As a spellcaster’s knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.
Wizards and Casters Who Prepare Spells: Wizards and spellcasters who prepare their spells must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).
Casters Who Don't Prepare Spells: Sorcerers, bards, and some other casters can choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.
For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature’s ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.
The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.
Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.
Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).
Metamagic Feats
Aquatic Spell
Brisk Spell
Burning Spell
Coaxing Spell
Concussive Spell
Contingent Spell
Dazing Spell
Delayed Spell
Disruptive Spell
Echoing Spell
Ectoplasmic Spell
Elemental Spell
Empower Spell
Encouraging Spell
Enlarge Spell
Eschew Materials
Extend Spell
Fearsome Spell
Flaring Spell
Fleeting Spell
Focused Spell
Heighten Spell
Intensified Spell
Lingering Spell
Maximize Spell
Merciful Spell
Persistent Spell
Piercing Spell
Quicken Spell
Reach Spell
Reserves of Strength
Rime Spell
Sacred Spell
Scarring Spell
Scouting Summons
Seeking Spell
Selective Spell
Shadow Grasp
Silent Spell
Solar Spell
Spell Focus
Spell Penetration
Still Spell
Studied Spell
Tenacious Spell
Tenebrous Spell
Thanatopic Spell
Thundering Spell
Toppling Spell
Traumatic Spell
Umbral Spell
Vast Spell
Widen Spell
Description
Cast your spells under or into water with no difficulty
Increase the speed of your movement spells
Spells with the acid or fire descriptor cause extra damage
Your mind-effecting spells influence oozes and vermin
Sonic spells cause concussive damage to your foes
Cast dormant cure spells in your allies
Daze your enemies with the power of your spells
Delay the trigger of your spells
Your spells make it hard for other spellcasters to concentrate
Cast a spell twice
Your spells can affect the ethereal and incorporeal
Infuse your spells with the elements
Increase the power of your spells to do more damage
Your spells are better at raising your allies' morale
Double your spell range
You do not need material components for certain spells
Your spells last twice as long
Your spells cause others to be shaken
Dazzle your enemies with your spell
Dismiss your spells more rapidly
One target finds it harder to resist
Treat the spell as a higher level
Add 5 more damage dice to your spell
Instantaneous area affect spells can last 1 round
Maximize spell variables
Inflict non-lethal damage with your spells
Creatures who save against your spell must save again
Your spells pierce a creature's SR more effectively
Cast a spell as a swift action
Cast "touch" spells as ranged touch spells
Increase your spell level but be dazed after casting
Spells with the "cold" descriptor entangle your opponents
Infuse your magic with the power of the gods
Emotion or fear spells give penalties to further saves
Possess a creature you just summoned
Your spells can bend around corners to seek out your target
Excludes targets from area affect spells
Spells with the darkness descriptor entangle your opponents
Cast spells without verbal components
Spells with the light descriptor are fortified by the sun
Make you spells of a particular school more difficult to resist
Gain a bonus to caster level checks
Cast spells without somatic components
Use the Knowledge skills to bypass racial resistances
A spell is difficult to dispel and remains for 1d4 rounds
Spells you cast in dim light or darkness are harder to resist
Affected spell's death effects, energy drain, and negative levels affect undead
Deafen creatures with spell damage
Spells with the force descriptor knocks your target prone
Emotion or fear spell causes nightmares
Spell gains the darkness descriptor
Alter the number of targets affected
Double a spell's area of affect
Prerequisite
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Dex 13+
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Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranks
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Ability to cast "cure" spells
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Diplomacy 6 ranks, Cha 13
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Iron Will, Spellcaster level 1
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Must be a Divine spellcaster
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Spell Focus (conjuration), able to cast magic jar
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Spellcraft 10 ranks
Tenebrous Spell, Umbral Spell
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Spell Focus (necromancy), Knowledge (religion) 6 ranks
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Tenebrous Spell
Caster level 3
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