Metamagic feat choices


Advice


Ok, I'm crafting a universalist wizard for a "challenge campaign" my GM is running. Every class has a limit or a restriction on them that we don't get to know until we pick them, and since I chose wizard, I have to roll a universalist. I'm going to make liberal use of the Arcane Crafter subschool and focus on pumping out metamagic gems and rods in my spare time, as well as the metamagic mastery ability. We're starting at level 5 and working our way to either 20 or death on a fast EXP track. I've picked out 8 metamagic feats, now I'm just trying to decide which in order to take them, and I was hoping to get you guys' input on this.

Metamagic feats:
Empower Spell
Heighten Spell
Quicken Spell
Silent Spell
Still Spell
Reach Spell
Selective Spell
Dazing Spell

Here's my feat list from 1-20

Feat list:
1.Scribe Scroll, Toughness, Improved Initiative,
2.–
3.Craft Wondrous Item, Combat Casting
4.–
5.Metamagic, Metamagic
6.–
7.Metamagic,
8.–
9.Spell Penetration,
10.Craft Rod,
11.Greater Spell Penetration,
12.–
13.Metamagic,
14.–
15.Metamagic, Metamagic,
16.–
17.Metamagic,
18.–
19.Metamagic,
20.Immortality (because we not?)


At low levels extend spell is not bad to have. Yes, I know it is not on your list.

Also which metamagic feats to choose first depends on your spells.

I would take quicken spell around level 11 or 12.

Reach spell probably wont see much using. Dazing spell is good.

Heighten spell is good if you are going for spell perfection, but it is not likely to see a lot of use.


Consider getting an amulet as Bonded Object and turn it into a Amulet of Magecraft asap. Ask your GM if you can use it to cast metamagic'ed spells (i.e. turn an Ice Storm into a selective Fireball). There's nothing in the rules against it, as far as I can see, though you'd probably need a full-round action for such a spell.

If I may ask: Why so much metamagic? You don't need the feats to craft the rods and usually a high level spell is stronger than a lower level spell with metamagic attached. I find it very hard to come up with a spells prepared list that's more than 10% metamagic, and that's for like level 15+ wizards. For the first 10 levels you barely have enough slots to cover your basic needs, even less so if you are a universalist. And frankly, if you craft rods all day I have no idea why you would need to prepare any metamagic'ed spells in the first place.


wraithstrike wrote:

At low levels extend spell is not bad to have. Yes, I know it is not on your list.

Reach spell probably wont see much using.

Heighten spell is good if you are going for spell perfection, but it is not likely to see a lot of use.

Huh, I forgot about spell perfection, I'll have to make room for that. I'll also take a look at extend spell. I think I'd probably be taking reach spell near the end of this character's run to craft a reach gem to use with Mage's Magnificent Enclosure. Maybe I'll get extend spell early on and retrain it with reach spell later.

Blave wrote:
If I may ask: Why so much metamagic? You don't need the feats to craft the rods and usually a high level spell is stronger than a lower level spell with metamagic attached. I find it very hard to come up with a spells prepared list that's more than 10% metamagic, and that's for like level 15+ wizards. For the first 10 levels you barely have enough slots to cover your basic needs, even less so if you are a universalist. And frankly, if you craft rods all day I have no idea why you would need to prepare any metamagic'ed spells in the first place.

I didn't know you could craft metamagic rods without the feats. Feels kinda weird. I'll have to look into. Anyways, my reasoning is that since this is a challenge campaign, I might not be getting many extra spells beyond what I get per level, which will be like 4 per spell level. That and I've got most of my basic feats early on, so why not just prepare for the future? Maybe I could move the spell penetration feats earlier on the list.... Anyways, another part of it is the crafting of metamagic gems, so I can spontaneously metamagic at cheaper price with metamagic feats I feel like I might need on a rare day, but not every day. Stuff like silent and still, which also have the added bonus of not needing to be in my hand to use, they just need to be on my person. Why craft a greater rod of silent spell for 12,250 gp when I can just craft 4 silent spinel gems for 2,000 gp and that'll probably last me my whole career? That's my 2 cp anyways, I just really like metamagic.


when crafting each requirement you ignore is a minus 5 penalty on your craft check.


I'm assuming/hoping this doesn't include the crafting feats themselves, otherwise why would anybody take crafting feats?

Shadow Lodge

Reach Spell is very useful if you have a lot of touch spells, and occasionally useful for close-range spells (though I wouldn't prepare them). Medium range is almost always sufficient as-is.

Angry Wizard wrote:
I'm assuming/hoping this doesn't include the crafting feats themselves, otherwise why would anybody take crafting feats?

Correct, you can't skip the casting feat requirement.


.seth wrote:

when crafting each requirement you ignore is a minus 5 penalty on your craft check.

However, it's always worth checking with the GM to see which house rules they use for item crafting. Eg many aren't happy about making metamagic items without the relevant metamagic feat.

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