Metamagic Math
Or Inspirations on How to Correct the System
IntroMetamagic was meant to be a way for casters to do tricks with their spells by spending feats and paying higher level slots. If that honestly sounds appealing to you, read on. Let me show how the system falls apart.
Most people here know that metamagic is not worth using at full price. (Rare exceptions exist.) Some people think that Persistent Spell is broken and ignore the +6 level adjustment and the Divine Metamagic (or Incantatrix's Metamagic Effect) that lets people
use their feats. WotC seemed to realize that casters were so powerful they had to lose feats compared to everyone and disguised this in the form of 'powerful' metamagic feats.
Really now, you want to metamagic your best spells. If you can't even come close, metamagic is a waste. If I'm a level 1 character, letting me use Persistent
shield is usually worth it. If I'm a level 13 Wizard, I'm not spending 2 feats on Persistent Spell and a level 7 slot to let my
shield last all day when I can be destroying the world with
plane shift,
reverse gravity, and
planar binding. No, I'll make a
simulacrum of an Incantatrix and another of a Cleric/Dweomerkeeper and have
them buff me silly.
The MathIt's commonly accepted that casters scale in power exponentially while noncasters are stuck with linear growth.
A crude estimate of a caster's power is this:
For each spell slot (including slots from specialization, high ability scores, etc.), square its level. Add up all the values of your spell slots. That's your spell score.
For our purposes, level 0 spells are either worth 0 (if you want to be harsh) or 1/4 (if you care about these spells). In this example, I count L0 spells as 0.Here's an example. Let's assume I'm a plain ol' Conjurer7 with 21 INT. Some would call it on the high side, but I consider it reasonable.
From 21 INT, I have this score:2 * (1 squared) = 2 +
1 * (2 squared) = 4 +
1 * (3 squared) = 9 +
1 * (4 squared) = 1631Since I have no level 5 spell slots, I don't add those bonus spell slots to the score. Simple, eh?
From my being a handsome Conjurer7, or more realistically, a Conjurer5/Full Casting PrC25 * (1 squared) = 5 +
4 * (2 squared) = 16 +
3 * (3 squared) = 27 +
2 * (4 squared) = 3280I add the scores from my INT and level to get 101.The MeaningWhen I cast a standard level 4 spell, it has a power of 16. That's pretty good considering
Evard's black tentacles can end the fight and amuse your friends by smacking enemies like lethal wet noodles.
Wait a sec. What about metamagic? Metamagic feats, like Fighters, scale linearly most the time. You could benefit from a well-placed low-level Quickened or Extended Spell, but needing to call every shot- I mean, prepare every metamagicked spell- greatly reduces its value and its DC. Spontaneous casters get a bad rap for needing to spend longer to cast metamagicked spells and casting off Charisma. Yeah, you're pretty. Yeah, you're behind.
Let's Maximize a
magic missile, just for kicks. I don't recommend you do this at home, folks. 1 squared + 3 *1.5 = 5.5. That's slightly higher in score to a level 2 spell, but a well-placed level 2 spell will often top that. Sure, you do at least 20 guaranteed damage at this level, but you also spent a feat!
Let's then Empower a
scorching ray. 2 squared + 2 *1.5 = 7. It's more powerful than the average level 2 spell, but about half way in score between a level 2 and level 3 spell. You used a level 4 slot. See how this is a slippery downhill slope?
The IdealWhat if you CAN get metamagic for 'free?' Use a metamagic rod or a class ability to freely and maybe spontaneously apply a desired metamagic feat you want to cast, and suddenly metamagic pulls out ahead.
Let's say your DM was nice and gave you a Lesser Rod of Chaining at level 7. (
Complete Arcane 146 has the stats, folks.) You can only apply this to level 3 or lower spells, but if you're thinking what I'm thinking...
Our Chained
scorching ray makes 2 rays, each which can affect up to 8 targets in 30 feet of the main target. From a pure math perspective, this has a score of 2 squared + 3 * 1.5 = 8.5. Wait, that's the same as when we spent a feat! Let's give our free metamagic a similar score to a normal spell, but individually square the spell level and bonus while dropping metamagic as * 1.5.
In our revised case, it becomes 2 squared + 3 squared = 13.5, or about a level 3.5 spell. That's
much better. As a non-blaster, I might use that in a third level slot instead of
stinking cloud or
haste! Now the problem is finding a DM who hands out these rods when the spells are, y'know, current.
Theurge
To Play a Single-Class Caster
Mystic Theurges and their ilk were the object of scorn around the time 3.5 was about to be released. "Being able to cast from 2 lists seems BORKEN!" Now, people in the know don't play them for power.
Why?
For all the effort- the patiently slogging around with lower-level spells than someone as a full caster, you're still outdone sooner by a single-class caster who took Leadership.
Let's say you were a plain ol' Conjurer who traded his familiar for Abrupt Jaunt. You have 10 Charisma. At level 6, you take Leadership. (In Pathfinder, Leadership comes at level 7 and requires 12 CHA for this trick. Same deal.) You now can get a level 4 Cleric (5 in Pathfinder) who potentially casts a spell every round while you cast a spell every round. Were you a standard Theurge, you'd need Quicken spell or some other means of matching the spell output rate of a character and his cohort. Oh yeah, and a Wizard7 can get
celerity for extra spell output.
The AssumptionWhoever priced Mystic Theurge thinking it was balanced didn't understand this math. Having an inferiority complex for up to 6 levels while you get your shenanigans settled to cast low-powered spells from 2 lists is asking FAR too much. More insultingly (or awesomely), the cohort of a Commoner with Leadership can make a better secondary caster than you.
It's like metamagic. If you must pay full price to use it (and 1.5 spell levels is asking a LOT), it's almost never worth it. You might find some sweet spot around level 14 where things aren't so bad, but at that level, a single-classed caster (even a vanilla generalist Wizard, or plain Sorcerer- perish the thought!) is effectively a demigod.
In short, it's an arms race. If you get to level 4 spells at the soonest opportunity- and the game expects this- and you're against a fellow who has the backing of 2 spell lists but is whimpering along with spells from 2 lists that are 2 levels lower- you should win, all else equal. You should win even if you give the poor fellow a head start, not that this is normally wise.
To add insult to injury, if you DO manage to complete Mystic Theurge, where do you go? A Druid/Wizard has more options like Arcane Hierophant (
Races of the Wild), but the main thing you get from this build is more spell levels from both lists and a bit of Wild Shape.
The FanboyLet's say you had your heart absolutely set on being a Wizard/Cleric/Mystic Theurge.
What do you need to stay remotely current?-Practiced Spellcaster, twice.
-A high INT
and WIS. (If you're going for 2 classes that rely on CHA, you're in a different sort of trouble.)
-A party comfortable with someone effectively a "not a Cleric" and a "not a Wizard."
-DM leniency. Even a pure Bard can cast higher level spells than you!
Even if you only use Cleric spells for buffs so you can sack the DCs, you need enough spell slots to justify your hybrid existence. You can contribute through well-placed low-level spells, but your party's single classers may be taunting you with, "Donchya wish your caster were
fun like me?"
Let's say you attain level 7. You're a Wizard3/Cleric3/Mystic Theurge1. Yay! You're trudging along in level 2 spells while the Conjurer5/Incantatrix2 with the uber Spellcraft check Persists other casters' buffs (and gets all the ladies, natch). He probably has more HP than you because he boosted his CON instead of WIS.
For all this effort, how does your level 7 score compare to the mighty
101 of a 21 INT Conjurer7? Let's say you have 18 INT and 16 WIS and you're a specialized Wizard.
From 18 INT, I have this score:1 * (1 squared) = 1 +
1 * (2 squared) = 45From my specialty Wizard4 levels...4 * (1 squared) = 4 +
3 * (2 squared) = 1216From 16 WIS, I have this score:1 * (1 squared) = 1 +
1 * (2 squared) = 45From my 4 Cleric levels, including domain spells...4 * (1 squared) = 4 +
3 * (2 squared) = 1216Each class has a score of
21, or about 1/5 that of our sample Conjurer7. Your total score is
42, or about 40% that of our benchmark Conjurer7. Sorry man, Douglas Adams pitied you decades in advance.
The Fast Track"But wait!" you say. "I know a certain trick to enter Mystic Theurge early and lose only 1 caster level!"
Fine. You'll pull ahead in combined class spell scores compared to a single-class, but you're still behind in the arms race. When your party mates get the awesome 9th level spells (and killing things with
time stop), you're still cutting your teeth on level 7s or 8s. Like the saying goes, "Friends don't let friends go both ways."
If you can get in with only 1 lost caster level, you're far better off. In terms of casting, you have the spell progression of a Sorcerer, but with a Cleric or Wizard base. You lose 1 caster level to gain another discipline of casting that probably uses another stat. Whether you want it is another thing. (For all Sharn lovers, you can make excellent Mystic Theurges. Smile!) Also see The Exception section below.
Be warned. Your multi-niching doesn't give you the extended stamina of a melee/caster gish. You get no maneuvers, no d10s/d12s, no levels with full BAB (short of spells like
Tenser's transformation), no one-shotting foes with ubercharges (unless you're also a
Hood or the like, which boggles me). You don't usually get interesting class features. You aren't sneaky or sneak attacky like a Rogue gish. You're a big pile of small-effect spells. At least you save your group money on items that cast obscure spells once or twice a day.
The ExceptionThere is a rare time when being a Mystic Theurge may be less painful, even (gulp!) semi-optimal. It involves what most would consider cheese, but cheese wipes away the bad taste Mystic Theurge leaves in my mouth. You find an arcane and divine 'superclass'- Beholder Mage or Sublime Chord for arcane and Ur-Priest or Divine Crusader for divine. Put 'em together and what have you got? Bippity, boppity, boom!
The reason for this is simple: Superclasses get spells faster than normal. In 9 or 10 levels, you get 9th level spells. You only
need a level or 2 of each class to qualify You can also fill another role like ubercharger or Psion before setting yourself up for supertheurgy.
Single Stat Theurges"Wait, wait! What about theurges who rely on one stat?" A Sorcerer/Shugenja relies on CHA for his spells, but...
Single Stat Theurge Problems-You're probably casting off Charisma, a stat weaker than WIS and INT for casting. If you have a small number of spells known, having more spells of lower level isn't solving your problem.
-You're probably a character level or 2 behind compared to standard casters. When a Wizard/Cleric/Mystic Theurge first comes online, a Sorcerer/Shugenja who has won Miss Congeniality is 2 levels behind, barring early entry.
-Most "single stat theurges" aren't truly that. An Archivist relies on WIS for bonus spells and INT for his DCs. A Favored Soul is similarly split between CHA (spells per day) and WIS (spell DCs).
-If you're a Wizard/Archivist/Theurge, why? An Archivist can learn every spell in the game! (Just buddy-buddy with some Geomancers and Alternative Source Spell users.) A Wizard can get Incantatrix and Sevenfold Veil and other lovely classes. Why muddle them?
-An Arcane Swordsage/Whatever has rules so vague that it's DM's call over what happens. Besides, Arcane Swordsage lends itself better to melee gishes.
Druids
Better Mystic Theurges Than You Since 2000!
"
Druids!?" you might ask, exacerbatedly. "But how-?"
Think about it. Druids get the HP and saves of a Cleric, some crowd control like a Wizard (
obscuring mist,
entangle), buffs from either (
wind wall,
freedom of movement,
death ward,
swift fly,
bite of the wereX), and can melee fairly well. And by fairly well, they can be uber when they're hardly trying.
Sure, the typical Druid will never get
planar binding or
teleport, but he can go Contemplative at level 11 for the Balance Domain then become a Sacred Exorcist for Divine Metamagic. His combat summons are at least on par with
summon monster before
planar binding spells become common. He can heal out of combat with
vigor spells as soon as a Cleric can and is 1 spell level behind on getting
heal. He can cast spells in a small selection of armor without spell failure like a well-tempered Wizard. He knows
every spell on his class list, like a Cleric. Many spells require a divine focus (not a spellbook or inexpensive spell focus), a cheap object he can carve into his palms.
Unlike a Cleric/Wizard, he never loses a caster level. Also, unlike a Cleric or Wizard,
every book with a creature, item, or class spell is potentially viable.
Perhaps most importantly as a Druid, you never need to multiclass to be awesome. Multiclassing may even be bad for you. (I consider Planar Shepherd's awesomeness painful to you as a player if done correctly. Fewer hospital visits mean fewer lost friends, capiche?)
Just look at the Druid class table. Notice how you get a class feature nearly every level? Notice how your table is the widest in the PHB, on par with the Monk's? (Ignore the Monk's power level for now.) Compare this to a typical Wizard, Cleric, or Mystic Theurge. Notice how sparse the class feature columns look?
Your animal companion is just gravy and is a replaceable, trainable, reliable friend, mount, or/and flanking buddy. Oh yeah, you can still take Leadership.