12-02-2014, 10:26 PM
No, not being able to cast extended magic vestment is not a bug. Because for magic tattoos, metamagic prepared spells are considered higher level spells. Extend adds 1 to the innate level, Empower adds 2, Maximize adds 3, and so on. In other words, if the spell is an innate level 3, no metamagic-prepared version of it can be bound to a tattoo since that will raise it to a spell slot of 4 or higher. So if Brew Potion does actually allow you to use metamagic versions of the spells to create potions I guess they aren't alike, although I admit I never tried casting a metamagic version of a spell to create a potion.
Regardless, magic tattoos are setup this way for game balance purposes. For example, consider a mid-upper level who PC gains immunity to something like fire, and who has an insanely high ability score so they have a bunch of level 6 spell slots. They then load up 10 Maximized fireballs on their tattoos (from their level 6 spell slots), run through a dungeon to attract all the bad guys in a kamikaze-type suicide attack, get surrounded by dozens of bad guys, and then activate their 10 maximized fireball tattoos for a guaranteed 600 hit points of damage to everything around them. I admit this is an extreme example but even half that (5 maximized fireballs resulting in a guaranteed 300 hit points of damage), is very obtainable and possible for the right PC.
The alternative to ignoring the effective spell slot of a metamagic-prepared spell would be allow only non-hostile spells to be cast on tattoos. This will eliminate things like fireball, darkness, etc tattoos – but then I don’t have to worry about people setting up their tattoos to chain-cast maximized versions of X hostile area spell. So I guess if you’ve got this far and you have a compelling reason that this should indeed be changed, send me a PM with your argument.
Regardless, magic tattoos are setup this way for game balance purposes. For example, consider a mid-upper level who PC gains immunity to something like fire, and who has an insanely high ability score so they have a bunch of level 6 spell slots. They then load up 10 Maximized fireballs on their tattoos (from their level 6 spell slots), run through a dungeon to attract all the bad guys in a kamikaze-type suicide attack, get surrounded by dozens of bad guys, and then activate their 10 maximized fireball tattoos for a guaranteed 600 hit points of damage to everything around them. I admit this is an extreme example but even half that (5 maximized fireballs resulting in a guaranteed 300 hit points of damage), is very obtainable and possible for the right PC.
The alternative to ignoring the effective spell slot of a metamagic-prepared spell would be allow only non-hostile spells to be cast on tattoos. This will eliminate things like fireball, darkness, etc tattoos – but then I don’t have to worry about people setting up their tattoos to chain-cast maximized versions of X hostile area spell. So I guess if you’ve got this far and you have a compelling reason that this should indeed be changed, send me a PM with your argument.