Discover Ancient Wonders on Carnival Magic Excursions to Egypt

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Carnival Magic is a cruise ship operated by Carnival Cruise Line. It offers a variety of exciting excursions for passengers to enjoy during their cruise vacation. These excursions allow passengers to explore different destinations and engage in a range of activities. One of the popular excursions offered by Carnival Magic is the beach day excursion. This allows passengers to relax and soak up the sun on beautiful beaches. They can swim in the crystal-clear waters, build sandcastles, or simply lounge on a beach chair with a refreshing drink in hand.


For example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus’s spell recall or a pearl of power.

All surfaces in the area are treated as difficult terrain, and Climb, Fly, and Swim checks attempted in the area take a penalty equal to the spell s original spell level. Moreover, there s no requirement in the rules that a Quickened spell must be cast after a regular spell or vise-versa so you could still cast these spells in the order you tried to cast them.

Proficient in meta magic

They can swim in the crystal-clear waters, build sandcastles, or simply lounge on a beach chair with a refreshing drink in hand. This excursion is perfect for those who want a laid-back and enjoyable day at the beach. For those who are more adventurous, Carnival Magic also offers excursions such as snorkeling, scuba diving, and water sports.

Metamagic Feats

As a spellcaster’s knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.

Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature’s ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).

Can I use a metamagic rod to alter a spell-like ability?

No. Metamagic rods allow you to apply a metamagic feat to a spell, and metamagic feats do not work on spell-like abilities.

At what spell level does a spell modified by a metamagic feat count for purposes of concentration DCs, magus spell recall, or a pearl of power?

The spell counts as the level of the spell slot necessary to cast it.

For example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus’s spell recall or a pearl of power.

In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage.

Heighten Spell is really the only metamagic feat that makes using a higher-level spell slot an advantage instead of a disadvantage.

Feat Descriptions

Metamagic Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

You can alter a spell with an area of effect and a duration of instantaneous to become an apocalyptic spell.

When you cast the spell, the area affected by the spell’s instantaneous effect becomes ruined and devastated in appearance. All surfaces in the area are treated as difficult terrain, and Climb, Fly, and Swim checks attempted in the area take a penalty equal to the spell’s original spell level.

The difficult terrain and skill penalties last for a number of rounds equal to the spell’s original spell level. An apocalyptic spell gains the evil descriptor.

You can alter any spell that targets a single creature to become an authoritative spell. When you cast an authoritative spell, choose one of the following activities to prohibit: move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a non-offensive spell.

A creature that is affected by the spell and fails its saving throw against that spell (if the spell allows a saving throw to resist) cannot perform any action of the selected type on its next turn. An authoritative spell gains the lawful descriptor, and the additional effect is a mind-affecting compulsion effect.

You can modify a spell that deals acid, cold, electricity, or fire damage to deal damage through high-pressure water instead. The spell gains the water descriptor, and you can either replace the spell’s normal damage with bludgeoning damage or split the spell’s damage so that half is bludgeoning and half is of its normal type. Creatures with damage reduction apply their damage reduction to bludgeoning damage from a benthic spell, but the spell counts as bludgeoning and magic for the purposes of bypassing damage reduction.

You can alter any spell that targets a single creature to become a blissful spell, although the exact effects of the metamagic vary depending on whether the spell is beneficial or offensive. A creature successfully hit by an offensive blissful spell (if the spell requires an attack roll) or that fails its saving throw against an offensive blissful spell takes a –2 penalty on attack rolls and weapon damage rolls for 1 round. A beneficial blissful spell instead grants affected creatures a +2 morale bonus on skill checks and saving throws for 1 round in addition to its normal effects.

A blissful spell gains the good descriptor, and the additional effect is a mind-affecting compulsion effect.

This feat can be applied only to spells with the water descriptor. You can modify the spell to surround you with a thin sheath of brackish salt water in addition to the spell’s normal effect. You gain DR/piercing equal to the spell’s level for 1 round after you finish casting the spell. After this round, the water collapses into a briny puddle and the effect ends.

You can center the area of a spell with an area effect and duration of instantaneous on you, and exclude yourself from the effects of the spell. Your familiar (if any) is also excluded from the effect, provided that it is in your square and at least one size category smaller than you.

You can enhance any spell that inflicts hit point damage to become a crypt spell. A creature that dies within 1 round of being damaged by a crypt spell is considered to have been killed by a death effect for the purpose of being returned to life. An undead creature damaged by a crypt spell gains the sickened condition for a number of rounds equal to the spell’s original spell level; this duration is halved if the undead creature succeeds at its saving throw against the spell. If the spell does not allow a save, the target can attempt a Will save to negate the sickened effect. A crypt spell gains the death descriptor.

You can transfer a prepared spell to your familiar, allowing the familiar to cast that spell at a later time. Variables that rely on caster level function according to your caster level, not your familiar’s Hit Dice, though your familiar’s Intelligence may influence how precisely it can follow your instructions on how to use these spells.

You can alter a spell with the curse descriptor to target an object rather than a person. Your spell immediately targets the next creature to pick up, handle, or interact with the object as if that creature were the spell’s original target.

You can enhance any spell with the water descriptor that targets at least one creature to become a Stygian spell.

You can enhance any spell that targets a single creature to become a tumultuous spell. A creature hit by a tumultuous spell (if the spell requires an attack roll) or that fails its saving throw against a tumultuous spell immediately moves 1d4×5 feet in a random direction.

  • Apocalyptic Spell (Metamagic)
  • Aquatic Spell (Metamagic)
  • Authoritative Spell (Metamagic)
  • Benthic Spell (Metamagic)
  • Blissful Spell (Metamagic)
  • Bouncing Spell (Metamagic)
  • Brackish Spell (Metamagic)
  • Brisk Spell (Metamagic)
  • Burning Spell (Metamagic)
  • Centered Spell (Metamagic)
  • Cherry Blossom Spell (Metamagic)
  • Coaxing Spell (Metamagic)
  • Concussive Spell (Metamagic)
  • Conditional Spell (Metamagic)
  • Consecrate Spell (Metamagic)
  • Contagious Spell (Metamagic)
  • Contingent Spell (Metamagic)
  • Crypt Spell (Metamagic)
  • Dazing Spell (Metamagic)
  • Delayed Spell (Metamagic)
  • Disruptive Spell (Metamagic)
  • Echoing Spell (Metamagic)
  • Eclipsed Spell (Metamagic)
  • Ectoplasmic Spell (Metamagic)
  • Elemental Spell (Metamagic)
  • Empower Spell (Metamagic)
  • Encouraging Spell (Metamagic)
  • Enlarge Spell (Metamagic)
  • Extend Spell (Metamagic)
  • Familiar Spell (Metamagic)
  • Fearsome Spell (Metamagic)
  • Flaring Spell (Metamagic)
  • Fleeting Spell (Metamagic)
  • Focused Spell (Metamagic)
  • Furious Spell (Metamagic)
  • Heighten Spell (Metamagic)
  • Intensified Spell (Metamagic)
  • Intuitive Spell (Metamagic)
  • Jinxed Spell (Metamagic)
  • Latent Curse (Metamagic)
  • Lingering Spell (Metamagic)
  • Logical Spell (Metamagic)
  • Maximize Spell (Metamagic)
  • Merciful Spell (Metamagic)
  • Murky Spell (Metamagic)
  • Persistent Spell (Metamagic)
  • Piercing Spell (Metamagic)
  • Quicken Spell (Metamagic)
  • Reach Spell (Metamagic)
  • Rime Spell (Metamagic)
  • Scarring Spell (Metamagic)
  • Scouting Summons (Metamagic)
  • Seeking Spell (Metamagic)
  • Selective Spell (Metamagic)
  • Shadow Grasp (Metamagic)
  • Sickening Spell (Metamagic)
  • Silent Spell (Metamagic)
  • Snuffing Spell (Metamagic)
  • Solar Spell (Metamagic)
  • Solid Shadows (Metamagic)
  • Steam Spell (Metamagic)
  • Still Spell (Metamagic)
  • Studied Spell (Metamagic)
  • Stygian Spell (Metamagic)
  • Stylized Spell (Metamagic)
  • Tenacious Spell (Metamagic)
  • Tenebrous Spell (Metamagic)
  • Thanatopic Spell (Metamagic)
  • Threatening Illusion (Metamagic)
  • Threnodic Spell (Metamagic)
  • Thundering Spell (Metamagic)
  • Toppling Spell (Metamagic)
  • Toxic Spell (Metamagic)
  • Traumatic Spell (Metamagic)
  • Trick Spell (Metamagic)
  • Tumultuous Spell (Metamagic)
  • Umbral Spell (Metamagic)
  • Vast Spell (Metamagic)
  • Verdant Spell (Metamagic)
  • Widen Spell (Metamagic)
  • Yai-Mimic Spell (Metamagic)
You can center the area of a spell with an area effect and duration of instantaneous on you, and exclude yourself from the effects of the spell. Your familiar (if any) is also excluded from the effect, provided that it is in your square and at least one size category smaller than you.
Carmival magic excdursions

Passengers can explore the vibrant underwater world by snorkeling or scuba diving in coral reefs. They can spot colorful fish, turtles, and other marine life that inhabit the waters. Water sports enthusiasts can engage in activities like kayaking, jet skiing, and parasailing, providing a thrilling and adrenaline-pumping experience. Carnival Magic also offers cultural and historical excursions for passengers who are interested in immersing themselves in the local culture of a destination. These excursions may include visits to historical landmarks, museums, and local markets. Passengers can learn about the rich history and traditions of the places they visit, and even have the opportunity to try local cuisine. For those who enjoy nature and wildlife, Carnival Magic offers excursions such as hiking and wildlife tours. Passengers can explore nature reserves, national parks, and jungles, observing diverse flora and fauna. They may have the chance to spot exotic animals like monkeys, birds, and even crocodiles in their natural habitats. Overall, Carnival Magic excursions cater to a wide range of interests and preferences. Whether passengers want a relaxing day at the beach, an adventurous water sports experience, or an immersive cultural exploration, there is an excursion for everyone. These excursions enhance the overall cruise experience, allowing passengers to make the most of their time and create lasting memories..

Reviews for "Explore the Rainforests on Carnival Magic Excursions to Central America"

1. Name: Rebecca
Rating: 2/5 stars
Review: I was really looking forward to the Carnival Magic excursions, but I was ultimately disappointed. The guided tour of the city we visited felt rushed and overcrowded. There was barely any time to truly explore and immerse ourselves in the local culture. Additionally, the excursion felt overpriced for what was included. Overall, I wouldn't recommend the Carnival Magic excursions if you're looking for an authentic and leisurely experience.
2. Name: Michael
Rating: 1/5 stars
Review: The Carnival Magic excursions were a complete waste of money. The tour guide was disorganized and seemed uninterested in providing any valuable information. The stops we made were tourist traps, and we felt pressured to spend our money on overpriced souvenirs. The whole experience felt like a rushed assembly line of sightseeing, and I left feeling unsatisfied and ripped off. I would definitely not book any excursions with Carnival Magic in the future.
3. Name: Sarah
Rating: 2/5 stars
Review: I had high hopes for the Carnival Magic excursions, but unfortunately, they fell short of my expectations. The itinerary was poorly planned, resulting in long and uncomfortable bus rides between destinations. Some of the activities promised were canceled without prior notice, leaving us with limited options for entertainment. The guides were not very knowledgeable or enthusiastic, making the overall experience quite lackluster. I would suggest looking into other cruise lines that offer more enjoyable excursions.

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