Which MetaMagic Feats have your Mages used ?

Metamagic Feats used by your group (multiple):

  • Empower

    Votes: 19 35.8%
  • Maximize

    Votes: 12 22.6%
  • Silent

    Votes: 16 30.2%
  • Still

    Votes: 15 28.3%
  • Quicken

    Votes: 10 18.9%
  • Extend

    Votes: 26 49.1%
  • Enlarge

    Votes: 7 13.2%
  • Energy Substitution

    Votes: 23 43.4%
  • Heighten

    Votes: 8 15.1%
  • Other....

    Votes: 11 20.8%


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Extend has got to be the best bang-for-your-buck feat. Double duration for only 1 slot higher - yes! All day mage armor, hours of invis and fly.
 

Energy Substitution: Lightning
Energy Substitution: Subdual

As "free" feats (in that they do not take higher spell slots), the Energy Substitution feats are FANTASTIC for sorcerors. Especially with limited known spells, Energy Substitution literally doubles the sorcs ability to use different-type damage spells.

Turning a Fireball into a Lightningball is great when you're up against a red dragon. Making your magic missiles do subdual damage is great when you need to subdue a commoner or goblin without killing them.
 

fsck said:
Making your magic missiles do subdual damage is great when you need to subdue a commoner or goblin without killing them.

Refresh my memory -- don't you have to pick one energy type and only that type can be substituted for subdual damage? I can't recall now...
 

One mmfeat we at least talk about very much, is the persistant feat. We haven't played epic lvls, but persistant time stops are quite nasty.
 

On a rogue/wizard I took silent, still, snd eschew materials.

A sorcerer in a game I ran took empower and silent spell.

I'm fond of but have not used empower, extend, or persistent for mages yet. Extend/persistent were just nasty on a cleric I played though.

I also really like the concept of quicken spell, but 4 levels is just to high a prioce to pay for me. So while I may take it for flavor, I'll rarely if ever use it.
 

Actually it's my fault for misnaming it. The real feat is called "Subdual Substitution", and the text reads:

Modify a spell that uses energy to cause subdual damage.

I'm not actually sure whether Magic Missile qualifies or not, because it is of descriptor type FORCE (as opposed to sonic, acid, cold, fire, etc.). But it never came up for my sorc because he took a variant 1st-level magic-missile type spell from ToB instead of mm.
 

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