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. 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.This doesn't work anymore, it got FAQ'd out of existence. I had to do something so I cut that post short.
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