CITY MAGIC - METAMAGIC
You can use the city itself to shape and enhance your spellcasting.
Prerequisite: Caster level 3rd.
Benefit: You can modify any damaging spell you cast to incorporate the urban environment. When casting an offensive spell with an energy subtype—acid, cold, electricity, fi re, or sonic—you can invest the spell with a portion of the city’s spirit. In most cases, this investment is gritty and spectacular, drawing dirt, gravel, nails, and other nearby detritus into the spell effect. In other cases, the investiture is much more subtle, often merely changing the look of the spell. Only half the damage from a spell with the appropriate subtype is considered energy damage, and is thus subject to resistances or immunities. The remainder comes from the city itself, and is not subject to spell or energy resistances or immunities. This investiture only occurs for spells cast within urban environments, defi ned as any area above the size of a small town (DMG 137).
For example, a wizard uses City Magic to cast a fireball at a creature with resistance to fi re 15. The damage roll is 20, half of it fi re damage and half “city.” Thus, the target takes 10 points of “city” damage instead of 5 points of fi re damage. This feat is useless to spellcasters who cast their spells in a nonurban environment as defi ned above. A spell modifi ed using the City Magic feat uses a spell slot of the spell’s normal level.
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