
Both through new cards and also through the culled beasts list for rexxar.īut even it its heyday the deck was not typically the best one for hunter. Even after the nerfs the some of the most successful spellhunters used barnes to power spike a 10/10 and empty the deck of minions.Īfter rotation, and the death of a few more cards, it rose in meta potential again. Which means the spell only package cards WERE bad. In fact, spellhunter wasnt even tier 2 regularly until after nerfs buried both the value/combo/control decks at that time as well as the aggro. So when everyone rated those cards as crap, it was during a time and in a meta where they could not hope to reach tier 1 status. A meta is defined by the strength of the decks most successful in it. People rating, reviewing, and debating cards do so from the position of their strength in the meta. It doesnt matter what your definition of working is. To the point where the following expansion they made it one of the premade recipies.Īnd dont give me tier and tournament and spreadsheet statistics, Im casual, my definition of “working” is different than yours. As long as the player adds it up before his turn it shouldn't bog down the game ad much but it is still a pretty dumb idea for a feat.Wrong. At lower levels the check is less reliable making it weaker then. But since it bogs down the game so much it is better to outright ban it.Īrithmancy is usually +1 caster level for a feat and a swift action, which is fair. If that wasn't enough, it conserves high level spell slots. Meanwhile to spontaneous casters it says, "screw you, have a two round casting time if you want to use this feat, making it effectively worthless for you.". It still gives a 2 for 1 deal on metamagic feats and gives spontaneous metamagic to prepared casters. You can't use it to cast higher level spells than you normally could which is good. then you only bog down the game more as a nerdy jerk. There is a penalty for failure but success is almost assured. Sacred geometry is op and so rewards math nerdiness. This does mean that a Level 7 spell is never going to be a sure thing - if the assumption holds. So it looks reasonable to assume that Level 4 will work about half the time when there are 9-11 dice, Level 5 is half the time around 12-14 dice, and so forth. With 3 dice, the average sum is 10.5, and Level 2 happens about half the time - again, not bad. With 2 dice, the average sum is 7, and Level 1 happens about half the time - not bad.

Level 9 would require 30 dice, and is therefore never going to be easy - it will require multiplication to reach even with 17 dice (when 9th level spells are available), so it's not going to happen too often. Level 2 should be feasible with 4-5 dice, and higher levels will follow.Īs another guesstimate, each die is worth 3.5 on average (via sums), so you need 10 dice for the average sum to be close to the Level 4 requirements. So from this non representative sample, it looks like Level 1 is going to be easy to get.

With 2 dice, you have 16/36 (44.4%) chance of getting Level 1, and 2/36 (5.56%) chance of getting Level 2 You have at least 2 dice (required for the feat), and you get feats at odd levels, so you can typically get this at level 3+, guaranteeing 3 dice at least. Yeah, this one's almost as broken as the Arcanist.

In summary, I could definitely see this being broken in the right player's hands at mid to high levels.Įdit: I just noticed that Sacred Geometry effectively gives you access to 2 new metamagic feats as well as the other benefits. Quicken + Sacred Geometry in particular would be incredibly potent once the caster gets 5th-level and higher spells.

That being said, it has the potential to add a lot of "sticking power" to a primary caster in that they can get a lot of extra spells that are effectively at the highest level that they can cast. Do note that the final spell level is limited to the highest level of spell that the player can cast, so that this won't lead to Incantatrix-level shenanigans. The probability looks difficult to calculate (that'll be my project for the weekend haha), but on the surface seems to be fairly high with a lot of ranks in Knowledge(Engineering). With Sacred Geometry, the power depends a lot on the probability of the ability working, and of course the mathematical ability (and patience!) of the player. Personally, I would likely take it as a Sorcerer or Wizard if it weren't for the Spell Focus(Divination) prereq, but as it stands it seems a bit weak. Even without the spellcraft check, it still wouldn't be nearly game breaking to get +1 CL as a swift action every turn. Anyway, Arithmancy, like others have said, seems like a "meh" feat at best.
