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Metamagic Feats - do you use them?
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<blockquote data-quote="Cbas10" data-source="post: 1277423" data-attributes="member: 6459"><p>I just LOVE metamagic feats. While only the most powerful spellcasters will have a wide assortment of them, having one or two of the feats can really strengthen your caster in areas he or she is already active within. </p><p></p><p>Fighting Arcane casters with Still Spell is one of the most useful applications of metamagic. While the number-crunchers out there will obviously point out how much it can render spellcasting levels worthless, Fighter/wizards can easily Scribe their own Still Spells on scrolls. For a rather tiny amount of 188gp and 15XP, such a character can make a Still Bull's Strength scroll that will be lasting 3 minutes. Quite a bit cheaper than 16,000gp to buy the item, and Still Spell is far more useful to this character than Craft Wondrous Item. Not to mention the fact that spellcasting has incredible uses in non-combat aspects of the game.</p><p></p><p>Any sort of sneaky character with Silent Spell can just be lethal! Without even getting into combat applications, there are hordes of "Detect" spells (arcane as well as divine) that would be VERY handy to have as Silent Spells if one was planning on sneaking somewhere.</p><p></p><p>I've found that Widen Spell is rarely as useful as most of the others excpet for a couple of situations. Widening combat spells really does not accomplish much unless you are fighting larger numbers of inferior opponents. Otherwise, for characters equal to a level of a caster able to benefit from Widen Spell, opponents might be too tough or too smart to let a Widened Spell get them much. Using Widen Spell in non-combat situations, such as in the creation of Wands or Scrolls, can be VERY handy. Most "Detect" spells can be widened into unfortunately expensive wands; Bane, Bless, and Entangle can really help out in large-scale situations; Light- or Darkness-related spells (especially those that are permanent) are effectively doubled in effect; etc etc etc.</p><p></p><p>I still Like Persistent and Energy Admixture feats from the Forgotten Realms. They tend to be expensive to use and REALLY force your character to specialize in something, but the rewards are obvious.</p><p></p><p>Quite possibly the most broken Metamagic feat is the Irresistible Spell feat from the Kalamar Players Guide (not a core book, but just as "official" as Forgotten Realms). For a +4 level adjustment: No Saving Throw. I would gladly fill a 5th level slot for an Irrestistible Charm Person, Sanctuary, or (gulp!) Entangle. For 6th level you can move to Enthrall, Zone of Truth, Detect Thoughts, Blindness/Deafness, or even Web. Going into the damage-dealing spells with this feat will effectively cancel all those annoying Uncanny Dodge abilities flying around.</p><p></p><p>As for Wizards on their own without multi-classing, the usefulness of Metamagic purely comes down to concept for my character. Wizards and their attempts to do as much damage as possibile to as many enemies as possible can get really boring to me; If I just want to run around and kill crap, I'd play a fighter. The aspect of Wizards (& their metamagic) that I love is the amount of planning and/or strategy involved in knowing what spells to prepare in the morning and how to proplerly ration those spells across the entire day, knowing exactly WHEN they are needed. Depending on the situation, Metamagics will unfortunately make such situations tougher as your lower level spells occupy the higher level slots.</p></blockquote><p></p>
[QUOTE="Cbas10, post: 1277423, member: 6459"] I just LOVE metamagic feats. While only the most powerful spellcasters will have a wide assortment of them, having one or two of the feats can really strengthen your caster in areas he or she is already active within. Fighting Arcane casters with Still Spell is one of the most useful applications of metamagic. While the number-crunchers out there will obviously point out how much it can render spellcasting levels worthless, Fighter/wizards can easily Scribe their own Still Spells on scrolls. For a rather tiny amount of 188gp and 15XP, such a character can make a Still Bull's Strength scroll that will be lasting 3 minutes. Quite a bit cheaper than 16,000gp to buy the item, and Still Spell is far more useful to this character than Craft Wondrous Item. Not to mention the fact that spellcasting has incredible uses in non-combat aspects of the game. Any sort of sneaky character with Silent Spell can just be lethal! Without even getting into combat applications, there are hordes of "Detect" spells (arcane as well as divine) that would be VERY handy to have as Silent Spells if one was planning on sneaking somewhere. I've found that Widen Spell is rarely as useful as most of the others excpet for a couple of situations. Widening combat spells really does not accomplish much unless you are fighting larger numbers of inferior opponents. Otherwise, for characters equal to a level of a caster able to benefit from Widen Spell, opponents might be too tough or too smart to let a Widened Spell get them much. Using Widen Spell in non-combat situations, such as in the creation of Wands or Scrolls, can be VERY handy. Most "Detect" spells can be widened into unfortunately expensive wands; Bane, Bless, and Entangle can really help out in large-scale situations; Light- or Darkness-related spells (especially those that are permanent) are effectively doubled in effect; etc etc etc. I still Like Persistent and Energy Admixture feats from the Forgotten Realms. They tend to be expensive to use and REALLY force your character to specialize in something, but the rewards are obvious. Quite possibly the most broken Metamagic feat is the Irresistible Spell feat from the Kalamar Players Guide (not a core book, but just as "official" as Forgotten Realms). For a +4 level adjustment: No Saving Throw. I would gladly fill a 5th level slot for an Irrestistible Charm Person, Sanctuary, or (gulp!) Entangle. For 6th level you can move to Enthrall, Zone of Truth, Detect Thoughts, Blindness/Deafness, or even Web. Going into the damage-dealing spells with this feat will effectively cancel all those annoying Uncanny Dodge abilities flying around. As for Wizards on their own without multi-classing, the usefulness of Metamagic purely comes down to concept for my character. Wizards and their attempts to do as much damage as possibile to as many enemies as possible can get really boring to me; If I just want to run around and kill crap, I'd play a fighter. The aspect of Wizards (& their metamagic) that I love is the amount of planning and/or strategy involved in knowing what spells to prepare in the morning and how to proplerly ration those spells across the entire day, knowing exactly WHEN they are needed. Depending on the situation, Metamagics will unfortunately make such situations tougher as your lower level spells occupy the higher level slots. [/QUOTE]
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