Good metamagic feats for conjuration wizard


Advice


What are some good metamagic feats for a wizard focusing on summoning? I'll need about three to qualify for Spell Perfection.


anything that extends the duration is good.

Range is meh for summoning, as the summoned creature is going to move around anyway. Giving it good movement capability is better than putting it right where you want it for the first 6 seconds.


Persistent is great for the battlefield control you will also be memorising.

Quicken Spell is generally useful for everyone.

Dazing Spell is incredibly powerful especially so when attached to things like Black Tentacles which you will still be using.


I played a Conjuration Wizard with a strong focus on summoning in PFS up to level 13 so far. I didn't use much metamagic (I had a few rods that helped cover that)but Just looking back, certain spells were all stars, so I'm trying to think what I might have picked if I did it again.

Spells at level 2 in particular can be really effective. Create Pit, Glitterdust, and Stonecall all stayed useful into level 13. Focused Spell seems like it would be a useful one usually you can hit multiple enemies with glitterdust and create pit, so boosting the DC by 2 for the one that matters for only 1 spell level seems very good.

Extend spell is useful at low levels, but the lesser rod is so cheap, I would suggest using that. I found dazing was usually better on a rod but that can be useful, I found dazing to just not be as much fun and started using my rod of it less and less. It either ended the fight immediately or did nothing.

If I had to pick three, I would pick Focused Spell, Heighten Spell, and Persistent Spell.


Extend
Make your Summons and buffs last longer.

Persistent
Really strong buff for AoE damage/SoD/SoS spells.

Quicken
Action economy, 'nuf said.

Rime
Entangle is a good debuff

Selective
May be better on a rod, but very useful when planning to drop summons into a fight, then throw AoEs.

In addition to Metamagics, there are a number of "Summon" feats to consider:

Sacred Summons:

Sacred Summons
The minions of your divine patrons stand ready to answer your call.

Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.


Pretty good - gets you standard action summoning.

Augment Summoning:

Augment Summoning
Your summoned creatures are more powerful and robust.

Prerequisite: Spell Focus (conjuration).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.


Useful summoned creature stat boost for summons focused character.

Superior Summoning:

Superior Summoning
You can summon more creatures. Add on to Augment Summoning.

Prerequisites: Augment Summoning, caster level 3rd.

Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.


Add extra creature when you summon more than one.

Proxy Summoning:

Proxy Summoning
Creatures you summon can act as proxies to deliver your spells to foes.

Prerequisite(s): Ability to cast conjuration (summoning) spells or a conjuration (summoning) spell-like ability, caster level 5th.

Benefit(s): Whenever you cast a touch spell while adjacent to a creature you summoned (including an eidolon), you can have the summoned creature carry the spell's charge. Once the spell is cast, you and any creature you summon gain the share spells ability. This feat doesn't qualify you for feats or other rules options that require you to have an animal companion, familiar, or similar allied creature with the share spells ability.


This is just sick at mid to high levels - share spells with your summons. Imagine what they can do for you and what you can have them deliver.

Skeleton Summoner:

Skeleton Summoner
The walking dead respond to your call.

Prerequisites: Spell Focus (necromancy), ability to cast summon monster.

Benefit: Add "human skeleton" to the list of creatures you can summon with summon monster I and "human skeletal champion" to the list of creatures you can summon with summon monster III. Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell's summoning list (apply the skeleton template to that creature to create this monster).


Takes an extra Spell Focus (necromancy) feat - extra since you're probably already invested in Spell Focus (conjuration)

Harrowed Summoning:

Harrowed Summoning
Your summoned creatures are empowered by the magic of the harrow.

Prerequisite(s): Harrowed.

Benefit(s): When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell's casting time.

For the duration of the spell, each summoned creature gains a +4 enhancement bonus to the corresponding ability scores of the drawn card's suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card's alignment is a true match for the summoned creatures' alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell's duration is unchanged.

A creature summoned in this way is distinctly altered by the cards drawn. Its physical appearance reflects the visual elements of the cards. The creature's personality is also influenced by the cards, but not so much as to alter its alignment.

Evolved Summoned Monster:

Evolved Summoned Monster
The creatures you summon have evolved to have even greater abilities.

Prerequisite(s): Augment Summoning, Spell Focus (conjuration), ability to cast summon monster I.

Benefit: Each time you cast a summon monster spell, you can select a 1-point evolution from those available to a summoner's eidolon. Your summoned creature gains this evolution. The summoned creature must conform to any limitations of the evolution. (For instance, only a creature with a reach of 10 feet or more can have the pull evolution.) Evolutions that grant additional attacks or enhance existing attacks can be applied only to Medium or larger summoned creatures.

If you summon more than one creature with a single spell, only one creature gains this evolution.

Special: You can take this feat multiple times. Each time you do, select an additional 1–point evolution for one of your summoned creatures. If you summon more than one creature, you can choose to apply all the evolutions to a single summoned creature, or split them between the creatures summoned.

Extra Summons:

Extra Summons
You can summon monsters more often each day.

Prerequisites: Ability to cast summon monster as a spell-like ability, summoner 1st.

Benefit: You gain 1 additional use of your summon monster spell-like ability per day.

Special: You can take this feat multiple times, but it can only be taken once for every five summoner levels you possess.


Meh, Summoner only.

Starlight Summons:

Starlight Summons
Your summoned minions slink along under the shadows of the stars.

Prerequisites: Spell Focus (conjuration), able to cast summon nature's ally.

Benefit: Creatures you summon gain the Blind-Fight feat, a +5 bonus to Perception and Stealth checks in dim light or darkness, and their natural weapons are treated as cold iron for overcoming damage reduction.


Very useful.

Moonlight Summons:

Moonlight Summons
Your summoned minions are infused with the power of the moon.

Prerequisites: Spell Focus (conjuration), able to cast summon nature’s ally.

Benefit: Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural weapons are treated as silver for the purposes of overcoming damage reduction.


Interesting flavor.

Acadamae Graduate (Local):

Acadamae Graduate
You have graduated from the magical acadamy.

Prerequisites: Specialist wizard level 1st, cannot have conjuration as a forbidden school.

Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.


Become fatigues to make standard action summons? No thanks.

Ferocious Summons (Orc/Half-Orc):

Ferocious Summons
Your summoned creatures gain your ferocity.
Prerequisites: Augment Summoning, Spell Focus (conjuration), half-orc or orc.

Benefit: Creatures you summon gain the ferocity universal monster ability.

Spider Summoner (Drow):

Spider Summoner
You gain the ability to summon powerful spiders.
Prerequisites: Ability to cast summon monster or summon nature's ally spells, drow.

Benefit: When casting either a summon monster spell or a summon nature's ally spell, your options increase.

Depending on the level of the spell, you can summon the spiders listed below.

Summon monster:
1st level—giant crab spider*
4th level—giant black widow*
5th level—ogre spider*
7th level—giant tarantula*

Summon nature's ally:
1st level—giant crab spider
4th level—giant black widow
5th level—ogre spider
7th level—giant tarantula

Creatures marked with an asterisk (*) are summoned with the celestial template if you are good, and the fiendish template if you are evil. If you are neutral, you may choose which template to apply to the creature. Furthermore, when you summon spiders using summon monster or summon nature's ally, the DC of the summoned monster's poison and web effects increases by 2.

Summon Good Monster:

Summon Good Monster
You can summon the aid of creatures driven by their very nature to destroy evil.

Prerequisite: Good alignment.

Benefit: When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.

Summon Neutral Monster:

Summon Neutral Monster
You can summon creatures that embody the forces of balance.

Prerequisite(s): Chaotic neutral, lawful neutral, or neutral alignment.

Benefit(s): When casting a summon monster spell, you gain access to the list of neutral creatures at right. You may also summon creatures from the standard summon monster list and apply the counterpoised creature simple template to applicable creatures instead of the celestial or fiendish template.

Creatures you summon from the list and creatures you summon with the counterpoised template gain a +2 resistance bonus on Will saves.

Summon Evil Monster:

Summon Evil Monster
You can summon the aid of creatures driven their very nature to destroy goodness.

Prerequisite(s): Evil alignment.

Benefit(s): When casting summon monster, you also have access to the list of evil monsters on this page. When summoning a creature from this list, your debased nature allows you to cast the spell as a standard action. The summoned creature appears as normal for the spell but can’t act until next your next turn. It is not flat-footed, however, and it can make attacks of opportunity as normal. These effects don’t apply for creatures from the standard list that aren’t also on this list.

Special: If you possess the Sacred Summons feat, you can apply it to a creature on this list whose alignment (as opposed to its subtype or subtypes) matches your aura.

Grand Lodge

I like Persistent, Dazing, and Quicken

I like to buy a rod of extend myself as it is cheap.

Persistent A. Orb is just a brutal save or Die.

Dazing Acid Arrows or similar is just plain fun and helps keep control of the Battlefield.

Quicken is too expensive for a rod and is Very nice.

If your wanted extended summons beyond that of your school ability you may want to look to the Summoner.

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