Author Topic: Metaspells: a useful concept?  (Read 1794 times)

Offline Toptomcat

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Metaspells: a useful concept?
« on: April 14, 2013, 04:24:05 AM »
We all know about metamagic, the process by which spells can be modified through feats. This is an area that has been the subject of intensive study, and I feel its potential has been quite thoroughly explored.
However, there is another way to modify how spells work that, while known to the Min/Maxing community, has received relatively little formal study: spells that modify, interfere with, or otherwise deal with other spells. I propose the term 'metaspells' for this unusual kind of magic. Because, as is widely acknowledged, spellcasting in general is one of the most flexible and powerful capabilities in Dungeons and Dragons, metaspells are some of the most interesting spells.

Here I am attempting to gather a registry of all published metaspells and develop a taxonomy of different types. I welcome both suggestions for sources to scour/spells to include and suggestions for categories to put them into, as well as general commentary on the concept.

Prospective Categories:

General Spell Boosters (Arcane Fusion, True Casting)
These spells can boost the power, speed the casting, or otherwise aid the use of a wide variety of spells: they may be the most powerful metaspells. Question: do general action-granters like Celerity count? (If so, do init-boosters like Nerveskitter count?) Do general ability-boosters like Fox's Cunning count?

Narrow Spell Boosters (Towering Thunderhead, Raging Flame)
These spells boost the power, speed the casting, or otherwise aid the use of a narrow category of spells: they are of tremendous use to specialists. Question: are spells with a target of 'any weapon' or 'one weapon' able to target the effect of a spell like Thunderlance or Mage's Sword? If so, is this where they belong? Question: will Increase Virulence increase the DC of the caster's own Poison spell and similar effects?

Counter-Divinations (Nondetection, Screen)
These spells, typically illusions, make illusions difficult or impossible to use on the target, and may even give them a misleading result. Question: do general vision-blockers like Obscuring Mist count?

Dispel Variants (Reaving Dispel, Dispel Ward)
These spells use some variant of the basic Dispel Magic mechanic. Question: does Mordenkaiden's Disjunction count? Should this category be expanded to 'Anti-magic' and include AMF, Antimagic Ray, and similar spells? Question: if so, do Silence, Suspended Silence, and other spells that can mess with verbal components [those causing deafness, for instance] count?

Weird, Specific Interactions (Ruby Ray of Reversal, Shield, Unbinding, Fever Dream, Disintegrate, Stone to Flesh)
These spells interact with specific others in a fashion explicitly specified in the spell's description. Question: do these belong here at all?

Breath Weapon Modifiers (Blinding Breath, Enervating Breath)
These spells modify breath weapons: they're almost always a swift action to cast and add some rider effect to the BW that takes effect against those who fail their save. They're most often used by dragons, but some spells can grant a breath weapon- most prominently Spell Compendum's Dragon Breath. Question: are there more?

Spell Simulators (Shadow Evocation, Limited Wish, Replicate Casting)
These spells can simulate or recreate other spells. They're very useful if you don't know a certain spell, are a prepared caster and haven't prepared a certain spell, or can't cast a certain spell due to barred-school or class restrictions. Question: Mirror Move 'allows you to reproduce any general feat with an obvious physical effect that you observed another perform within the past 10 rounds, providing you meet the prerequisites for that feat.' Many spells have obvious physical effects. Complete Arcane's Extra Spell is a [General] feat. How hard should I be smacked for coming up with this?

Other (Contingency, Permanency)
This is a catchall category for other spells that contain, modify, or deal with other spells in some way not already covered by the above. Question: should there be additional categories?


There follows a list of sorc/wizard spells from 0th to 9th level that I believe fit in the general category of 'metaspells', though of course depending on the answers to the discussion questions above, this list may gain or lose spells. Thus far I've made a comprehensive survey of the SRD, Spell Compendium, PHB II, Complete Arcane, and Complete Mage, with the occasional spell thrown in elsewhere that I knew from memory. It's just Sorc/Wiz spells because this whole idea started as a character concept and rapidly spiraled out of control, and the character in question was an Ultimate Magus: I am absolutely not discouraging the community from finding clerical and other metaspells. (I suspect that Forgotten Realms material will be a rich vein of such spells, due to the central role of Mystra, god of magic, in that setting.)

Sorc/Wiz 0:
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Sorc/Wiz 1:
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Sorc/Wiz 2:
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Sorc/Wiz 3rd
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Sorc/Wiz 4th
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Sorc/Wiz 5
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Sorc/Wiz 6
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Sorc/Wiz 7
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Sorc/Wiz 8
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Sorc/Wiz 9
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Wizard 4
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Wizard 6
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Sorceror 5
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Sorceror 8
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« Last Edit: April 14, 2013, 04:31:05 AM by Toptomcat »

Offline Endarire

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Re: Metaspells: a useful concept?
« Reply #1 on: April 14, 2013, 09:30:22 PM »
One request:  Add source books/materials to each spell entry so we know where to look.

And thanks!

Offline awaken_D_M_golem

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Re: Metaspells: a useful concept?
« Reply #2 on: April 17, 2013, 06:45:47 PM »
XPH has the level 4 spell Mental Pinnacle , which turns a Wizard into a 3.0e Psion.
http://www.d20srd.org/srd/psionic/spells/mentalPinnacle.htm

Spell Simulators --- Bend Reality, Reality Revision

Weird + Spell Booster --- corner case 1st level powers + Linked Metapsi = easy/cheap action abuse
Your codpiece is a mimic.