Do You Use Metamagic Feats?

Do you commonly use metamagic feats?

  • Yes, I commonly use metamagic feats

    Votes: 84 66.7%
  • No, I do not commonly use metamagic feats

    Votes: 42 33.3%

Just out of curiousity, do you commonly use metamagic feats?

I just find that the added cost makes them prohibitively expensive. Sudden metamagics maybe, but I don't find myself using the regular metamagics.
 

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As the DM, I sometimes use them for NPC's. My players, however, have not chosen a single metamagic feat (including the sudden ones) since we began playing 3rd Edition. They do not want to give up the higher level slot, regardless of the effect, and are not impressed with a feat usable only once per day.
 


Quicken is the bread and butter of any caster with 5th level spells (its a great 9th level general feat).

Starting in the mid-levels, actions become a more valuable currency than spells. I'd prefer to have Quickened Divine Favor + Divine Power over a single Righteous Might.
 

I prefer using metamagic feats. I like extend spell for clerics. As a third level feat it is hard to beat.

Also, I have found that especially as a warmage it is useful with the advent of Rapid metamagic and metamagic school focus that things like Still spell and Sculpt spell as well as the classic Quicken spell make that class very good. Spell focus and Arcane mastery round out the feat chart well.
 

Usually no, except for Quicken Spell at higher levels, and Extend Spell at lower levels.

...and ALWAYS Energy Substitution if I'm playing a non-spontaneous caster...
 
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In my Age of Worms game, the party's archmage selected some; he currently has Empower Spell, Chain Spell, and Explosive Spell. To help him out, I've given him a customized spell list (sorted by school, as he's a specialist) that includes the modified spells at the appropriate levels. Since he's 19th level, that means he can cast an empowered explosive cacophonic burst or a chained disintegrate as a 9th-level spell. Granted, he's got much more powerful spells at that level (like maw of chaos, reality maelstrom, and time stop), but selective use of metamagic has had devastating effects when used properly.

The party's cleric hasn't used metamagic at all, even though I pointed out that he can apply it to spontaneously cast cure spells without preparation. It just means that he can't convert his highest-level spells into healing.

My next campaign is going to include a sorcerer/wizard/ultimate magus, so he's going to have to take metamagic feats to take advantage of one of his class abilities.
 

The ones that don't increase the spell level are used at least regularly.

Besides these only 'Quicken Spell' deserves mentioning. This one's a must at a certain level (which basically indicates it's broken). There's really no alternative at higher levels unless you've got lots of immediate/swift action spells (and even then it's often THE best feat choice).

Metapsionic feats are way more popular btw. they're used for about 50% of all power uses. It seems the cost of losing the focus & additional PP isn't considered as costly as a higher level spell slot.
 

Split Ray + Chain Spell + Arcane Thesis + Enervation = world of pain. 2d4 negative levels on all foes in a 30' radius area, no save, in a 7th level slot. Definitely worth the 3 feats. Plus Chain Spell is the most awesome metamagic feat there is. Go Archmage, pick up Arcane Reach as your first High Arcana, Chain Vampiric Touch on your enemies. Or if you're Epic, Chain Irresistible Dance (no save, no SR!).

Other awesome Metamagics:
- Quicken Spell is a lifesaver for those who prepare spells. Every high-level caster should have at least one Quickened Dimension Door prepared, just in case you meet a grappler/swallower.
- Sculpt Spell + Antimagic Field is so broken it makes me cry. Yeah, your CoDzilla now generates a donut-shaped Antimagic Field. His magic items and self-buffs work, the enemy's don't !
- Split Ray is veeery nice. Combine with Scorching Ray, for example... how many 4th-level spells allow you to deal 24d6 damage at CL 11? Or see above... Split Ray + Enervation is practically Energy Drain in a 6th-level spell slot.
- Chain Spell, the party's Über-buff! Chained Keen Edge, Chained Greater Magic Weapon, and much more! Über-debuff as well: Chain Dispel Magic, target the enemy fighter and all of his equipment! Chain Enervation, see above! Chain Ray of Exhaustion, the effect of Wave of Exhaustion in a 6th-level slot, followed by Chain Ray of Enfeeblement! Boo-yay!
- Permanent spell is a must have if you go Divine Metamagic. Permanent Greater Visage of the Deity, or Permanent Divine Power, anyone?

And don't forget to take Craft Rod to make your Metamagic Rods yourself, too, adding a bit of flexibility.

Metamagic means "Let's bone reality up the backside", even more than arcane magic already does. If you like this kind of games, it's simply awesome.
 

I use the Sudden ones quite a lot. However, at low levels with few spells normal metamagic feats aren't that useful due to cost, and a rod or two makes much more sense than using a feat. However, the few times I've played higher level characters with spells to burn and feats, metamagic feats are really useful. I'd say they're more useful at higher levels than lower levels.

Pinotage
 

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