Good APG metamagic feats for wizard


Advice


So can someone break down for me the metamagic feats found in APG?
Which are good for wizards, which are very bad, which are pitfalls?
Here are the metamagic feats (for reference and quoting):

Bouncing Spell (i really don't know)

Dazing Spell (i think that it sucks)

Disruptive Spell (seriously?)

Ectoplasmic Spell

Elemental Spell

Focused Spell

Intensified Spell

Lingering Spell

Merciful Spell (i can't say)

Persistent Spell

Reach Spell (i think that's good)

Selective Spell

Sickening Spell

Thundering Spell (why i think that this is meh?)

I will be editing the list as the thread goes.


leo1925 wrote:

Bouncing Spell (Seems too situational for my taste)

Dazing Spell (DoT's are your friend here)

Disruptive Spell (Crap)

Ectoplasmic Spell (Too situational, just have magic missile around)

Elemental Spell (A proper spell selection ought to make this redundant)

Focused Spell (If a lot of stuff is BBEG with minions than maybe, other too situational)

Intensified Spell (It's good mid-level for blasters)

Lingering Spell (Blasters mostly though it seems that there should be some way to bust this)

Merciful Spell (Campaign / character specific)

Persistent Spell (Very if you go a SoD route)

Reach Spell (Iffy, on a wizard preparing with this is eh, sorcerors like this more)

Selective Spell (No friendly fire is nice if you like to fling fireballs)

Sickening Spell (Dazing's better)

Thundering Spell (Dazing's better)

Comments added.


Persistent's really good; Dazing can be good, too.

One thing the original poster is missing with respect to Dazing is that it's an easy way to make a Reflex save spell a save-or-lose spell. There are an awful lot of monsters/NPCs/etc. with good Fort and Will but terrible Reflex save.


The reach feat is almost worthless to a Wizard. Sorcerer might get more mileage out of it due to limited spell selection, but still worthless for any spell over 2nd level.

1-2 level spell are touch but everything over 3rd level Has range.

Wizard has Spectral Hand, which lets you do longer reach for 1 minute/level.

.........................

Now on a Druid or Cleric = Reach is a God Send, Best Feat every, loveing ever minute of it :)


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Oliver McShade wrote:

The reach feat is almost worthless to a Wizard. Sorcerer might get more mileage out of it due to limited spell selection, but still worthless for any spell over 2nd level.

Now on a Druid or Cleric = Reach is a God Send, Best Feat every, loveing ever minute of it :)

I think that you are right.

Ok what does DoT and SoD means?


DoT is Damage over Time

SoD ... have no clue... brain not working that well at 6.00am in morning.


Oliver McShade wrote:

DoT is Damage over Time

Thanks.

Still i can't understand what erik542 meant with "Dazing Spell (DoT's are your friend here)", can someone explain?


leo1925 wrote:
Oliver McShade wrote:

DoT is Damage over Time

Thanks.

Still i can't understand what erik542 meant with "Dazing Spell (DoT's are your friend here)", can someone explain?

Dazing over Time = When spell does damage, the Target is Dazed for a number of rounds equal to the original level of the spell. (example 5th level damage spell that does damage to target, cause target to be dazed for next 5 rounds ).

Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round. (As listed PF PHB page 566)

.........................

SoD = Save or Die spells. Like Flesh to Stone or Finger of Death spells.


Oliver McShade wrote:
leo1925 wrote:
Oliver McShade wrote:

DoT is Damage over Time

Thanks.

Still i can't understand what erik542 meant with "Dazing Spell (DoT's are your friend here)", can someone explain?

Dazing over Time = When spell does damage, the Target is Dazed for a number of rounds equal to the original level of the spell. (example 5th level damage spell that does damage to target, cause target to be dazed for next 5 rounds ).

Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round. (As listed PF PHB page 566)

.........................

SoD = Save or Die spells. Like Flesh to Stone or Finger of Death spells.

Ok thanks.

So Dazing spell is a good feat or not? (i think that it's mediocre but i might be wrong).


Dazing can be good in the right situation. See Dire Mongoose's post above.


Depend on who you ask. Target not being about to attack is alway a great effect. On the other hand +3 to spell level caps the spell off as 1-6 level spell it can be applied to.

A Heighten feat + Dazing feat could be good for a 6th level fireball.

Just depends on what other feats you have, what spells you like, and how often you use them. (shurgs).


I think Intensified Spell is great. Allows mid to high level casters to make good use of lower level spell slots. A 10d4 Burning Hands is pretty good for a 2nd level spell and still useful for a 10 - 12th level caster.

I think it's great for a Witch who lack many offensive spells or Sorcerer since they don't get a ton of spells in the first place.


leo1925 wrote:
Oliver McShade wrote:

The reach feat is almost worthless to a Wizard. Sorcerer might get more mileage out of it due to limited spell selection, but still worthless for any spell over 2nd level.

Now on a Druid or Cleric = Reach is a God Send, Best Feat every, loveing ever minute of it :)

I think that you are right.

Ok what does DoT and SoD means?

DoT = Damage over time

SoD = Save or Die.

Dazing is very good with DoT's because it changes it from a single save or be out of the fight to needing to make the save every round. For a rather mild case, imagine putting dazing on acid arrow. Not only is there no SR, but there's no save for the original spell, and by level 9 you should be hitting touch ac's rather well. You hit them with acid arrow and now they have to make a save or be stunned for 2 rounds. Let's suppose they make the save, next round they have to make the save again or be stunned for 2 rounds. If they fail one save, they need 2 to get out of the stun lock. Now this gets really sick if you have the old 3.5 ball lightning.

Persistent is nice for SoD builds because it shores up the main weakness of the build, namely it's reliability. If they only had a 50% chance to make the save then now it's only 25% chance.

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