It is a stupidly powerful feat and possibly the strongest feat in the game and can effectively turn a spell into an "I WIN" button. Pick Holy Word and at level 15 you can easily be dropping CL22 holy word spells, 26 with a necklace of prayer beads. Pick animate dead for a huge increase to caster level from things like spell speicalisation and varisian tattoo. Pick a summon monster and double the benefit of augment summoning and superior summoning. I quite like choosing chain lightning for easy dazing mass control but other options are available. It isn't hard, it involves taking stuff you were getting anyway and gives you free metamagic on a single spell provided the adjusted level doesn't go over 9 as well as doubling feat bonuses. It is in effect an incredibly flexible metamagic rod and it only costs 30k.įinally if you are going to reach level 15 you want to qualify for Spell Perfection. That's right, you can easily quicken your highest level spell at a cost of 4 charges or make it persistent or use whatever other feats you have. When you cast a spell you can expend charges from the staff to add a metamagic feat you know to the spell costing a number of charges equal to the level adjustment of the feat. It has some irrelevant spells and 10 charges. You also cannot talk about metamagic in PF without mentioning the Staff of the Master Necromancer. Otherwise most of the rest are of dubious benefit. Ectoplasmic Spell can be handy to have as a Rod to allow your command undead to avoid the 50% fail chance. Intensify and Empower can be combined with a level dip in crossblooded sorcerer to give various oracles, clerics, druids and wizards combat relevant direct damage. Elemental Spell can be useful for avoiding resistances or immunities but isn't essential. Reach Spell is strong for clerics and Oracles, especially on stuff like Plane Shift. A lesser extend rod is 3k and is great for stuff like resist energy and heroism. I pretty much try always to have these three. Quicken is the same as in 3.5 and is a cornerstone of mid and high level spellcaster combat supremacy. Rolling a dazing aqueous orb around the battlefield is one of the most hilarious options going. Dazing wall of fire or blade barrier is basically a death sentence. You can attach daze to spells that do damage round after round and force multiple saves. You can daze golems with SR: No spells like Stone Call or Acid Arrow. You can daze undead and plants (both immune to stun for example). Persistent is better than Heighten in basically every situation and will drastically increase the chance of getting your spells to stick.ĭazing can be attached to spells targeting any save, to area and single target, to spells which deny SR and applies one of the most dangerous conditions in the game. The three major power metamagic feats are Persistent, Dazing and Quicken. So an empowered fireball needs a concentration check as a 5th level spell but sets DC based on 3rd etc. Essentially you always use the least advantageous level to determine things. This doesn't work anymore, it got FAQ'd out of existence. Meant you could abuse a bunch of stuff based on spell level (and not spell slot) such as spellstoring weapons, the Channel the Gift spell and others. I had to do something so I cut that post short.
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