
The Sleeping Dragon |

As the subject says what do you think is the best choice for a spell with these paramaters.
Rime Spell - Failed save = to entangled condition
Freezing Spell - Failed save on any damaging spell, but fire = Fort save or gain the Staggered condition, Has to still make Fort save if the spell is a cold one, and they pass the first save.
Quicken Spell - Standard action spells become swift actions. Can also use spells that are already only a swift action to bypass this metamagic feat.
Dazing Spell - Failed Will save means NO action by the enemy.
Top Spell contender for example
Cold Ice Strike lvl 6
Already a swift action, so no quicken necessary. Rime = +1 lvl 7. magical lineage back down to 6, followed by freezing, still 6. Spell perfection for dazing, for a +3, to make it a level 9 spell, using a level 6 spell slot. At max damage (CL 15) the spell does 15d6 for an avg of about 52.5 points of damage, as a swift action. All the while forcing the enemy to make a save for all the seperate saves fort/ reflex/ and will. All of which will incapcitate movement in one way or another.
Id crunch some more in here, but id like to see what others can do with this challenge! :D
Id also like to have some creativity here as well, if you see one metamagic feat that you would add to make your spell OP go ahead, lets assume its a rod. ;)

SquirmWyrm |

Heighten spell is great for save or die and save or suck spells, given that the altered spell being counted as the actual level as the slot being used allows you to use those higher level spell DCs. Plus, since there is no base requirements for minimum spell level increase, you can tack it on with other metamagic feats for no extra cost!
And don't forget the classic mainstays of empower and maximize, which are a great way to use those bonus spell slots at low level, and they maintain their usability later on, especially if you're playing a sorcerer. Keep in mind that they are not just for damage, but also for any randomly rolled factor of a spell, such as the number of summoned creatures from a lower level list that are called by a single casting.
Enlarge spell can be used to make cones bigger, since their size is a factor of range, widen spell is great for siege defense, spreading fireballs over the enemy forces.
Extend makes buffs and debuffs, and continuous area of effects last longer.

Umbranus |

Rime Spell - Failed save = to entangled condition
You got that wrong.
Rime spell entangles when the target takes cold damage, no matter what he rolled for a save or if there was a save.I use it often with frost fall or ice storm.
The first deals its cold damage no matter what the save was, the second has no save at all.
So in both cases you have the enemy auto-entangled.
My spell I want to add in is not exactly what you asked for because for it to reach maximum effect you need a combat feat:
Disruptive call the void + step up feat vs enemy casters

The Sleeping Dragon |

Mplindustries
Solid choice. You made me re-read the spell. :) I initially understood it as a single 5 foot square, not an area burst meaning it takes a 10x10 square of chilling cold at a level 2 spell slot. Cant say that I appreaciate the Fort save being the primary save due to so many creatures high Fort save, but staggered + slowed /entangled... pretty deadly. :)

![]() |

As the subject says what do you think is the best choice for a spell with these paramaters.
Freezing Spell - Failed save on any damaging spell, but fire = Fort save or gain the Staggered condition, Has to still make Fort save if the spell is a cold one, and they pass the first save.
Dazing Spell - Failed Will save means NO action by the enemy.
Elemental Aura(electric).
It deals continous AoE damage and already requires a ref save to avoid the staggered condition. On s successful save, half damage is still inflicted.
Elemental Aura(cold) can be modified by rime and requires a ref save to avoid the fatigued condition.
I will be using the electric version on my magus in a few levels.