Metamagic Feats

     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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