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METAMAGIC FEATS

Aquatic Spell (Cost: +1 spell level / +1 spell point)

You can cast your spells underwater or into water with little difficulty.
Benefit: An aquatic spell functions normally underwater and requires no caster level check to cast, even if it has the fire descriptor. In addition, the spell can be cast from the surface into water and still be effective.

Bouncing Spell (Cost: +1 spell level / +1 spell point)

You can direct a failed spell against a different target.
Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner.

Burning Spell (Cost: +2 spell levels / +2 spell points)

You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2× the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect.

Concussive Spell (Cost: +2 spell levels / +2 spell points)

You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
Benefit: With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor.

Contagious Spell (Cost: +2 spell levels / +2 spell points)

Your spells are dangerous to dispel and likely to backfire upon those who try.
Benefit: A caster level check to dispel or remove a contagious spell that fails by 5 or more causes it to spread from the original target to the creature that attempted to remove it. The spell spreads to the new target regardless of its normal range or any special targeting requirement like a melee or ranged touch attack. The spell is treated as if you had just cast it on the new target. The new target receives a saving throw or the benefit of spell resistance (if applicable) if the spell normally allows it. You can apply Contagious Spell only to targeted spells that are harmful to their target and don’t have a range of personal; a contagious spell never spreads to someone who would benefit from being the target of the spell.
Special: A contagious spell can be identified normally as it is being cast with a successful Spellcraft check. Identifying whether a spell is contagious by its effect, however, requires the use of the analyze dweomer spell or a similar effect.

Delayed Spell (Cost: +1 spell level / +1 spell point)

You can set a spell to trigger on a delay.
Benefit: A delayed spell can be activated as a standard action anytime within 1 minute per spell level of being cast. Only spells that target one or more squares or grid intersections can be affected by Delayed Spell, and the target (as well as any other variables determined at the time of casting) cannot be changed once the delayed spell is cast. You can have as many delayed spells as you wish at any given time, but only one spell can be triggered in a single standard action. Though a delayed spell does not manifest until it is triggered, it emits a magical aura as normal and can be identified with Knowledge (arcana) as a spell effect in place.

Disruptive Spell (Cost: +1 spell level / +1 spell point)

Your magical energies cling to enemies, interfering with their spellcasting.
Benefit: Targets affected by a disruptive spell must make concentration checks when using spells, spell-like abilities, or sphere abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell’s effects avoid this feat’s effect as well.

Ectoplasmic Spell (Cost: +1 spell level / +1 spell point)

Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures.

Elemental Spell (Cost: +1 spell level / +1 spell point)

You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type.
Special: You can gain this feat multiple times. Each time you must choose a different energy type.

Empower Spell (Cost: +2 spell levels / +2 spell points)

You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half. Saving throws and opposed rolls are not affected, nor are spells without random variables including bonuses to those dice rolls.

Enlarge Spell (Cost: +1 spell level / +1 spell point)

You can increase the range of your spells.
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.

Extend Spell (Cost: +1 spell level / +1 spell point)

You can make your spells last twice as long.
Benefit: 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.

Fearsome Spell (Cost: +2 spell levels / +2 spell points)

Your spells inspire great fear in those harmed by them.
Benefit: When a creature takes damage from a fearsome spell, if that creature failed its save against the spell, it becomes shaken for a number of rounds equal to the spell’s original level. If the spell doesn’t allow a save, creatures harmed by it can attempt a Will save (against the same DC the spell would have if it did allow a save) to negate the shaken effect. If the spell effect already causes creatures to become shaken, on a failed save, add the duration of this metamagic effect to the duration of the shaken condition imposed by the spell. A fearsome spell can’t cause a creature to become frightened, even if that creature is already shaken.

Fleeting Spell (Cost: none)

Your spells vanish with unusual speed.
Benefit: A fleeting spell’s duration becomes dismissible, if it is not already. You can dismiss your own fleeting spell as a swift action. When you dismiss a fleeting spell, its lingering aura cannot be detected by magic unless the caster succeeds at a caster level check against a DC equal to 11 + your caster level. The DC of dispel checks to counter a fleeting spell is reduced by 2, and once active, dispel magic removes a fleeting spell without a caster level check. A fleeting spell has half its normal duration (with an extended fleeting spell, these duration adjustments cancel out). Only spells with a duration of at least 2 rounds can be made fleeting, and instantaneous or permanent spells cannot be fleeting spells.
Normal: It is a standard action to dismiss a dismissible spell.

Focused Spell (Cost: +1 spell level / +1 spell point)

When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature’s saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell.

 

Heighten Spell (Cost: varies)

You can cast spells as if they were a higher level.
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Intensified Spell (Cost: +1 spell level / +1 spell point)

Your spells can go beyond several normal limitations.
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Lingering Spell (Cost: +1 spell level / +1 spell point)

Your spell clings to existence, slowly fading from the world.
Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.

Maximize Spell (Cost: +3 spell levels / +3 spell points)

Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Metamastery
You can add metamagic effects to spells without increasing their level.
Prerequisite: Spellcraft 8 ranks.
Benefit: Once per day, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You may take this feat multiple times to gain additional daily uses of this ability. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the highest‑level spell that you are capable of casting.
Special: You may take this feat more than once. Each time you take it you gain one additional daily use of its ability.

Merciful Spell (Cost: none)

Your damaging spells subdue rather than kill.
Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type.

Murky Spell (Cost: none)

You can call upon murky sediments in the water to transform a mist spell underwater.
Benefit: You can apply this feat only to a mist or fog spell that normally doesn’t work underwater, such as cloudkill, fog cloud, mind fog, obscuring mist, or solid fog. When cast underwater, a murky spell clouds the water with sediments, producing roughly the same effects as the normal spell would above water except as follows. Due to the dilution, a murky spell has only one-tenth of the duration of a normal spell (generally 1 minute per level, though mind fog lasts 3 minutes), but this reduction doesn’t affect the duration of secondary effects like mind fog’s mental penalties. Abilities that see through mist and fog can’t see through a murky spell unless they also specifically see through murky water. Instead of wind, currents can disperse a murky spell; any current with a speed of at least 10 feet disperses a murky spell in 1 round. A murky spell has no effect above the water.

Necrotic Spell (Cost: +1 spell level / +1 spell point)

Your spells are more effective against corporeal undead.
Prerequisite: Spell Focus (necromancy).
Benefit: You treat corporeal undead that were once humanoids as humanoids for the purpose of determining which of your spells affect them. In addition, you may affect any corporeal undead creature with mind-affecting spells, regardless of its Intelligence score. A necrotic spell uses up a spell slot one level higher than the spell’s actual level.

Persistent Spell (Cost: +2 spell levels / +2 spell points)

You can modify a spell to become more tenacious when its targets resist its effect.
Benefit: 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 this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.

Piercing Spell (Cost: +1 spell level / +1 spell point)

Your studies have helped you develop methods to overcome spell resistance.
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.

Quicken Spell (Cost: +4 spell levels / +4 spell points)

You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.

Reach Spell (Cost: +1 spell level per range increase / +1 spell point per range increase)

Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.

Rime Spell (Cost: +1 spell level / +1 spell point)

Creatures damaged by your spells with the cold descriptor become entangled.
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor.

Seeking Spell (Cost: +2 spell levels / +2 spell points)

You can cast spells that bend around barriers to reach their intended destination.
Benefit: A seeking spell’s range can bend around obstacles to reach the intended target. You can define the route yourself or unambiguously identify a target and allow the spell to determine its own path. However, the spell fails if it would have to travel farther than its maximum range to reach the identified target. A ranged attack roll made to deliver a seeking spell is not subject to cover or concealment. In order to benefit from this feat, the selected spell must have a range greater than touch and target one or more creatures, or it must require the caster to make a ranged touch attack.

Selective Spell (Cost: +1 spell level / +1 spell point)

Your allies need not fear friendly fire.
Prerequisite: Spellcraft 10 ranks.
Benefit: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to your casting ability modifier. These targets are excluded from the effects of your spell. Spells that do not have an area of effect do not benefit from this feat.

Sickening Spell (Cost: +2 spell levels / +2 spell points)

You can sicken creatures with your spells.
Benefit: You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell. Spells that do not inflict damage do not benefit from this feat.

Silent Spell (Cost: +1 spell level / +1 spell point)

You can cast your spells without making any sound.
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected.

Still Spell (Cost: +1 spell level / +1 spell point)

You can cast spells without moving.
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.

Studied Spell (Cost: +2 spell levels / +2 spell points)

You use your knowledge about the target to bypass its resistances and damage reduction.
Benefit: When casting a studied spell, designate one target affected by the spell. Attempt an appropriate Knowledge check based on that target’s creature type as you cast the spell. The DC for this check is equal to 20 + the creature’s CR based on its race and not including any class levels or template (a creature that is defined by class levels has an effective CR of 0 for this ability). If you succeed, your studied spell ignores any energy resistance or damage reduction the target has because of its race as well as any bonuses on saving throws against the spell granted by the target’s race (such as the bonus from a dwarf ’s hardy ability or a halfling’s halfling luck ability). Your studied spell doesn’t ignore energy resistance, damage reduction, or saving throw bonuses granted by other spells and effects. If you fail the Knowledge check, the spell still has its normal effects.

Tenebrous Spell (Cost: +1 spell level / +1 spell point)

You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.
Benefit: When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a –2 penalty on the dispel check. Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the tenebrous spell’s effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check. You cannot use this feat on spells with the light descriptor.

Thundering Spell (Cost: +2 spell levels / +2 spell points)

You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.
Benefit: You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. Spells that do not inflict damage do not benefit from this feat.

Toppling Spell (Cost: +1 spell level / +1 spell point)

Your spells with the force descriptor knock the affected creatures prone.
Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability modifier. This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor.

Umbral Spell (Cost: +2 spell levels / +2 spell points)

Targets of your darkness spells radiate darkness.
Prerequisite: Tenebrous Spell.
Benefit: An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object.

Vast Spell (Cost: +1 spell level / +1 spell point)

Your spells cover targets across a larger area.
Prerequisite: Caster level 3rd.
Benefit: You can alter a spell that targets a number of creatures no more than 30 feet apart, such as haste. The maximum distance apart of those you target with the spell increases to 60 feet.

Widen Spell (Cost: +3 spell levels / +3 spell points)

You can cast your spells so that they occupy a larger space.
Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. Spells that do not have an area of one of these four sorts are not affected by this feat.

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