A Guide to Metamagicing


Advice


Just a quick thing I threw together last night. Please enjoy.

https://docs.google.com/document/d/12ylykysKhdLRnipqo-ozviJ9UuO_0nznROatGXq D25Q/edit?usp=sharing


I'm getting "File does not exist" :(

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

This is the actual link.

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Yeah okay, looking over this it looks like it needs some major work.

First of all, you really need to take a look at the way Psychic casting works before judging those metamagics - Logical Spell and Intuitive Spell are arguably better than Silent & Still. Most of the reasons for Still Spell being a thing no longer exist (Grappling no longer stops yo u from casting - it just gives you a super annoying concentration check based off the grappler's CMB), and Silent Spell was never very good unless you planned on casting silence yourself. Meanwhile any fear effect causes you to stop being able to provide an emotion component and a thought component either causes the concentration DC to be raised by 10 or for you to take a move action before casting - both of which are annoying when they come up.

You mention blasting as being bad, but you seem to have only written your guide from the viewpoint of a god wizard. Blasting is great if you're a magus - or if you're trying to be a blockbuster wizard (arguably more important since metamagic'd blasts are better than higher level spells). Intensify Spell is pretty much a required spell if you're a magus who is focusing on shocking grasp or a blockbuster wizard who is focusing on a traditional spell like fireball.

Specialist sorcerers also will use metamagic - especially enchantment-focused sorcerers, who often do not have the spell choices to have spells designed to take care of every creature that is immune to mind-affecting effects. Coaxing Spell and Threnodic Spell are very useful here.

If you want to write a metamagic guide for god wizards, then feel free to. But tell people that on the tin. Right now people are expecting the Guide to Metamagic in general, and it has way more uses than the God Wizard would imply.

Scarab Sages

I agree 100% with Iammars. You also are undervaluing Yai-mimic. It's benefit isn't that you heal one point a round, it's that you cannot die from hp damage while the regeneration is active. It's still situational, but it's not red.


Iammars wrote:
This is the actual link.

I appreciate the link help :p


Iammars wrote:

Yeah okay, looking over this it looks like it needs some major work.

First of all, you really need to take a look at the way Psychic casting works before judging those metamagics - Logical Spell and Intuitive Spell are arguably better than Silent & Still. Most of the reasons for Still Spell being a thing no longer exist (Grappling no longer stops yo u from casting - it just gives you a super annoying concentration check based off the grappler's CMB), and Silent Spell was never very good unless you planned on casting silence yourself. Meanwhile any fear effect causes you to stop being able to provide an emotion component and a thought component either causes the concentration DC to be raised by 10 or for you to take a move action before casting - both of which are annoying when they come up.

You mention blasting as being bad, but you seem to have only written your guide from the viewpoint of a god wizard. Blasting is great if you're a magus - or if you're trying to be a blockbuster wizard (arguably more important since metamagic'd blasts are better than higher level spells). Intensify Spell is pretty much a required spell if you're a magus who is focusing on shocking grasp or a blockbuster wizard who is focusing on a traditional spell like fireball.

Specialist sorcerers also will use metamagic - especially enchantment-focused sorcerers, who often do not have the spell choices to have spells designed to take care of every creature that is immune to mind-affecting effects. Coaxing Spell and Threnodic Spell are very useful here.

If you want to write a metamagic guide for god wizards, then feel free to. But tell people that on the tin. Right now people are expecting the Guide to Metamagic in general, and it has way more uses than the God Wizard would imply.

This is mostly written from the perspective of a "god" - though I use this advice with similar builds as well, such as non-pure buff clerics and witches and the like. You are correct that I should preface it a bit better, and I'm making the edits now.

I would disagree with your point on sorcerers. When I play one, I usually pick "utility" spells that affect almost anything, instead of a type of magic that's easily shut down by numerous monster types. Even if I'm focusing on enchantment (because I did once) I'd also pick up something like Summon Monster that works on everything.

I am not very familiar with Occult Adventures. I'll look into it - thanks for the advice! It sounded like it was just replacing a typical component, and that sounded useless. I'll reevaluate it now.


Shakalaka wrote:
I'm getting "File does not exist" :(

https://docs.google.com/document/d/12ylykysKhdLRnipqo-ozviJ9UuO_0nznROatGXq D25Q/edit?pli=1

Try this, and feel free to call me an idiot...


There is no discussion about the difference between prepared casters and spontaneous ones, and in this regard that is a huge difference. Likewise some types of caster favour some metamagics over others e.g. enchantment focussed casters, blasters. It's not enough to say 'don't blast' because the approach is viable so I would suggest you offer opinions depending upon your approach as a caster, more work but the guide will be far more useful then.

Also I don't see spell perfection.


In my opinion, "metamagic guide for God wizards" is entirely too niche a subject. Either write a full guide to God wizards (by which I mean copy and paste Logic Ninja's guide, but make up your own color scheme because heaven forbid something be easily accessible), or else write a metamagic guide inclusive of prepared casters, spontaneous casters, half casters, and even, dare I say it, divine casters.

As it is, outdated, limited, and sometimes (in my opinion) as wrong as it is, I think Rylar's guide to metamagic is a more helpful guide, if only due to the brief discussion of how different classes should think about which metamagics to take.


Jaunt wrote:

In my opinion, "metamagic guide for God wizards" is entirely too niche a subject. Either write a full guide to God wizards (by which I mean copy and paste Logic Ninja's guide, but make up your own color scheme because heaven forbid something be easily accessible), or else write a metamagic guide inclusive of prepared casters, spontaneous casters, half casters, and even, dare I say it, divine casters.

As it is, outdated, limited, and sometimes (in my opinion) as wrong as it is, I think Rylar's guide to metamagic is a more helpful guide, if only due to the brief discussion of how different classes should think about which metamagics to take.

This isn't just for god wizards - it's a general guide for god casters. I'm working on which feats you should take for which classes, but the advice mostly still applies. For instance, on a lot of my clerics I take Quicken and Reach spell. Prepared Arcane casters should take Quicken, Reach, and Dazing. Etc.


Iammars wrote:

Yeah okay, looking over this it looks like it needs some major work.

First of all, you really need to take a look at the way Psychic casting works before judging those metamagics - Logical Spell and Intuitive Spell are arguably better than Silent & Still. Most of the reasons for Still Spell being a thing no longer exist (Grappling no longer stops yo u from casting - it just gives you a super annoying concentration check based off the grappler's CMB), and Silent Spell was never very good unless you planned on casting silence yourself. Meanwhile any fear effect causes you to stop being able to provide an emotion component and a thought component either causes the concentration DC to be raised by 10 or for you to take a move action before casting - both of which are annoying when they come up.

How do you see a full round action Intuitive Spell improving your action economy vs. burning a standard action to cast your spell and a move action to center? It's strictly worse in terms of spell interruption, and costs you a feat. Intuitive Spell is only worthwhile on rods.

Scarab Sages

Slithery D wrote:
Iammars wrote:

Yeah okay, looking over this it looks like it needs some major work.

First of all, you really need to take a look at the way Psychic casting works before judging those metamagics - Logical Spell and Intuitive Spell are arguably better than Silent & Still. Most of the reasons for Still Spell being a thing no longer exist (Grappling no longer stops yo u from casting - it just gives you a super annoying concentration check based off the grappler's CMB), and Silent Spell was never very good unless you planned on casting silence yourself. Meanwhile any fear effect causes you to stop being able to provide an emotion component and a thought component either causes the concentration DC to be raised by 10 or for you to take a move action before casting - both of which are annoying when they come up.

How do you see a full round action Intuitive Spell improving your action economy vs. burning a standard action to cast your spell and a move action to center? It's strictly worse in terms of spell interruption, and costs you a feat. Intuitive Spell is only worthwhile on rods.

Spontaneous Metafocus is a thing.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Saph_Arcanic wrote:
This is mostly written from the perspective of a "god" - though I use this advice with similar builds as well, such as non-pure buff clerics and witches and the like. You are correct that I should...

My two cents...

There are at least a half dozen common ways to build a spellcaster; you shouldn't limit things to just one of those because then only a subset of people will care, and it will mimic guides already made.

The formatting is obnoxious. I suggest reducing the margins and not having everything double spaced.

The content is unhelpful. Every optimization guide in existence contains what metamagic feats are good for that class. If you want to stand out, I recommend possibly hitting on why different feats are better for different classes or builds (example: heighten spell is a lot better for spontaneous casters and dazing spell is better for controllers/blasters). And what about rods?


Imbicatus wrote:
I agree 100% with Iammars. You also are undervaluing Yai-mimic. It's benefit isn't that you heal one point a round, it's that you cannot die from hp damage while the regeneration is active. It's still situational, but it's not red.

Deathless is a thing.

First, this guide looks like to applicable only during high levels. The vast majority of feats you recommend start to work at high level. I mean, dazing is crazy good, but even at level 7 it's not worth it (Dazing Burning Hands?). That's more than an half of a PF character career. In the meantime, a Toppling Magic Missile just ruined half of the enemies action economy, and that works from level 3. And it always gets better.
I agree with Iammars too. Today, Impossible Sorcerers can take care of every mind affecting immunity with 3 feats and a class feature (and may the gods save the enemies if it happen to be a kitsune sorcerer). Try also to check other points of view for metamagic users, blasters always prefer metamagic over spell level (Fireball and Delayed Fireball, Snowball and Flurry of Snowballs and many other couples stands as example).
Elemental spells works great if you are a spontaneous caster, meh if you aren't, and nothing if you are an admixturer, but I saw nothing about this.
Extend spell is wonderful, it allows your spells to last enough to be active the day after you cast it, refreshing the slot. Poor men Contingency, that is.
You should also say if metamagic effects are worth a rod. Dazing, enlarged, persistent fireball is hilarious, and the rod is only a lesser one.
Spell perfection also doesn't appear here. That's the point of most spellcasters.


Imbicatus wrote:
Slithery D wrote:
Iammars wrote:

Yeah okay, looking over this it looks like it needs some major work.

First of all, you really need to take a look at the way Psychic casting works before judging those metamagics - Logical Spell and Intuitive Spell are arguably better than Silent & Still. Most of the reasons for Still Spell being a thing no longer exist (Grappling no longer stops yo u from casting - it just gives you a super annoying concentration check based off the grappler's CMB), and Silent Spell was never very good unless you planned on casting silence yourself. Meanwhile any fear effect causes you to stop being able to provide an emotion component and a thought component either causes the concentration DC to be raised by 10 or for you to take a move action before casting - both of which are annoying when they come up.

How do you see a full round action Intuitive Spell improving your action economy vs. burning a standard action to cast your spell and a move action to center? It's strictly worse in terms of spell interruption, and costs you a feat. Intuitive Spell is only worthwhile on rods.
Spontaneous Metafocus is a thing.

Two feats to by a move action on one spell? No sale!


ElMustacho wrote:
Imbicatus wrote:
I agree 100% with Iammars. You also are undervaluing Yai-mimic. It's benefit isn't that you heal one point a round, it's that you cannot die from hp damage while the regeneration is active. It's still situational, but it's not red.

Deathless is a thing.

First, this guide looks like to applicable only during high levels. The vast majority of feats you recommend start to work at high level. I mean, dazing is crazy good, but even at level 7 it's not worth it (Dazing Burning Hands?). That's more than an half of a PF character career. In the meantime, a Toppling Magic Missile just ruined half of the enemies action economy, and that works from level 3. And it always gets better.
I agree with Iammars too. Today, Impossible Sorcerers can take care of every mind affecting immunity with 3 feats and a class feature (and may the gods save the enemies if it happen to be a kitsune sorcerer). Try also to check other points of view for metamagic users, blasters always prefer metamagic over spell level (Fireball and Delayed Fireball, Snowball and Flurry of Snowballs and many other couples stands as example).
Elemental spells works great if you are a spontaneous caster, meh if you aren't, and nothing if you are an admixturer, but I saw nothing about this.
Extend spell is wonderful, it allows your spells to last enough to be active the day after you cast it, refreshing the slot. Poor men Contingency, that is.
You should also say if metamagic effects are worth a rod. Dazing, enlarged, persistent fireball is hilarious, and the rod is only a lesser one.
Spell perfection also doesn't appear here. That's the point of most spellcasters.

Well, not high level necessarily. More mid level and up. My perspective on this is, there are certain feats you need and should be getting early - Improved Initiative and Improved Familiar, to name a couple. By the time i'm usually looking at Metamagic, I'm at least eighth level. And moreover, Reach is a low level thing.

Change it from touch to close, that's only a +1, assuming you absolutely have to have some Metamagic early. I personally think it's best to frontload the standard feats, then take Metamagic, which is only really effective when you start getting 4th/5th level spells anyway.

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Imbicatus wrote:
Slithery D wrote:
Iammars wrote:

Yeah okay, looking over this it looks like it needs some major work.

First of all, you really need to take a look at the way Psychic casting works before judging those metamagics - Logical Spell and Intuitive Spell are arguably better than Silent & Still. Most of the reasons for Still Spell being a thing no longer exist (Grappling no longer stops yo u from casting - it just gives you a super annoying concentration check based off the grappler's CMB), and Silent Spell was never very good unless you planned on casting silence yourself. Meanwhile any fear effect causes you to stop being able to provide an emotion component and a thought component either causes the concentration DC to be raised by 10 or for you to take a move action before casting - both of which are annoying when they come up.

How do you see a full round action Intuitive Spell improving your action economy vs. burning a standard action to cast your spell and a move action to center? It's strictly worse in terms of spell interruption, and costs you a feat. Intuitive Spell is only worthwhile on rods.
Spontaneous Metafocus is a thing.

Yeah, but Intuitive Spell is a really crappy reason to take Spontaneous Metafocus. Rods were what I was going with there.

Scarab Sages

Iammars wrote:
Imbicatus wrote:
Slithery D wrote:
Iammars wrote:

Yeah okay, looking over this it looks like it needs some major work.

First of all, you really need to take a look at the way Psychic casting works before judging those metamagics - Logical Spell and Intuitive Spell are arguably better than Silent & Still. Most of the reasons for Still Spell being a thing no longer exist (Grappling no longer stops yo u from casting - it just gives you a super annoying concentration check based off the grappler's CMB), and Silent Spell was never very good unless you planned on casting silence yourself. Meanwhile any fear effect causes you to stop being able to provide an emotion component and a thought component either causes the concentration DC to be raised by 10 or for you to take a move action before casting - both of which are annoying when they come up.

How do you see a full round action Intuitive Spell improving your action economy vs. burning a standard action to cast your spell and a move action to center? It's strictly worse in terms of spell interruption, and costs you a feat. Intuitive Spell is only worthwhile on rods.
Spontaneous Metafocus is a thing.
Yeah, but Intuitive Spell is a really crappy reason to take Spontaneous Metafocus. Rods were what I was going with there.

Yeah. I would take Spontaneous Metafocus for a key spell for a different metamagic feat. But it wouldn't hurt to take intuitive spell as a secondary metamagic feat if you already have Spontaneous Metafocus.

It's also useful as a rod, although I despise metamagic rods on principle for removing the spell level adjustment.

Sovereign Court RPG Superstar 2009 Top 32

Even though it's not the optimal strategy, lots of people like blasting. Instead of ridiculing those people, your guide should help them blast better.

Plus, you know, crossblooded sorcerer dip.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
ElMustacho wrote:
enlarged

Do you mean widened? Increasing the range is not terribly exciting.


Kurald Galain wrote:

Even though it's not the optimal strategy, lots of people like blasting. Instead of ridiculing those people, your guide should help them blast better.

Plus, you know, crossblooded sorcerer dip.

*Sigh*

Very well, I'll be nice to blasters. Ish. I at least gave them honest advice about whether to take Empower or Maximize.

Scarab Sages

Saph_Arcanic wrote:
Kurald Galain wrote:

Even though it's not the optimal strategy, lots of people like blasting. Instead of ridiculing those people, your guide should help them blast better.

Plus, you know, crossblooded sorcerer dip.

*Sigh*

Very well, I'll be nice to blasters. Ish. I at least gave them honest advice about whether to take Empower or Maximize.

That was wrong too. Empower is much better than Maximize for a blaster. Empower has much more bang for the buck, especially when you consider that bonus damage is also empowered for those crossblooded sorcerer dipping evokers with goblin fire drums.

Sovereign Court RPG Superstar 2009 Top 32

Yeah, what Imbicatus said. Oddly enough, Intensify is in many cases better than Empower.

It may be useful in your guide to include a little table that goes 1-20, and lists average damage for e.g. Burning Hands / Scorching Ray / Fireball at those levels, along with their intensified / empowered / maximized versions. Then do the table again for a partial caster such as a bard. The results may surprise you.


Help... graphs...
I'm gonna see if someone else has a graph and ask nicely to steal it


I really don't know about Quickend Spell... I'm probably missing something, as everybody I've ever seen says it's like the best shit ever. A Quickend Haste is a 7th level spell. While it's great to get that one out asap, is it really worth a 7th level spell? Or should you use a 5th or a 6th level spell slot to get a level 1 or 2 spell at the same round as you cast Haste? Are those spells really worth those slots then? And this is still late levels, among those that people seem to avoid.


Quicken lets you nova really hard. In some games that's the difference between a clean win and a TPK.


Jaunt wrote:
Quicken lets you nova really hard. In some games that's the difference between a clean win and a TPK.

Can you please give an example? I have a really hard time thinking that a spell 4 levels lower than the highest level the caster is able to cast is the winning spell (note that I want you to change my mind, I'm not saying that you're wrong).

I guess it means the difference of at least one more spell coming into effect in the encounter. But it's still not one of the 4 highest levels of spells that's added.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Kurald Galain wrote:

Yeah, what Imbicatus said. Oddly enough, Intensify is in many cases better than Empower.

It may be useful in your guide to include a little table that goes 1-20, and lists average damage for e.g. Burning Hands / Scorching Ray / Fireball at those levels, along with their intensified / empowered / maximized versions. Then do the table again for a partial caster such as a bard. The results may surprise you.

Is a graph necessary though? Even using average damage per die (3.5) we can easily compare a couple of spells as below.

Fireball:
Fireball CL15; no additional modifiers
Normal: 35 damage
Intensified +1: 52 damage
Empowered +2: 52 damage
Maximized +3: 60 damage
Intensified & Empowered +3: 79 damage

Fireball CL15; +1 damage per die
Normal: 45 damage
Intensified +1: 62 damage
Empowered +2: 67 damage
Maximized +3: 70 damage
Intensified & Empowered +3: 94 damage

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Rub-Eta wrote:
Jaunt wrote:
Quicken lets you nova really hard. In some games that's the difference between a clean win and a TPK.

Can you please give an example? I have a really hard time thinking that a spell 4 levels lower than the highest level the caster is able to cast is the winning spell (note that I want you to change my mind, I'm not saying that you're wrong).

I guess it means the difference of at least one more spell coming into effect in the encounter. But it's still not one of the 4 highest levels of spells that's added.

Don't forget rods exist. And Spell Perfection.


Sure thing. Let's say you've got a big bad guy and a swarm of mooks. Here are some possible scenarios:

Mass suffocate, Quickened Icy Prison - You throw out your big bomb to try and just kill everybody, but oops, BBEG makes his save. What do you do? Just go for that hail Mary spell targeting his much lower Reflex save, even though its DC is 4 less compared to Suffocate's.

Mass Icy Prison, Quickened Telekinetic Charge - BBEG is a caster, and makes his initial save? Enjoy a super Disruptive everything Fighter in your face, or maybe a Tetori.

Energy Drain, Quickened Enervation - 2d4 negative levels and you don't think he's crippled? Have another 1d4. That should knock the level 9 spells right out of him.

Silver Crusade

I think the key to Quicken is not to use it on your highest spell slots. If your highest spells are level 5 spells, those are almost universally better than throwing out a Quickened level 1 spell. But if you've got level 6 and 7 spells, then your level 5 spell slots aren't as valuable, so a quickened level 1 to boost your higher level spells is useful.

For instance, Quickened True Strike + Disintegrate.

I haven't looked at this guide yet. Does it have recommendations for good uses of Magical Lineage and Wayang Spellhunter?

This may seem odd, but I'm currently building a Nature Fang Druid as a quarterstaff master, and I was seriously tempted to take Magical Lineage: Shillelagh, just so I can quicken it at level 7. This guy is a melee PC who will only use his spells for buffs, so being able to quicken his most important buff seems pretty good. Are there any other metamagic feats that can be used on a buff spell like this that might be worthwhile for him?


Yeah, sure... but that's very late levels.

Some Other Guy wrote:
Don't forget rods exist. And Spell Perfection.

I'd say that it's totaly worth paying 35k gp for the lesser quickend rod. Around level 10 you can keep some low level spells in the game without disrupting action economy while the cost is fesible. It's just the feat that I'm wondering if it's even worth having before 17th level.

Silver Crusade

Well, the earliest you can use Quickened Spell to boost your level 1 spells in a level 5 slot is at level 9. I don't think the feat is worth taking that early. But at 11 or maybe 13 is when it starts to become worthwhile. I wouldn't wait until 17.


Of course it's late levels. The earliest you can even cast a quickened spell via feat is level 9, which is when PFS is 75% over and done. It's halfway into any AP but WotR. I can make a case that throwing out a level 5 or 6 spell and a Glitterdust is useful, or even a high level spell and Communal Prot Evil (to hedge summoned monsters). Quickened Web could even be a good spell to cast alongside your real offense. And those things happen at 11 or 12.

I mean, the rules just don't allow you to make great use of quicken until you've got a lot of spells with high numbers attached.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Rub-Eta wrote:

Yeah, sure... but that's very late levels.

Some Other Guy wrote:
Don't forget rods exist. And Spell Perfection.
I'd say that it's totaly worth paying 35k gp for the lesser quickend rod. Around level 10 you can keep some low level spells in the game without disrupting action economy while the cost is fesible. It's just the feat that I'm wondering if it's even worth having before 17th level.

I think that depends on lot on your build and what kind of game you're playing. With an empower rod, at level 9/10 you can throw out 2 empowered magic missiles for somewhere around 50 points of nearly guaranteed damage. That's not a lot of damage, but when you really need to finish that guy off, there are very few things outside of spell resistance that would stop it.


ElMustacho wrote:

Dazing, enlarged, persistent fireball is hilarious, and the rod is only a lesser one.

Wrong. The rod needs to match the modified spell level (see the FAQ on metamagic).

As to the guide, first error:

Dazing Metamagic wrote:


Attach this to glitterdust or fireball or something...

Doesn't work with glitter dust (or polymorph). Dazing only applies to spells that deal damage.

Error two:

Heighten wrote:


If your DM allows you to use this to make metamagic use the saves equal to the level of the metamagic spell, well, they shouldn’t. But if they do, this is very powerful. So if they do, it’s a blue.

Um, this is one of the specific uses of the heighten spell, to increase the save DCs to match the level the spell was heightened to.

PRD wrote:


Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs...

Scarab Sages

ElMustacho wrote:
Imbicatus wrote:
I agree 100% with Iammars. You also are undervaluing Yai-mimic. It's benefit isn't that you heal one point a round, it's that you cannot die from hp damage while the regeneration is active. It's still situational, but it's not red.
Deathless is a thing.

Yes. It's also a separate 4th level spell. The metamagic applies to an ray spell, allows you to do the ray, and gives a better benefit. The duration isn't as good, but it has better action economy and the fringe benefit of giving you some healing as well, which will also halt any bleed damage.

As I said, it's situational. But I'd throw it at orange instead of red.


If you would like to cross reference with mine it is here.

I haven't worked on it in a while and probably wont anytime soon.


1) When I read the title, I read "A Guide to MetaGAMING". :-)
Boy was I disappointed when I realized the error.

2) A Heightened Continual Flame is the standard way to defeat Deeper Darkness. If it did not affect the spell's effect level, and thus DC, this would not work.

/cevah

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