Pathfinder: WotR - Metamagic Feats Breakdown

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[Music] greetings everyone hope all of you are having an absolutely fantastic day we're back again with more pathfinder rather righteous and this time i wanted to break down the metamagic system i've had a few of you in the comments reaching out saying you don't really understand how it works or what's the advantage of it and i do plan to release a nanio build this week that it's probably going to use a couple of metamagic feats so i want to make sure we're all on the same page so let's go ahead and dive right in so usually to get access to a meta magic feed you're going to take one of those feats while you're leveling up and then once you've done that when you go into your spell book you'll have meta magic here down in the lower left you can click on that and then it'll tell you what magic metamagic feats you've taken at the top here so in this particular case i'm looking at my world of uh character that i used during my angel run and i took empower and quicken during that particular run through so what you could do from there is click on your spell and it's going to bring it into the meta magic menu and then you can click on which particular metamagic feat you want to apply to that spell now hellfire array is by default level 6. in order to apply a meta magic feed to this spell i have to also take an increase in the spell level so in this particular case it's at six if i wanted to empower it you'll see the last thing it says there's level increase plus two that means it's going to take it to spell levels higher in order to add this particular effect to the spell so we would go from being a level six spell to a level eight spell which of course would can only get up to level six so he would not be able to actually empower hellfire right but if you click on it it'll tell you what is the spell level that would result from you trying to add that particular metamagic feat to that spell so that's basically how you apply it directly to a spell now let's jump into a different menu so i can show you how each of the metamagic feats work so this is the full list of meta magic feats that most of you will have access to there is one other metamagic feed way down here somewhere so you can only get access to this metamagic feat if you are a trickster and what it allows you to do is decrease the level of a spell so let's say you've got a really powerful level 9 spell but you would prefer to use level 8 slots in order to be able to cast it this meta magic feat will allow you to do exactly that but you can only get it if you're a trickster and you have perception rank two so this is the standard list of meta magic feeds that you will have access to i'm going to cover first the ones that i believe based upon the description it's pretty apparent what they do and then we'll get into the ones where i might have to flip back and forth between a couple of menus to make sure it's clear why this particular metamagic feat is useful for you so let's start with bolster if you look at the description it says the spell now deals two more points of damage per die rolled to all its targets additionally all enemies in five feet of the spell targets are dealt two damage per die rolled of the original spell the spell can no longer apply precision damage so that basically means that you don't want to give this to somebody like wojif because if you can't apply precision damage then you cannot apply sneak attack damage either this spell this metamagic feat is essentially a way to take a spell and cause it to deal area of effect damage i know when the game first came out a lot of people were applying this to magic missile for huge damage but my understanding is that was a bug and it has since been fixed i personally never use bolster if i want something to do area of effect damage then i just put that on them otherwise for the blasts that are single target i just accept the fact that they're single target and try to make them as powerful as possible but if you all um in the comments have some additional applications of bolster that you feel like are still really really awesome even with that magic missile bug being resolved definitely let me know because honestly this to me is always look like something i personally would never select speaking of select next up we'll go with selective spell when casting a selective spell with an area of effect and a duration of instantaneous you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type charisma for barge oracle's paladin sorcerers and summoners intelligence for witches and wizards wisdom for clerics druids inquisitors and rangers these targets are excluded from the effects of your spell so this can be absolutely fantastic if you want to be able to just bomb enemies with spells that would also impact your allies uh easy example of this is fireball usually if you throw fireball into a crowd it's going to affect everybody who's in that area of effect with this metamagic feat applied to fireball you would be able to select your party members and ensure that they are not impacted by your spouse uh one quick note there are mythic abilities you can take to lower the cost of using your metamagic feats however all metamagic feats do not have a corresponding mythic ability so selective spell and bolster spell do not have mythic feats mythic abilities rather that would lower the cost of using them by one so if you select them you're gonna have to eat that plus one whereas empower extended maximize and quicken i think those might be the only ones they all have a mythic ability that will release uh reduce the level increase that you experience from using the metamagic feet by one okay moving on to the next one we have range or reach rather you can alter a spell with a range of touch close or medium to increase its range by one range category using the following order touch close medium and long and this will increase the level of the spell the spell level of the spell by one spells modified by this feat that require melee touch attacks instead require ranged touch attacks so this spell this meant the magic feat is absolutely fantastic if you're the type of caster who is using a lot of touch spells because it can put you in a position where you don't have to be right in front of the enemy in order to be able to use them so vampiric touch for example things of that nature where usually you would have to be right in front of the enemy and in a situation where you really don't want to be in front of them this will allow you a lot more flexibility next up is extend an extended spell lasts twice as long as normal a spell with a duration of concentration instantaneous or permanent is not affected by this feat so extend is essentially a way for you to be able to increase the length of time that your buffs last now i'll be honest for the most part i don't use this because if i have someone who's focused on buffs and i want their bus to last longer then oftentimes i'm just going to take the mythic abilities that will extend your the duration of the bus that you use getting them to be 24 hours however there is a really really powerful combination you can do with extended spell that you can't do without it if you have a build that can reach cash to level 25 which is not easy mind you um uh a lich what a merged spell book can do it an alchemist with all the extended potion discoveries can do it and a scroll savant that you've manually created who you have given some of the options to increase the caster level of the scrolls they create can do it i think nanio can do it but it requires additional effort on your part but basically if you have a character that is able to either make potions make scrolls or cast spells at castle level 25 and you have both of the mythic abilities that allow you to extend the amount of times for your buffs and then you cast extended spell with the buff that you are attempting to to cast you could create a situation where all the spells in the game that are one round per level will last 24 hours for you so for example haste haste is a spell that even when you get to high levels you know 18 19 20 and most is gonna last four minutes maybe four and a half minutes for you whereas with this combination haste can last 24 hours on your entire party with just the click of a button alright so there are definitely some combinations that make extend very very powerful but if i'm not running a build that allows me to do that then honestly most times i don't take ace but you can make a decision for yourself about whether or not it works for you next up is heighten so a heightened spell has a higher spell level than normal up to a maximum of ninth level unlike other metamagic feats heightened spell actually increases the effective level of the spell that it modifies all effects dependent on spell level such as saving throat dc's and ability to penetrate a lesser globe of invulnerability are calculated according to the heightened level so this can be extremely useful if you have a damaging spell that you really really like but enemies are repeatedly overcoming the dc of that particular spell and you'd rather just raise the spell level so that you'll be able to hopefully overcome enemies defenses it's also great if you have a crowd control spell that's maybe affecting a whole area and you find that enemies are able to resist it way too often this can be a way to increase the effective level of the spell and therefore increase your saving throws forward and help ensure that you're actually able to hit enemies with it next up is persistent spell whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell it must make another saving throw against the effect if a creature fails the second saving throw it suffers the full effects of the spell as if it had failed its first saving throw obviously there are ton of spells that can benefit from this i think it's especially effective again when applied to crowd control spells because you really really want to tear down those weaknesses of course you can use this on damaging spells but and to me if a creature overcomes a damaging spell then the next go around somebody else is going to cast another damaging spell and they're going to go down either way but when it comes to crowd control when i lay down my crowd control i want to know that it's going to work and all the enemies in that room are now vulnerable to the things that i want to do so putting metamagic persister spell onto your crowd control spells is a great way to ensure that that is exactly what's going to happen all right now we're getting into the feats that i feel like probably require a little bit more explanation but two of these kind of come packaged together i feel like so we'll talk about them back to back first is empower spell so benefit all variable numeric effects of an empowered spell are increased by half including bonuses to those roles saving throws and opposed roles are not affected nor are spells without random variables so what's the example of a spell with a random variable um a lot of your damaging spells like burning arc let's say scorching ray so each ray requires a range touch set to hit and it deals 4d6 points of damage so you might get damaged anywhere within that range right well empower is going to increase the amount of the range and basically raise the ceiling for how much damage you can possibly do so this is absolutely fantastic to apply to your damaging powers now the the upgraded i guess version of this would be maximize spell all variable numeric effects of a spell modified by this feat are maximized saving throws and opposed rules are not affected nor are spells without random variables so you have empowered which is going to increase the range of damage that you're capable of and then you have maximized which is going to say that hey whatever your ceiling is that's exactly what you're going to hit in order for you to be able to do the maximum amount of damage possible and it says here an empowered maximized spell gains the separate benefits of each feat the maximum result plus half the normally rolled result so you could do these separately and together to get maximum damage from your spells let me go ahead and show you an example of this okay so here we have an example of a combat situation right and i'm playing as ember now we are going to we have this grand master rod that allows me to both maximize and empower spells i'm gonna turn that off all right and just cast hellfire ray with no with no added benefits all right [Music] so still does absolutely great damage of course right so let's see 25 11 25 yeah so it's consistently doing around 25 damage to the grown nabasu and still obliterates it right all right okay here we are again same enemy type groan nabasu uh we'll pick this one since he's got a lot more help this time we're going to enable our grandmaster rod and use the exact same spell as we used before and you see now the damage numbers are totally different all right so now before i was doing 25 damage per hit essentially and now i'm doing a hundred and two damage because it's both empowered and maximized so i think it's readily apparent that this makes a huge huge difference and how much damage your damaging spells actually do and then finally we have quicken spell so casting a quicken spell is a swift action you could perform another action even casting another spell in the same round as you cast a quicken spell a spell whose casting time is more than one round or one four round action cannot be quickened casting a quicken spell does not provoke an attack of opportunity all right so again i feel like this probably needs a little bit more explanation so let's jump in okay so now let's explain quicken and i think it's easier to do this in turn based mode so when you look at turn based mode and you look at the bar down here you see that you can move about five feet that you have a move action a standard action then you also have a swift action and a free action and you could do all of this in one turn now most spells that you get require either a standard action or in the case of firestorm they require a full round action all right so usually you can only cast one spell within your turn by making a spell quickened it's going to allow you to cast it as a swift action instead of a standard action essentially allowing you to use two spells in one turn and pump out significantly more damage so let's show an example of this i'm gonna turn off my grandmaster rod i'm gonna turn on my quicken metamagic rod so these wands i'm i'm sorry i should have explained this before these wands basically mirror the effects of taking one of those metamagic feats and applying it to a spell so it's a way for you to essentially get the effect of the metamagic fee without having to increase your spell level or take a mythic option that will lower the cost of that metamagic feed you could just select a wand apply it to your character move on with your day okay so um she has quick and meta magic rod we are going to cast hellfire ray as a quickest spell oh by the way one other thing when you look at these rods you have to also look at what is the level of spell that they can be combined with so this is a greater quicken metamagic rod and that allows it to be used with spells of knife level or lower so with this rod i can cast a ninth level spell as quickened which is something that none of the feats will actually allow you to do because at minimum you would have to raise the spell level by three in order to make it quickened and there is no level 12 spell book so the only way you can apply this type of um change to a level nine spell is with the one but in this case we're going to use it on a level six spell hellfire ray so she still has it on okay cool so we're going to cast hellfire ray as quicken it's going to do its usual fantastic damage but as you can see it is not going to do as much damage as it did when it was empowered and maximized but it was more than enough to take out this person but now i've only used my swift action so i'm going to unselect this one and then select my maximizer and power one and i'm still going to be able to as a standard action cast another hellfire ray this one significantly more powerful and it's going to do a ridiculous amount of damage while also ending the fight alright so i think all of that together makes it completely clear why metamagic abilities are so so powerful and definitely something that you want to look at combining into your build now in this video i think we need to answer what is probably a very apparent question when do you use metamagic feats when do you use wands okay so if the only thing you need is the effect you do not need the level increase and you don't need to be able to cast it 10 times right because if you look at if you look at my grandmaster wand you'll see it's got that one there right if you look at my uh quicker metamagic round it's got that too so you can't use that wand over and over again throughout your your playthrough like i have seven more cast of health ira but i've only got three more casts i can do with either wand so the wands basically are great if you only need these abilities for like a boss fight right you just want to make sure that when you're against a heavy hitter you can quicken your spells and then do super powerful uh maximize abilities with it and then that's good enough for you in that case you can go ahead and use a wand however if you know that you have 11 cast of hellfire ray and you want to ensure that all 11 of those cast are empowered you need to use metamagic feats you need to figure out how to be able to essentially eat that level increase cost and apply it to your spell if for whatever reason you need to move a spell to a different spell level then that's also going to require you to use a meta feed so for example with woljef his spells he gets the most damage out of them if they are doing a touch attack so that he can do sneak attack damage there are only certain spells out from level one through six that allow him to do that consequently it makes sense to take a spell like scorching ray and then empower it so that i can take it from level two to level 4 giving him a lot more slots of spells that are going to use his sneak attack damage to the fullest extent that's not something that you can do with a ray but at the same time doing that requires him to take a feet so two of his feet slots were taken up taking these metamagic feet so that he can move these spells around whereas if he just used a wand to do those to do the same thing these feet slots would be freed up for him to do other things with them so you have to make a choice based upon your build what do you actually need what is going to make you most effective and that'll help you figure out can i just use wands and it'll cover the effects that i need or do i need some combination of metamagic feats and the mythic options that are going to lower the cost of them and that's the video hope all of you enjoyed the content if you did please leave me a like down below share this video and subscribe to the channel if you haven't already i will see you all in the next video take care
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Channel: Samori Sykes Gaming
Views: 2,621
Rating: 4.9694657 out of 5
Keywords: pathfinder wrath of the righteous, pathfinder wrath of the righteous gameplay, pathfinder guide wrath of the righteous, pathfinder guide wrath, pathfinder wrath of the righteous beginner guide, pathfinder wrath of the righteous build guide, pathfinder wrath of the righteous character creation guide, pathfinder wrath of the righteous wizard guide, pathfinder wrath of the righteous witch guide, metamagic wrath of the righteous, metamagic pathfinder, metamagic feats
Id: Ak_LzNoQ3Ic
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Length: 25min 30sec (1530 seconds)
Published: Mon Oct 04 2021
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