Divine MetaWHAT?

AnonymousOne

First Post
Okay so our cleric in our campaign is in his first bout of DnD and really seems to be enjoying things.

However due to the fact that the rest of the party is pretty optimized from a mechanics standpoint, he's feeling a little left out at times.

In looking over some feats I of course looked up Divine Metamagic as it's commonly called one of the most powerful Cleric feats.

Here's the kicker, I'm not much of one for playing spellcasters ... how EXACTLY does this feat work?

You burn turn/greater turn attempts to enhance ANY spell you want with ANY metamagic feat and bump the spell slot up 2 levels?

Am I reading this right?
 

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AnonymousOne said:
You burn turn/greater turn attempts to enhance ANY spell you want with ANY metamagic feat and bump the spell slot up 2 levels?

Er, no.

Firstly, the feat has a prerequisite of the Metamagic feat you want to use it with.

So if you want Divine Metamagic (Empower Spell), first you need Empower Spell.

If you want Divine Metamagic (Maximize Spell), first you need Maximize Spell.

So to have both costs four feats - Empower Spell, Maximize Spell, Divine Metamagic (Empower Spell), and Divine Metamagic (Maximize Spell).

When you use Divine Metamagic, the spell slot doesn't increase at all; rather, you spend turn attempts instead of slot increases.

So Cure Moderate Wounds takes a 2nd level slot; Empowered Cure Moderate Wounds takes a 4th level slot. Divine Empowered Cure Moderate Wounds only takes a 2nd level slot, but costs three turn attempts (1, plus the +2 slot increase Empower Spell normally requires).

-Hyp.
 

Which means that unless you have a very high Charisma, it's probably a good idea to look at taking Extra Turning for the extra turn attempts.

Pinotage
 

Pinotage said:
Which means that unless you have a very high Charisma, it's probably a good idea to look at taking Extra Turning for the extra turn attempts.

Pinotage
Or those Night Sticks I keep hearing about. Stupid things :lol:
 


Pinotage said:
Which means that unless you have a very high Charisma, it's probably a good idea to look at taking Extra Turning for the extra turn attempts.
You might also want to consider Sudden Maximize, which would normally cost 4 turn attempts, and thus require Maximize, Divine Metamagic Maximize, and Extra turning to duplicate. It simply requires 1 metamagic feat as prereq.

Divine metamagic quicken is worth it, however, since it's almost unattainably expensive via the sudden route - requiring Quicken, Sudden Still, Sudden Silent, Sudden Extend, Sudden Empower & Sudden Maximize - a non-human no-bonus feat cleric can only obtain it at level 18...
 

The Sudden xxx are usable only 1/day. DMM is usable as long as you have turning attempts. Meaning depending on the cost of the DMM and your number of Turning Attempts, you have to carefully balance both. Anyhow, a cleric going DMM usually throws in high Cha, Extra Turning and a Nightstick, meaning at least 10 Turn attempts a day, enough for twice DMM: Quicken. In general, with 10 Turning attempts you can use each day 5x DMM: +1 feat, or 3x DMM: +2 feat, or 2x DMM: +3 or +4 feat. Beats Sudden XXX IMO.
 

The real cheese starts to flow when you use DMM + persistent spell + prayer beads of karma + several nightsticks to persist nigh-undispellable cleric self only buffs.
 

Nadaka said:
The real cheese starts to flow when you use DMM + persistent spell + prayer beads of karma + several nightsticks to persist nigh-undispellable cleric self only buffs.
Yeah.

The Cleric-12 with Extend Spell, Persistent Spell, Divine Metamagic(Persistent Spell), a Bead of Karma and a couple of nightsticks can Persist some really nice stuff.

Divine Favor (1st): +3 Luck to Attack/Damage. Divine Power (4th): BAB = Character level (12), +6 Enhancement to Strength, +Caster level (16) temporary HP. Righteous Might (5th): +1 Size category, +4 Size to Strength, +2 Size to Con, +2 Enhancement to natural armor, DR 9/Good or Evil (depending). Then, of course, Greater Magic Weapon and Magic Vestments (both at Caster level 16, for a +4 Enhancement bonus for 16 hours - no need to Persist those two).

Gets worse if you use spells from things other than core, too.
 

I think Divine Metamagic was errata'd so that each time you take it you choose a particular metamagic.

Still, Divine Metamagic (Persistent Spell) is definitely one of the best cleric feat choices out there, once you've taken Extra Turning.
 

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