Metamagic feats for a first time wizard player

Here it is, though I only recommend it for monk/wizards or martial artist/wizards and it wouldn't be usable by a 5th level Wizard anyway.

I designed it for melee touch spells, in case you missed with the first attack or are casting something like chill touch that can be used multiple times. I think the cost (spell level slot one higher) is too high though, since the feat is so specialized. Most monk/wizards aren't able or willing to pay it to gain that one attack. The print version of the book will probably feature a revised version of this feat, probably simply leaving off the spell level cost. I need to playtest it though. If anyone uses that version of it, let me know how it goes. We did playtest this one, but I don't think we playtested it enough...

Melee Spell [Metamagic]

You can follow through the somatic motions of a spell with an unarmed strike.
Prerequisites: Improved Unarmed Strike, Base attack bonus +6 or higher
Benefits: You have the ability to make an extra unarmed strike immediately after successfully casting a spell with a casting time of one action and the somatic component. A melee spell uses a spell slot one level higher than the spell’s actual level.
Special: Only those who prepare their spells, such as wizards, can use this feat. It is useless to bards and sorcerers. Metamagic spells cast on the fly always have a cast time longer than 1 action.

Just call me the PDF Pimp...

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Voadam said:
Isn't sculpt spell an archmage class power? Where is it a feat, I've never used it and don't remember off the top of my head, I also don't rember the level increase for enlarge.

Sculpt Spell [Metamagic] -
REQ: Any other metamagic feat
You can modify an area spell by changing the area’s shape. The new area must be chosen from the following list: cylinder (10’ radius by 30’ high), 40’ cone, four 10’ cubes, or a ball 20’ radius spread. The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt spell whose area is changed to a ball deals the same amount of damage, bu the lightning ball affects a 20’ radius spread. A sculpted spell uses a spell slot one level higher than the spell’s actual level. Tome and Blood, pg 42.

Enlarge has a cost of 1 also.
 

It really depends on the campaign style and what spells you have available.

Empower: Starts coming into use at 7th level. I like this a lot more than Maximize. Give your spell that little extra bump in effect, so that you can do equivilent of 15d6 fireballs at 10th level. You can apply Empower multiple times to the same spell, which can be great for something like Bull's Strength.

Extend: Great for the buffing spells.

Silent: Great for the spontaneous casters. At 7th level, it can be a really good idea to carry a Silent Dispel Magic as a wizard so you don't get shut down.

Quicken: Wait for higher levels, it isn't useful until 9th level. At 13th level you can do a quickened haste, which can really be impressive.

Enlarge Spell: I'm looking at this for a sea campaign that I'm in. Many of the encounters are going to start at beyond long range, so being able to fire the extra distance can be a significant advantage.

Still Spell: A great metamagic feat if you want to be able to wear armor. There is no Arcane Failure with Still Spell. Since you are a dwarf, a Fighter/Wizard multiclass would make a certain amount of sense.

All of the Metamagic feats in Tome & Blood require another Metamagic feat as a prerequisite.


Is the reason you mentioned item creation and metamagic feats because you are going for a particular PrC (such as Loremaster)?

If it doesn't have to be a metamagic feat, I would strongly suggest Spell Penetration.
 


I'd reccomend Eschew Materials, and follow it up with Spell Mastery.

That way, if you wake up in a dungeon in your Fruit of the Looms, you'll still be useful.
 

Some more info on my dwarf

Wow! Thanks for all the suggestions. Let me note some additional info and see what you folks bounce back with.

This dwarf is not a melee dwarf in any sense of the word. He has never attacked in hand to hand combat to date (that I remember) but is much better with his crossbow. He actually has a negative modifer to his strength (-1), and a positive modifier to his dex. So hand to hand is not my favorite thing at this point.

He is actually ready to take on the Blood Mage prestige class. He has all the prereqs met except for that annoying death and raise/ressurect issue. So I am steering away from item creation as I already have Scribe Scroll and you get Potion making with this class at some point.

This last session we just ran into some of the nastiest creatures to date. We fought some outsiders that return some of the damage they take in a radius effect. They also have spell resistance to fire and I had to make rolls for penetration, which I did make. So those penetration issues are right now, not later. (Note: Please don't tip me off on the monster's identity, I would rather not know it and it's weaknesses!).

I am hoping once we clear out this small outpost of these outsider nasties, I won't need penetration for a little while.
So I think that Extend is a good choice (I mage armor all the time), but energy substitution would help a bunch as my fireball barely got by their spell resistance.

Bret, I also liked your suggestion of a silent dispel at 7th level. I will promise to keep that in mind.

With that extra info, anyone have alternative suggestions?

Thanks
-Neg
 

Korimyr,

Eschew requires another metamagic as a prereq.

Rary, level increases from metamagics stack so heighten would be in addition to empower's increase.
 

Just seconding many of the suggestions above. Go thru them, especially those that are only +1 spell level, and see what spells your dwarf has that they would go with. Pick the one you will get the most use out of. Remember too that you are picking 2 new spells, think about what feat you are choosing when you pick spells.

I like Extend, for buffing spells particularly. If your character does not participate in the melee, the other party members will really appreciate extended Bull's Str and Cat's Grace. The extra Dex will be helpful for your own ranged touch attack spells.

Just lost my Dwarf Fighter 1/Abjurer 4, and was planning big things for his 2 feats at 6th level, but he liked fighting and was itching to craft some items. If that path becomes of interest to you, check out Heroes of High Favor: Dwarves. My guy was aiming for the Artificer PrC.

Now, I said all that to be on topic, so that I could then say: Kudos to neg for NOT wanting to identify the monsters. Keeping your nose out of the MM, and hanging onto the mystery, makes the monsters so much more fun! Way to go, neg!
 

Thanks for compliment JoeBlank. I used to play 1st edition and read all the books and could out DM the DM. Sort of dropped the game in mid college, but I am back and loving 3rd edition. Especially since I promised myself not to purchase any DM material, so most of the things we encounter/find are really new and exciting. Wish I had done this all along.

Extend does seem to be a very useful, and less costly feat, especially for mage armor and buff spells and such. Most likely I will lean toward that direction.

However, I did just come home with Mongoose's Ultimate Feat Book. That should keep me guessing for a few more days at the very least.

I also liked their Ultimate Prestige Class book and am looking forward to the Ultimate Equipment book as well. If any one is interested, I would suggest checking them out. They all seem to be good player resources.

-Neg
 

I think silent spell is a very good choice for any wizard, simply because it's the cheepest way to get a spell with no components (there are a few V only spell, like dimention door). These can still be used while held and such, having one or two perpaired can prove invaluable.
 

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