What metamagic feat can your Arcane caster not live without?

Empower and Maximize are both good, especially for the right spell. I don't like maximizing fireballs, for example, because there's probably a 6th level spell that does about the same thing.

However, empowering or maximizing (or both!) a vampiric touch is well worth it...
 

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Hehe, yep, my 9th level Sorceress also uses Empower Spell quite a lot.
Ray of Enfeeblement, False Life, Scorching Ray, Fireball (of course, if you ever find a metamagic rod, it is one with a feat you already have - oh well, at least I can empower fireballs now, so I shouldn't complain too much ;)).

And it is even better now that I have found out, that I can apply it to False Life for free 6/day (Metamagic Effect Incantatrix ability)! :D

Of course, I always forget to use it with the Cooperative Metamagic ability to the Cleric's cure spells (only decent use for this ability so far), but at least I always remember that afterwards, so I can forget it again next time. :p

Anyways, even if you are not an Incantatrix/Incantater, Empower Spell is mighty useful, starting at level 5 (wizard). And there are some great necromantic spells of low levels to use it with, which makes it especially useful in your case, I'd say, tho you'll probably never get the same mileage out of that feat as a sorcerer.

Bye
Thanee
 

Empover is always good
Quicken, is good at higher lvls
heigtheen make your sorcerer great,
widen spell to cast Disjoint mordenkainen and evade your guys are also great too. :D
Extend spell only is usefull at lower lvls
the maximize are good to cast enervations. :p
 

Thanee said:
Hehe, yep, my 9th level Sorceress also uses Empower Spell quite a lot.
Ray of Enfeeblement, False Life, Scorching Ray, Fireball (of course, if you ever find a metamagic rod, it is one with a feat you already have - oh well, at least I can empower fireballs now, so I shouldn't complain too much ;)).

Anyways, even if you are not an Incantatrix/Incantater, Empower Spell is mighty useful, starting at level 5 (wizard). And there are some great necromantic spells of low levels to use it with, which makes it especially useful in your case, I'd say, tho you'll probably never get the same mileage out of that feat as a sorcerer.

Bye
Thanee

I just can't wait until I hit 17th level. And empowered, maximized vampiric touch...a successful touch attack would give me, what, 72 temporary hit points and cause that much in damage. No save. And I have greater spell penetration, in case I have SR to get through. It would be a ninth level spell, but it would be worth it... :)

You're right, Sorcerer's get more mileage out of empower, but a Wizard can still put it to excellent use.
 

The best one, IMO, is Transdimensional Spell (form Unapproachable East). No more incorporeal miss chance, no more having the enemy go ethereal to dodge you, no more hiding in rope tricks, etc, etc, etc.

Sculpt Spell is another very nice one.

However, given my predilection for Sorcerors and other spontaneous casters, the one feat (well, five of them, REALLY) which I most like are the Energy Substitution feats: "Hmm, which element is THIS critter especially vulnerable to?" God, I love them.
 



Empower: VERY good for most damage dealing spells.
Quicken: At high level being able to toss out an extra lightning bolt or fireball a round is a very big edge in a hard fight.
Silent Spell: Best way to get a spell with no components, like a slient dimention door or power word stun. Great if you're silenced or held.
 

Thanee said:
You didn't ask about necromancers specifically. :p

Oh come on Thanee, you're supposed to know things like this. I'll fax you my character sheet so these type of mistakes don't happen again.

:P
 

ruleslawyer said:
Unless, of course, you allow the archmage PrC, in which case who wants to bother taking ES? You get all five for one spell slot!
Yeah, but that one's a stone colt b*tch to qualify for with a Sorceror.

rich said:
could someone please explain the "Energy Affinity, Energy Substitution" feats, and where they are found?
TIA!
I've never heard of "energy affinity" myself, but "Energy Substitution" is in the 3.0 "splatbook" (so named because they make a "splat" sound when you toss 'em on the gaming table ^_^), Tome and Blood.

You take the feat, and select one of the five cardinal energy types (fire, cold, acid, electricity, sonic). Thereafter, you can modify ANY spell that uses ANY of those energy descriptors, so that it instead deals damage of the type your Feat is specified for.

For example, you take "Energy Substitution: Acid"; whenever you cast fireball, Burning Hands, Cone of Cold, Lightning Bolt, Great Shout, Polar Ray, or whatever ... you can modify the spell to deal [acid] damage instead of whatever it normally would deal. Makes them fireballs useful when facing red dragons or fire elementals ... ^_^
 

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