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*Pathfinder & Starfinder
What metamagic feat can your Arcane caster not live without?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1670573" data-attributes="member: 3146"><p>Extend Spell:</p><p>You're really missing the usefulness of this feat. It only comes into its own at mid-high levels, however, there it is very useful. (Even more so for a sorceror than a wizard).</p><p>Hour/level mage spells worth extending: Endure Elements, Mage Armor, False Life, Rope Trick (at low levels), Greater Magic Weapon, Detect Scrying, Rary's Mneomnic Enhancer, Energy Buffer (T&B), Energy Immunity, Mind Blank</p><p>Long duration Cleric spells worth extending: Endure Elements, Delay Poison, Shield Other, Deeper Darkness, Magic Vestment, Spikes, Greater Magic Weapon, Hero's Feast, Energy Immunity.</p><p></p><p>All of these can be extended to last all day or for several days. A wizard with an empty slot or a sorceror can simply use up unused spell slots at the end of the day to have the spells active in the next day withoug costing any spell slots then. A spell that lasts longer than 24 hours extended can be very helpful when preparing for an assault.</p><p></p><p>Extend is also useful on 10 min/level spells. By 12th level, See Inivisibility, Alter Self, Resist Energy, Daylight, Magic Circle vs. Evil, Keen Edge, Flame Arrow, Heroism, etc last 2 hours. Extending them to last four hours makes it practical for a sorceror (or a wizard with pearls of power) to have them active all day for travel purposes (which is extremely useful in the case of See Invisibility--no more ambushes by invisible or ethereal opponents) or to cast them on everyone and be confident that they'll last through as much of a dungeon as the party can handle pushing through without rest.</p><p></p><p>And it's not as though the 12th level sorceror or wizard was going to be using those 3rd and 4th level slots during combat anyway.</p><p></p><p>Enlarge Spell:</p><p>OK, this one pretty much sucks. A sorceror might be able to make use of it with ray spells (close range IS pretty limiting), teleport, etc. but really it's not worth it.</p><p></p><p>Still Spell:</p><p>You need to know what this one is for. It's the anti-arcane spell failure feat. By effectively sacrificing two caster levels (actually, a little bit less than that, since long duration and no-somatic spells aren't effected), your fighter/wizard CAN wear fullplate and a tower shield and cast spells without ASF. The ability to have a weapon in one hand and a shield in the other while casting spells and to be unfazed by grapples is a bonus. It's also a decent feat for sneaky sorcerors who want to cast spells without beng obvious about it. A still, silent spell is rather hard to detect.</p><p></p><p>Silent Spell: it's got its uses--specifically for rogue/wizards and rogue/sorcerors and people REALLY worried about being grappled and pinned. It will also occasionally come in handy when you end up in a zone of silence or are deafened. However, while its somewhat useful uses are more prevalent than still spell, I actually rate it lower since none of its uses are quite as useful as the ignore ASF feature of Still Spell.</p><p></p><p>Empower:</p><p>Even you're not arguing that this one is good.</p><p></p><p>Maximize:</p><p>Some people will prefer this to Empower because it's more reliable and it's usually better to have a reliably good result than a potentially great or potentially sucky result.</p><p></p><p>Quicken:</p><p>At +4 spell levels, this is only worth it for some spells, but for those spells, it is well worth it. For wizards, a Magic Missile, Ray of Enfeeblement, Scorching Ray, Mirror Image, Haste, Fireball, etc in the same round as you cast a 5th-8th level spell can be the difference between a difficult combat and a cakewalk. "So the enemy wizard is over there. I cast disintegrate. He lives? Lets see how he deals with a quickened scorching ray. Oh good, he's dead before he did anything to us. Next."</p><p></p><p>Widen:</p><p>You're right. At +2 levels, this one is laughable. It might have been decent at +1 level but there you go.</p><p></p><p>Sculpt Spell (T&B):</p><p>This is a very good feat and might well be worth it even at +2 levels. At +1 level, it's excellent.</p><p></p><p>Energy Affinity/Energy Substitution:</p><p>I think this is often overrated but it's still a pretty darn good feat--especially for sorcerors.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1670573, member: 3146"] Extend Spell: You're really missing the usefulness of this feat. It only comes into its own at mid-high levels, however, there it is very useful. (Even more so for a sorceror than a wizard). Hour/level mage spells worth extending: Endure Elements, Mage Armor, False Life, Rope Trick (at low levels), Greater Magic Weapon, Detect Scrying, Rary's Mneomnic Enhancer, Energy Buffer (T&B), Energy Immunity, Mind Blank Long duration Cleric spells worth extending: Endure Elements, Delay Poison, Shield Other, Deeper Darkness, Magic Vestment, Spikes, Greater Magic Weapon, Hero's Feast, Energy Immunity. All of these can be extended to last all day or for several days. A wizard with an empty slot or a sorceror can simply use up unused spell slots at the end of the day to have the spells active in the next day withoug costing any spell slots then. A spell that lasts longer than 24 hours extended can be very helpful when preparing for an assault. Extend is also useful on 10 min/level spells. By 12th level, See Inivisibility, Alter Self, Resist Energy, Daylight, Magic Circle vs. Evil, Keen Edge, Flame Arrow, Heroism, etc last 2 hours. Extending them to last four hours makes it practical for a sorceror (or a wizard with pearls of power) to have them active all day for travel purposes (which is extremely useful in the case of See Invisibility--no more ambushes by invisible or ethereal opponents) or to cast them on everyone and be confident that they'll last through as much of a dungeon as the party can handle pushing through without rest. And it's not as though the 12th level sorceror or wizard was going to be using those 3rd and 4th level slots during combat anyway. Enlarge Spell: OK, this one pretty much sucks. A sorceror might be able to make use of it with ray spells (close range IS pretty limiting), teleport, etc. but really it's not worth it. Still Spell: You need to know what this one is for. It's the anti-arcane spell failure feat. By effectively sacrificing two caster levels (actually, a little bit less than that, since long duration and no-somatic spells aren't effected), your fighter/wizard CAN wear fullplate and a tower shield and cast spells without ASF. The ability to have a weapon in one hand and a shield in the other while casting spells and to be unfazed by grapples is a bonus. It's also a decent feat for sneaky sorcerors who want to cast spells without beng obvious about it. A still, silent spell is rather hard to detect. Silent Spell: it's got its uses--specifically for rogue/wizards and rogue/sorcerors and people REALLY worried about being grappled and pinned. It will also occasionally come in handy when you end up in a zone of silence or are deafened. However, while its somewhat useful uses are more prevalent than still spell, I actually rate it lower since none of its uses are quite as useful as the ignore ASF feature of Still Spell. Empower: Even you're not arguing that this one is good. Maximize: Some people will prefer this to Empower because it's more reliable and it's usually better to have a reliably good result than a potentially great or potentially sucky result. Quicken: At +4 spell levels, this is only worth it for some spells, but for those spells, it is well worth it. For wizards, a Magic Missile, Ray of Enfeeblement, Scorching Ray, Mirror Image, Haste, Fireball, etc in the same round as you cast a 5th-8th level spell can be the difference between a difficult combat and a cakewalk. "So the enemy wizard is over there. I cast disintegrate. He lives? Lets see how he deals with a quickened scorching ray. Oh good, he's dead before he did anything to us. Next." Widen: You're right. At +2 levels, this one is laughable. It might have been decent at +1 level but there you go. Sculpt Spell (T&B): This is a very good feat and might well be worth it even at +2 levels. At +1 level, it's excellent. Energy Affinity/Energy Substitution: I think this is often overrated but it's still a pretty darn good feat--especially for sorcerors. [/QUOTE]
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What metamagic feat can your Arcane caster not live without?
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