let's say, a staff) even at CL 7, isn't an issue. At level CL 7 it's a two-ray spell (with the Twin Spell feat it becomes 4 rays (a whopping 16d6 if both attacks hit) on two attacks - but at the cost of a 6th level spell slot) and that's fine (since a 7th level character should be able to do some decent damage). And even with the feat, the 6th level spell slot would require a character level 11... so that's not a problem either. What I have a problem with is allowing a 6th level spell (effectively) to be cast repeatedly at the cost of a single 3rd level spell/infusion. I don't see how that balances out with the other abilities of the class (or other classes for that matter). It really makes no sense why that one spell (so you spend a round to cast the infusion, big deal - you've got a minimum of 5 rounds following that to change a wand's output from a 2nd level spell to a 6th level spell that you can use over and over and over...) It just seems to be very powerful and completely out of place as a 3rd level spell/infusion (like I said, it makes the class feature - which the only advantages I can see for that at all are the instant "on demand" use of it and that the ability has a duration of the single use, unlike the infusion which does not have a (D) in the duration implying that you're stuck with the effect until the duration is over (since the (D) flag that is put on spells to show it allows you to "drop" the effects earlier than the full duration time listed isn't there). What I can't get my mind wrapped around is how the single infusion somehow powers the wand to do more than it's built for for so many uses... I get the idea for the class ability (and the derived feat in Comp. Arcane) using the extra charges for this; and I would totally get it if the infusion operated like the Metamagic Scroll infusion - since it logically makes sense... But this one infusion, RAW, breaks all the common rules about the application of metamagic feats to spells (even when you look at item creation with such feats applied)... To do it once, it makes sense. The extra power for the feat comes from the infusion - but that's a 3rd level infusion to cover not one metamagic feat that requires a 4 level adjustment to the spell level (in the example I used - it can be as little as 1, and as much as 6 (Persistent Spell). So the "extra power" needed to do it comes from the infusion's levels... But I don't see how the one infusion (even with the +1 thing I mentioned) can reasonably be strong enough to do it repeatedly. I could even see it doing so if the metamagic feat only required a 1 or 2 level adjustment; because the 4 levels provided by the infusion slot wouldn't be entirely used up on a single use of the feat being applied to the spell in the item... But otherwise it makes no sense how that one infusion (especially since it's available at such a low level) can basically ignore all rules seemingly related to this sort of thing. I don't think I can think of any other class, ability, or spell/invocation/infusion (they're all spells in my mind, since they're more or less the same kind of thing with slightly different nuances to how they work mechanically and how they're represented and portrayed artistically (ie: how you'd see them used in a book, for example)) that flies in the face of convention or breaks the rules outright in such a dramatic and controversial way as this one seems to.
|
|||
ShadoStahker |
|||
So the duration and the ability for others to get a free boost on their item (or just that others can use the item with the added benefit) being applied continually whereas the feat alone would require the level difference each time doesn't seem like a problem? Not particularly, no. The problem arises with Split Ray, Twin Spell, and Persistent Spell. (All three of which can been argued as being broken on their own anyways, regardless of this infusion.) It's a strong ability, but only really broken with these already-kinda-broken feats. To be perfectly honest, it's combinations like these that have made me glad to leave 3rd edition behind. Aside from this discussion, and finishing my current campaign, I'm doing my best to focus on 4e. |
|||
CinnamonPixie |
|||
|
I've read the 4e PHB; I don't like it at all. I think it's too much of a board game in how it "feels" and it doesn't have the
"wide open" appeal to it that 3.5 does - at least to me and my group.
I'll have to look at other spells/wands (Fireball perhaps) to see how this will balance in comparison... Any other ideas (aside from "no Scorching Ray" house rules) on how to "balance" or "fix" this infusion so it doesn't imbalance the game too badly?
|
|||
ShadoStahker |
|||
|
Personally, I'd allow Scorching Ray. I'd disallow Split Ray, Twin Spell and Persistent Spell. Those three feats are either broken or borderline broken
on their own anyways.
|
|||
kkarty |
|||
|
First, the metamagic feats are less broken than the metamagic infusion feat. Twin spell is 4 levels (pretty high), persistent is 6 (virtually impossible to use well except at epic levels). Split Ray may be underpowered by a level (probably should be 3 level bump), but that's your decision. Metamagic infusion needs more cost associated with using the power. It probably should be built into the item, and should increase the spell level AND caster level. So, putting a twinned fireball would be L7 * L15 caster level - not cheap. Indeed, same cost as a Delayed Blast Fireball, and probably could not go in a wand. Split scorching ray is a very efficient spell, but it would still cost L4 * L7 caster level, or if you bumped split ray, then L5 * L9 caster level. I think this would go a long way to fixing your problem, if I understand it correctly. In the future, btw, you might have better luck getting answers to your questions from a web board that is dedicated to Pathfinder, perhaps a Paizo board. Good luck. BTW, regarding 4e - I have to agree with you, but I'm in a minority. I used to get rather excited about D&D. I've probably written over 5000 pages of material related to our game campaign. I have not written a single word since 4e came out. I feek depressed thinking about it. The 4e campaign I play in feels like a humorous distraction. I play in it, kill some stuff, gain a level, choose from my selection of 2 or 3 powers, etc. My DM seems to like it - it makes DMing very easy, since everything is so predictable. It's also quite boring, to me at least. If my character died, I wouldn't care in the least. I only play now to hang out with friends, and have basically decided to never buy a book other than the PHB (not even the DMG or the splat books). Now that the crunch text is so minimal, and I only need to know a short list of powers to play my character, I can read through the powers during the game session (since it doesn't take all that much attention to play my character), and I don't have to buy anything. As I said, you'd probably find yourself in better company at Paizo. |
|||
ShadoStahker |
|||
Metamagic infusion needs more cost associated with using the power. It probably should be built into the item, and should increase the spell level AND caster level. I'm not sure just how familiar you are with Eberron, but the Metamagic Item infusion is a spell (kinda), not a feat. As such, it's something that's meant to be applied on the fly. So building it into the item doesn't really help, in this situation. In the future, btw, you might have better luck getting answers to your questions from a web board that is dedicated to Pathfinder, perhaps a Paizo board. Good luck. That may or may not be all that effective, since this question is pretty Eberron-specific. But ENWorld or Paizo do have a large number of 3e players, still, so it may result in better discussion, at any rate. |
|||
CinnamonPixie |
|||
kkarty wrote: I hate the lack of variety in the classes in 4e especially. This is one of the worst draw-backs to the game, IMHO. I hate the "here's your handful of options, no sit down shut up and enjoy them because that's all you will get and/or need" kind of "push it into a pigeon-hole" approach to the game (any game, really).
|
|||
ShadoStahker |
|||
CinnamonPixie wrote: Come, now. Is that really fair for a core rulebook? It wasn't much better in 3.X when there were only a couple books out. (There were a few extra classes, but most of them had less internal variability, such as the Barbarian.) Unless I'm misunderstanding you. |
|||