Peregrine
2007-09-01, 11:21 AM
As part of looking into the value of different metamagic feats (how good they are, and at which levels they're particularly useful), I'm trying to compile a list of good wizard spells to use with each metamagic feat. My bias in this list is towards Batman wizards (http://www.giantitp.com/forums/showthread.php?t=19085). Unfortunately I have little experience of actually playing in that manner, so even with tips from TLN's respected thread, my list is coming up a bit patchy. Therefore, any and all input is welcome. (As I'm hoping to make this a generally useful reference, feats and spells from all sources are accepted.)
The list is organised by alphabetical order of feat name, and then by the spell slot level needed to cast the spell with the relevant metamagic applied.
Chain Spell (+3): Offensively, best for non-damaging, no-save spells, due to the feat's limitations. Defensively, it makes for easy buffing of the group. More possibilities open up when used with Reach Spell (q.v.)
Can't be done
Can't be done
?
Ray of Enfeeblement (suggested by Solo): Rocks the house. Perfect example of a no-save, non-damaging offensive spell.
?
Dispel Magic: That's right, it's a caster level check, not a save (and certainly not damage), hence arcing to multiple targets doesn't reduce its effectiveness in the least. End buffs, suppress magic items... Kudos to Logic Ninja for this one.
Greater Magic Weapon (suggested by Gralamin et al): Very nice indeed. Enhance everyone's weapons at once, and I mean everyone's: by the time you can cast it, you're boosting up to 11 weapons to +2, and to +3 one level later. And that's without any sort of caster level increase, which you really ought to get.
Shatter (suggested by martyboy74): The Will save for attended objects makes this a bit of a pain, but still.
Enervation (suggested by Solo): Again, no save, non-damaging, rocks hard.
?
?
Empower Spell (+2): This adds 1 to the mean roll of a d4, 1.5 to a d6, 2 to a d8, 2.5 to a d10, and 3 to a d12. Compare the increases for Maximize Spell (with a 50% higher spell level increase), and you'll see that Empower is really only worth it for small dice. (It's well matched for a d4, where +1 spell level counts for +0.5 to the mean roll. It sucks for d12s, if you can find a spell that rolls 'em.)
Can't be done
?
Ray of Enfeeblement (suggested by lord_khaine): A d6, so not optimal, but good damage for lower levels. Actually better than Split Ray, because you get to have multiple rays anyway.
Scorching Ray (suggested by Solo):
?
Enervation (suggested by Solo): A d4, and therefore perfect for this feat. Remember, kids, negative levels kill, and so more negative levels kill better.
?
Disintegrate (suggested by Solo): A d6, but that's not the biggest problem here. The biggest problem is that using Split Ray (for the same level increase) doubles your damage instead.
Power Word: Blind (suggested by Draz74): Not worth it, in my opinion. You can Extend it perfectly normally, for a smaller level increase and longer duration.
Enlarge Spell (+1): Not much good really. For prepared spells, it's just too situational, says I. Fax recommends sniping with fireballs at a quarter-mile range (a 4th-level slot).
Extend Spell (+1): Most short-duration spells are pointless to extend, because fights are over too soon. Either your buffs will wear off, or your enemies will be dead anyway. Of the two, the buffs are more likely to be usefully extended, if you suspect you're going to be in a protracted fight. Hours-duration buffs, on the other hand, are gold.
Detect Magic: Just because I keep running into situations where we're searching for something and it takes a while to get within 60ft.
Mage Armor
Protection From Evil
Shield
Darkvision
?
?
?
?
Power Word: Blind (based on a suggestion by Draz74): Better than Empowering it.
Irresistible Dance (suggested by Draz74): In 1d4+1 rounds, your enemy might still be alive. In 2d4+2 rounds, that chance is much slimmer.
Heighten Spell (variable): Best for spells that allow saves, where there's no higher-level spell that does the same job and then some. A bit situational to prepare well, though. Draz74 rightly suggests it's more useful for spontaneous casters.
Maximize Spell (+3): This adds 1.5 to the mean roll on a d4, 2.5 to a d6, 3.5 to a d8, 4.5 to a d10, and 5.5 to a d12. Compare the increases for Empower Spell (with 2/3rds of the spell level increase), and you'll see that Maximize is fair for small dice, and rocks for large dice.
Can't be done
Can't be done
?
?
?
?
?
?
?
Persistent Spell (+6): A bit cheesy for my tastes, but if it's your thing, give me some good examples of persistable spells.
Can't be done
Can't be done
Can't be done
Can't be done
Can't be done
?
?
?
?
Quicken Spell (+4): All the best one-two spell combos go much better with this feat.
Can't be done
Can't be done
Can't be done
?
True Strike: When you absolutely have to make the next shot, you usually don't have a spare round to mess about in.
Invisibility (suggested by lord_khaine): When it all goes to pot, and you need every action to escape or to recover from a dispel, being invisible helps mightily.
?
?
?
Reach Spell (+2): Basically, any touch spell you want to use from safety is good with this. Also, using Dex on your ranged touch attack is typically better for wizards than using Str on a melee touched attack.
Can't be done
?
?
?
Shivering Touch (suggested by Draz74): You cheese-monkey, you.
?
?
?
?
Metamagic rod only: Irresistible Dance (suggested by Solo).
Where this feat is really interesting is when you pair it with Chain Spell, to put touch spells onto multiple targets. But this is a +5 level adjustment; I suspect (and part of the purpose of this list is to show) that by the time you can cast good combos with these feats, you could have gotten a level of Archmage (normally min. character level 14th) and taken Arcane Reach, rendering this feat obsolete. Nonetheless, here are the Chain/Reach combos.
Can't be done
Can't be done
Can't be done
Can't be done
?
Protection From Evil: Even at high levels, this spell still gives immunity to mind control. And every +2 counts. (It's more expensive than Magic Circle, but you don't all have to huddle in a nice blast-sized area.)
One level after you get to cast spells of this level, you could take your first level of archmage and get Arcane Reach. All these combos would then be 2 levels lower.
Bull's Strength (and the other +4 attribute spells): Listed here despite being almost pointless; the Mass versions of these spells are a level lower, Chain/Reach having only the advantage that it can affect targets across a 60ft. radius (and doesn't require you to scribe a new spell). And Mass version and Chain/Reach alike are usually outclassed by enhancement items by the time you can cast them.
Magic Vestment (suggested by Draz74): A cleric spell only, but worth mentioning. Get everyone's armour (or clothes), and their shields too.
?
Repeat Spell (+3):
Can't be done
Can't be done
?
?
?
?
?
?
?
Sculpt Spell (+1): If it can hurt or hinder your allies, they'll thank you for sculpting. The four-cubes option is the most useful. Also, it can make the affected area much larger, as Draz74 points out.
?
Grease (suggested by Solo): Turns a 10ft. square into four 10ft. cubes. Or another shape.
?
?
Fear (suggested by Draz74)
?
?
?
?
Metamagic rod only: Wail of the Banshee (suggested by Solo).
Silent Spell (+1): This is useful for casters who specialise in (a) subterfuge, (b) paranoia or (c) mischief. Or all three. Subterfuge, because removing a spell component makes casting it harder to detect. Paranoia, because removing a spell component means being able to cast the spell when that component is denied. Mischief, see subterfuge, but then apply to fun situations instead of dangerous ones. A number of handy spells have only verbal components; in particular, teleportation spells, which are ideal for escape. Also, Draz74 recommends this feat for teaming up with a cleric buddy who casts silence.
?
Charm Person (suggested by Kaelaroth): "You don't need to see his identification." *waves hand*
?
Dispel Magic (suggested by Draz74): For breaking magical silences. A bit situational, perhaps, but good if you know it's going to come up.
Suggestion (suggested by Draz74): As Charm Person, only much more so. Very Jedi.
Dimension Door (suggested by Draz74): Like I said, escape.
Teleport (suggested by Draz74 et al): Ditto.
?
Power Word: Blind: If your DM lets you silence power words.
Power Word: Stun (suggested by Draz74): Ditto.
Split Ray (+2): For rays, obviously. It's a cheaper Twin Spell in these cases. Particularly good when a ray's effects stack with itself, because you can target a single target with both rays. Looks a little weak compared to Chain Spell, particularly because rays typically don't allow saves. (On the other hand, a strict reading of Chain Spell wouldn't let you strike one target twice.)
Can't be done
?
Ray of Enfeeblement (suggested by Solo): Well, it lets you hit two targets (it doesn't stack with itself). But see Chain Spell for one spell level higher, you can hit 7 or more targets.
?
?
Enervation (suggested by Solo): Do the negative levels stack? I think they do. So this may hold its own against Chain Spell.
?
Disintegrate (suggested by Solo): Deals damage and offers a save, therefore much, much better Split than Chained. And stacking disintegrates is a fantastic way to kill things.
?
Still Spell (+1): Much the same as Silent Spell. I feel Silent Spell has more utility, because more spells have verbal components only. But on the other hand, it seems to me that being bound, grappled, or otherwise limited in your somatic components is more likely than being silenced or gagged. Maybe.
?
Animate Rope (suggested by Draz74): Order your bindings to unknot.
Charm Person (suggested by Kaelaroth): Turns grapples into hugs.
?
?
?
?
Telekinesis (suggested by Kaelaroth): This would go under 'mischief', I think.
?
?
Twin Spell (+4):
Can't be done
Can't be done
Can't be done
?
?
?
?
?
?
Widen Spell (+3): A hefty level increase, but it increases the killzone or area of control hugely: squares quadruple in size, circular areas benefit even more. But Sculpt Spell can do the same for smaller area spells.
Can't be done
Can't be done
?
Grease (suggested by Curmudgeon): It's a square, so you grease up four times the area. Unfortunately, it's a 10ft. square, and Sculpting would let you play with four 10ft. cubes.
?
Stinking Cloud (suggested by Draz74)
Solid Fog (suggested by Draz74)
Cloudkill (suggested by Draz74)
?
Metamagic rod only: Forcecage (suggested by Draz74).
More as I think of them, or as you suggest them. :smallsmile:
The list is organised by alphabetical order of feat name, and then by the spell slot level needed to cast the spell with the relevant metamagic applied.
Chain Spell (+3): Offensively, best for non-damaging, no-save spells, due to the feat's limitations. Defensively, it makes for easy buffing of the group. More possibilities open up when used with Reach Spell (q.v.)
Can't be done
Can't be done
?
Ray of Enfeeblement (suggested by Solo): Rocks the house. Perfect example of a no-save, non-damaging offensive spell.
?
Dispel Magic: That's right, it's a caster level check, not a save (and certainly not damage), hence arcing to multiple targets doesn't reduce its effectiveness in the least. End buffs, suppress magic items... Kudos to Logic Ninja for this one.
Greater Magic Weapon (suggested by Gralamin et al): Very nice indeed. Enhance everyone's weapons at once, and I mean everyone's: by the time you can cast it, you're boosting up to 11 weapons to +2, and to +3 one level later. And that's without any sort of caster level increase, which you really ought to get.
Shatter (suggested by martyboy74): The Will save for attended objects makes this a bit of a pain, but still.
Enervation (suggested by Solo): Again, no save, non-damaging, rocks hard.
?
?
Empower Spell (+2): This adds 1 to the mean roll of a d4, 1.5 to a d6, 2 to a d8, 2.5 to a d10, and 3 to a d12. Compare the increases for Maximize Spell (with a 50% higher spell level increase), and you'll see that Empower is really only worth it for small dice. (It's well matched for a d4, where +1 spell level counts for +0.5 to the mean roll. It sucks for d12s, if you can find a spell that rolls 'em.)
Can't be done
?
Ray of Enfeeblement (suggested by lord_khaine): A d6, so not optimal, but good damage for lower levels. Actually better than Split Ray, because you get to have multiple rays anyway.
Scorching Ray (suggested by Solo):
?
Enervation (suggested by Solo): A d4, and therefore perfect for this feat. Remember, kids, negative levels kill, and so more negative levels kill better.
?
Disintegrate (suggested by Solo): A d6, but that's not the biggest problem here. The biggest problem is that using Split Ray (for the same level increase) doubles your damage instead.
Power Word: Blind (suggested by Draz74): Not worth it, in my opinion. You can Extend it perfectly normally, for a smaller level increase and longer duration.
Enlarge Spell (+1): Not much good really. For prepared spells, it's just too situational, says I. Fax recommends sniping with fireballs at a quarter-mile range (a 4th-level slot).
Extend Spell (+1): Most short-duration spells are pointless to extend, because fights are over too soon. Either your buffs will wear off, or your enemies will be dead anyway. Of the two, the buffs are more likely to be usefully extended, if you suspect you're going to be in a protracted fight. Hours-duration buffs, on the other hand, are gold.
Detect Magic: Just because I keep running into situations where we're searching for something and it takes a while to get within 60ft.
Mage Armor
Protection From Evil
Shield
Darkvision
?
?
?
?
Power Word: Blind (based on a suggestion by Draz74): Better than Empowering it.
Irresistible Dance (suggested by Draz74): In 1d4+1 rounds, your enemy might still be alive. In 2d4+2 rounds, that chance is much slimmer.
Heighten Spell (variable): Best for spells that allow saves, where there's no higher-level spell that does the same job and then some. A bit situational to prepare well, though. Draz74 rightly suggests it's more useful for spontaneous casters.
Maximize Spell (+3): This adds 1.5 to the mean roll on a d4, 2.5 to a d6, 3.5 to a d8, 4.5 to a d10, and 5.5 to a d12. Compare the increases for Empower Spell (with 2/3rds of the spell level increase), and you'll see that Maximize is fair for small dice, and rocks for large dice.
Can't be done
Can't be done
?
?
?
?
?
?
?
Persistent Spell (+6): A bit cheesy for my tastes, but if it's your thing, give me some good examples of persistable spells.
Can't be done
Can't be done
Can't be done
Can't be done
Can't be done
?
?
?
?
Quicken Spell (+4): All the best one-two spell combos go much better with this feat.
Can't be done
Can't be done
Can't be done
?
True Strike: When you absolutely have to make the next shot, you usually don't have a spare round to mess about in.
Invisibility (suggested by lord_khaine): When it all goes to pot, and you need every action to escape or to recover from a dispel, being invisible helps mightily.
?
?
?
Reach Spell (+2): Basically, any touch spell you want to use from safety is good with this. Also, using Dex on your ranged touch attack is typically better for wizards than using Str on a melee touched attack.
Can't be done
?
?
?
Shivering Touch (suggested by Draz74): You cheese-monkey, you.
?
?
?
?
Metamagic rod only: Irresistible Dance (suggested by Solo).
Where this feat is really interesting is when you pair it with Chain Spell, to put touch spells onto multiple targets. But this is a +5 level adjustment; I suspect (and part of the purpose of this list is to show) that by the time you can cast good combos with these feats, you could have gotten a level of Archmage (normally min. character level 14th) and taken Arcane Reach, rendering this feat obsolete. Nonetheless, here are the Chain/Reach combos.
Can't be done
Can't be done
Can't be done
Can't be done
?
Protection From Evil: Even at high levels, this spell still gives immunity to mind control. And every +2 counts. (It's more expensive than Magic Circle, but you don't all have to huddle in a nice blast-sized area.)
One level after you get to cast spells of this level, you could take your first level of archmage and get Arcane Reach. All these combos would then be 2 levels lower.
Bull's Strength (and the other +4 attribute spells): Listed here despite being almost pointless; the Mass versions of these spells are a level lower, Chain/Reach having only the advantage that it can affect targets across a 60ft. radius (and doesn't require you to scribe a new spell). And Mass version and Chain/Reach alike are usually outclassed by enhancement items by the time you can cast them.
Magic Vestment (suggested by Draz74): A cleric spell only, but worth mentioning. Get everyone's armour (or clothes), and their shields too.
?
Repeat Spell (+3):
Can't be done
Can't be done
?
?
?
?
?
?
?
Sculpt Spell (+1): If it can hurt or hinder your allies, they'll thank you for sculpting. The four-cubes option is the most useful. Also, it can make the affected area much larger, as Draz74 points out.
?
Grease (suggested by Solo): Turns a 10ft. square into four 10ft. cubes. Or another shape.
?
?
Fear (suggested by Draz74)
?
?
?
?
Metamagic rod only: Wail of the Banshee (suggested by Solo).
Silent Spell (+1): This is useful for casters who specialise in (a) subterfuge, (b) paranoia or (c) mischief. Or all three. Subterfuge, because removing a spell component makes casting it harder to detect. Paranoia, because removing a spell component means being able to cast the spell when that component is denied. Mischief, see subterfuge, but then apply to fun situations instead of dangerous ones. A number of handy spells have only verbal components; in particular, teleportation spells, which are ideal for escape. Also, Draz74 recommends this feat for teaming up with a cleric buddy who casts silence.
?
Charm Person (suggested by Kaelaroth): "You don't need to see his identification." *waves hand*
?
Dispel Magic (suggested by Draz74): For breaking magical silences. A bit situational, perhaps, but good if you know it's going to come up.
Suggestion (suggested by Draz74): As Charm Person, only much more so. Very Jedi.
Dimension Door (suggested by Draz74): Like I said, escape.
Teleport (suggested by Draz74 et al): Ditto.
?
Power Word: Blind: If your DM lets you silence power words.
Power Word: Stun (suggested by Draz74): Ditto.
Split Ray (+2): For rays, obviously. It's a cheaper Twin Spell in these cases. Particularly good when a ray's effects stack with itself, because you can target a single target with both rays. Looks a little weak compared to Chain Spell, particularly because rays typically don't allow saves. (On the other hand, a strict reading of Chain Spell wouldn't let you strike one target twice.)
Can't be done
?
Ray of Enfeeblement (suggested by Solo): Well, it lets you hit two targets (it doesn't stack with itself). But see Chain Spell for one spell level higher, you can hit 7 or more targets.
?
?
Enervation (suggested by Solo): Do the negative levels stack? I think they do. So this may hold its own against Chain Spell.
?
Disintegrate (suggested by Solo): Deals damage and offers a save, therefore much, much better Split than Chained. And stacking disintegrates is a fantastic way to kill things.
?
Still Spell (+1): Much the same as Silent Spell. I feel Silent Spell has more utility, because more spells have verbal components only. But on the other hand, it seems to me that being bound, grappled, or otherwise limited in your somatic components is more likely than being silenced or gagged. Maybe.
?
Animate Rope (suggested by Draz74): Order your bindings to unknot.
Charm Person (suggested by Kaelaroth): Turns grapples into hugs.
?
?
?
?
Telekinesis (suggested by Kaelaroth): This would go under 'mischief', I think.
?
?
Twin Spell (+4):
Can't be done
Can't be done
Can't be done
?
?
?
?
?
?
Widen Spell (+3): A hefty level increase, but it increases the killzone or area of control hugely: squares quadruple in size, circular areas benefit even more. But Sculpt Spell can do the same for smaller area spells.
Can't be done
Can't be done
?
Grease (suggested by Curmudgeon): It's a square, so you grease up four times the area. Unfortunately, it's a 10ft. square, and Sculpting would let you play with four 10ft. cubes.
?
Stinking Cloud (suggested by Draz74)
Solid Fog (suggested by Draz74)
Cloudkill (suggested by Draz74)
?
Metamagic rod only: Forcecage (suggested by Draz74).
More as I think of them, or as you suggest them. :smallsmile: