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Metamagic Feats


Alternate Source [Metamagic]

You can prepare your spells as either divine or arcane.

Prerequisite: Ability to cast both divine and arcane spells.

Benefit: You can choose to prepare any of your divine spells as arcane spells or any of your arcane spells as divine spells. The spell functions and is prepared normally, except that its source is considered to be arcane if it is a divine spell, or divine if it is an arcane spell.

An alternative-sourced spell uses up a spell slot from the class that normally grants the spell.

An alternative-sourced spell is cast as if your caster level were one level lower.




Augment Illusion [Metamagic]

You have the ability to add sensual qualities to spells that usually don’t have them.

Prerequisite: Spell Focus (Illusion).

Benefit: You may add one or more of the following sensual qualities to an illusion: audible, olfactory (which includes taste), heat (restricted to mimicking between 40 to 90 degrees F), or visual.

An augmented illusion uses a spell slot one level higher than the spell’s actual level for each sensual quality added.




Augment Shadows [Metamagic]

You are able to draw upon more of the Shadow Plane as you create your shadows, thereby increasing their substance.

Prerequisite: Spell Focus (Illusion).

Benefit: Shadow spells augmented with this feat become 20% more real.

An augmented shadow uses a spell slot one level higher than the spell’s actual level.




Bitter Cold [Metamagic]

Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.

Benefit: A bitter cold spell is so cold that it ignores the resistance to cold of creatures affected by the spell, and affected creatures with immunity to cold still take half damage. This feat can be applied only to spells with the "Cold" descriptor.

Creatures with the "Fire" subtype take double damage from a bitter cold spell. Creatures affected by a bitter cold spell are still entitled to whatever saving throw the spell normally allows.

A piercing cold spell uses up a spell slot one level higher than the spell's actual level.




Blistering Spell [Metamagic]

Your fire spells sear the flesh from your enemies' bones, leaving them wracked with pain.

Benefit: This metamagic feat can be applied only to a spell that has the "Fire" descriptor. A blistering spell deals an extra 2 points of fire damage per level of the spell.

In addition to the spell's normal effect, any creature that fails its save against a blistering spell takes a -2 penalty on attack rolls and checks until the beginning of your next turn.

A blistering spell uses up a spell slot one level higher than the spell's actual level.




Born of the Three Thunders [Metamagic]

You have learned to marry the power of lightning and thunder in your electricity and sonic spells.

Prerequisites: Knowledge (nature) 4 ranks, Energy Substitution (electricity).

Benefit: When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage.

In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for I round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so.

A three thunders spell uses a spell slot of the spell's normal level. In addition, its descriptor changes to include both energy types.




Chain Spell [Metamagic]

You can cast spells that arc to other targets in addition to the primary target.

Prerequisite: Any metamagic feat.

Benefit: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.

If the chained spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don't deal damage, the save DCs against arcing effects are reduced by 4.

A chained spell uses up a spell slot three levels higher than the spell's actual level.




Clawed Spell [Metamagic]

The hazy image of translucent claws forms around your hands when you cast touch spells, dealing damage in addition to the spell's normal effects.

Prerequisite: Weapon Focus (touch).

Benefit: Claws of force appear around your hands. All clawed spells with a range of "touch" deal +1d6 points of additional damage for every five caster levels you possess. Even non-damaging spells or spells that do not deal hit point damage (such as touch of idiocy) prepared as clawed spells deal this additional damage.

This additional damage is a force effect and can damage incorporeal targets. An incorporeal creature does not have the normal 50% chance to ignore the damage from a clawed spell cast by a corporeal spellcaster.

A clawed spell uses up a spell slot one level higher than the spell's actual level.




Corrupt Spell [Metamagic]

You can transform one of your spells into a thing of evil due to a deal you make with an evil power.

Prerequisite: Any evil alignment.

Benefit: This feat adds the evil descriptor to one damaging spell you can cast. You must choose the spell at the time you select the feat. If the spell deals damage, half of the damage is unholy damage.

Special: You may select this feat multiple times, choosing a different spell each time.




Delay Spell [Metamagic]

You can cast spells that take effect after a short delay of your choosing.

Prerequisite: Any other metamagic feat.

Benefit: A delayed spell doesn’t activate for 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you specify. Only area, personal, and touch spells are affected in this manner.

Any decisions you make about the spell are determined when the spell is cast. Any effects resolved by those effects, such as saving throws, are resolved when the spell triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible – such as the target leaving the spell’s range – the spell fails.

A delayed spell can be dispelled normally during the delay, and can normally be detected in the area with spells such as detect magic. A delayed spell uses up a spell slot three levels higher than the spell’s actual level.




Disguise Spell [Metamagic]

You can cast spells without observers noticing.

Prerequisite: Bardic Music ability, Perform 12 ranks.

Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into your performances so skillfully that others rarely catch you in the act. Like a silent, stilled spell, a disguised spell cannot be identified through a Spellcraft check. Your performance is obvious to anyone in the vicinity, but the fact that you are casting a spell is not. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from.

A disguised spell uses a spell slot one level higher than the spell’s actual level.




Double Rays [Metamagic]

Your ray spells can affect an additional target.

Prerequisite: Any metamagic feat.

Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

A doubled ray spell uses a spell slot two levels higher than the spell's actual level.




Earthbound Spell [Metamagic]

You bind a spell into the rock and soil, leaving it there until an opponent stumbles across it. Ar that time, the spell releases its energy.

Benefit: When you cast an earthbound spell, you place it within a square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell. The next creature to enter the warded square triggers the spell.

If the spell affects an area, that square is the center of the area or the point at which the area begins. For a cone, line, or similar area, you must designate the direction in which the cone or line extends. An earthbound spell that does not affect an area targets the creature that triggered it. You cannot apply the Earthbound Spell metamagic feat to a spell with a range of personal.

An earthbound spell remains in place for 1 hour or until it is triggered. A Search check (DC 25 + the spell's level) reveals its presence, as does detect magic and similar abilities. A character with trapfinding can make a Disable Device check (DC 25 + the spell's level) to remove an earthbound spell as if it were a magic trap. A dispel magic effect can also remove an earthbound spell, thus preventing it from functioning.

An earthbound spell uses up a spell slot two levels higher than the spell's actual level.




Easy Metamagic [Metamagic]

One of your metamagic feats is easier to use.

Prerequisite: Any other metamagic feat.

Benefit: Choose a metamagic feat you already possess. When preparing or casting a spell modified by that feat, lower the spell-slot cost by one. You can never reduce the spell-slot cost below one level higher than the spell's actual level.

Special: You can select this feat multiple times. Each time, it applies to a different metamagic feat.




Empower Spell [Metamagic]

You can cast spells to greater effect.

Benefit: All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed checks (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables.

An empowered spell uses up a spell slot two levels higher than the spell’s actual level.




Energize Spell [Metamagic]

Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.

Prerequisites: Nonevil alignment, must not have the ability to rebuke undead.

Benefit: Your spells are infused with positive energy. An energized spell deals an extra 50% damage to undead creatures, but deals 50% less damage to non-undead creatures and to objects.

An energized spell uses up a spell slot one level higher than the spell's actual level.

Special: A character who has the ability to channel negative energy to rebuke or command undead cannot select this feat.




Energy Admixture [Metamagic]

You can modify a spell that uses one type of energy to mix in another type of energy.

Prerequisites: Energy Substitution, any other metamagic feat, Knowledge (arcana) 5 ranks.

Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic for which you have already selected for the Energy Substitution feat. You can modify a spell with the energy designator to add an equal amount of the chosen type of energy. The altered spell works normally in all respects except for the type of damage dealt. For example, a sonic admixed fireball cast by a 5th level wizard would deal 5d6 points of fire damage as well as 5d6 points of sonic damage.

Even opposed types of energy, such as fire and cold, can be combined using this feat.

An admixed spell uses a spell slot four levels higher than the spell’s actual level.

Special: You can gain this feat multiple times. Each time it applies to a different type of energy. You can use Energy Admixture to further alter a spell that has already been modified by Energy Substitution. You can also use Energy Admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice.




Energy Substitution [Metamagic]

You can modify a spell that uses one type of energy to use another type of energy.

Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.

Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects except for the type of damage dealt.

A substituted uses a spell slot of the spell’s actual level, modified by any other metamagic feat.

Special: You can gain this feat multiple times. Each time it applies to a different type of energy.




Enervate Spell [Metamagic]

Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents.

Prerequisites: Nongood alignment, must not have the ability to turn undead.

Benefit: Your spells are infused with negative energy. An enervated spell deals an extra 50% damage to living creatures, but deals 50% less damage to constructs, undead, and objects.

An enervated spell uses up a spell slot two levels higher than the spell's actual level.

Special: A character who has the ability to channel positive energy to turn undead cannot select this feat.




Enhanced Shadows [Metamagic]

You are able to summon more potent shadows and give them even more reality than before.

Prerequisites: Augment Shadows, Spell Focus (Illusion).

Benefit: Any shadow spell enhanced with this feat becomes 40% more real.

An enhanced shadow uses a spell slot two levels higher than the spell’s actual level.




Enlarge Spell [Metamagic]

You can cast spells farther than normal.

Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, are not affected.

An enlarged spell uses up a spell slot one level higher than the spell’s actual level.




Entangling Spell [Metamagic]

Your spell releases residual eldritch power that entangles your enemies.

Benefit: The feat can be applied to any instantaneous spell that deals acid, cold, electricity, fire, or sonic damage. After the spell is cast, lingering tendrils of raw energy persist; creatures damaged by the spell are entangled for 1 round. The spell is considered to be in effect during this time and can be dispelled normally.

An entangling spell uses up a spell slot two levels higher than the spell's actual level.




Eschew Materials [Metamagic]

You can cast spells without relying on material components.

Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. If the spell requires a material component that costs more than 1 gp, you must still have the material component at hand to cast the spell.




Explosive Spell [Metamagic]

You can cast spells that blast creatures off their feet.

Benefit: On a failed Reflex save, an explosive spell ejects any creature caught its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone.

Any creature moved in this manner takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.

This feat can be applied only to spells that allow Reflex saves and affect an area (a cone, cylinder, line, or burst).

An explosive spell uses up a spell slot two levels higher than the spell's actual level.




Extend Spell [Metamagic]

You can cast spells that last longer than normal.

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.

An extended spell uses up a spell slot one level higher than the spell’s actual level.




Fell Animate [Metamagic]

Living foes slain by your spell may rise as zombies.

Benefit: You can alter a spell that deals damage to creatures. Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice, when slain outright by a fell animated spell, rises as a zombie under your control at the beginning of your next action.

Even if you kill several creatures with a single fell animated spell, you can't create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (as per the animate dead spell) apply to newly created undead gained through this metamagic feat.

A fell animated spell uses up a spell slot three levels higher than the spell's actual level.




Fell Drain [Metamagic]

Living foes damaged by your spell also gain a negative level.

Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15).

A fell draining spell uses up a spell slot two levels higher than the spell's actual level.




Fell Energy Spell [Metamagic]

You add a dose of raw necromantic energy to your beneficial spell, making it especially effective for undead creatures.

Benefit: Any numerical bonus granted by a spell modified by this feat increases by +2 for all undead creatures it affects. This increase does not apply to factors such as range, save DC, duration, or other numerical factors relating to a spell. Only effects described as bonuses gain this effect.

A fell energy spell takes up a spell slot one level higher than the spell’s actual level.




Fell Frighten [Metamagic]

Living foes damaged by your spell are also shaken.

Benefit: You can alter a spell that deals damage to creatures so that any creature subject to fear effects and mind-affecting spells and abilities that is dealt damage also becomes shaken for 1 minute.

A fell frightening spell uses up a spell slot two levels higher than the spell's actual level.




Fell Weaken [Metamagic]

Living foes damaged by your spell are also weakened.

Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a -4 penalty to Strength for 1 minute. Strength penalties from multiple spells enhanced by the Fell Weakening feat do not stack.

A fell weakening spell uses up a spell slot one level higher than the spell's actual level.




Fiery Spell [Metamagic]

Your fire magic is bolstered, further scorching your enemies.

Benefit: A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. In addition, any creatures targeted with or caught in the area of effect of the spell must succeed on a DC 15 Reflex save or catch fire. This feat can be applied only to spells with the "Fire" descriptor.

A fiery spell uses up a spell slot one level higher than the spell's actual level.




Flash Frost Spell [Metamagic]

Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.

Benefit: This metamagic feat can be applied only to spells that have the “Cold” descriptor and that affect an area. A flash frost spell deals an extra 2 points of cold damage per level of the spell to all targets in the area.

In addition, the area of the spell is covered with a slippery layer of ice for 1 round. Anyone attempting to move through this icy area must make a DC 10 Balance check or fall prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid falling.

A flash frost spell uses up a spell slot one level higher than the spell's actual level.




Fork Ray [Metamagic]

You can affect two targets with a single ray.

Prerequisite: Any other metamagic feat.

Benefit: You can split spells that affect a single target and make a ranged touch attack. Only spells that deal damage can be affected by this feat. The forked ray affects any two targets that are both within the spell’s range and within 30 feet of each other. Each target takes half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target.

A split ray uses a spell slot of the spell’s normal level, modified by any other metamagic feats.




Fortify Spell [Metamagic]

You cast spells that more easily penetrate spell resistance.

Benefit: A fortified spell is treated as having a higher caster level for the purpose of defeating a target's spell resistance. You prepare and cast the spell in a higher-level spell slot than normal, with each additional level giving a +2 bonus on spell penetration checks for the altered spell. Spells that are not subject to spell resistance are not affected.

A fortified spell uses up a spell slot at least one level higher than the spell's actual level.




Gravecaller Spell [Metamagic]

You can add such a powerful dose of necromantic energy to your mind-affecting spells that they function against undead creatures, but are useless against all others.

Benefit: A mind-affecting spell modified by this feat works normally against intelligent undead creatures. Mindless undead (those without intelligence scores) are still immune to its effect, and the spell has no effect against living creatures or constructs.

Note that use of this feat does not make mind-affecting spells affect undead if the spell’s description specifies that the target must be of a particular creature type (such as a charm person spell).

A gravecaller spell takes up a spell slot one level higher than the spell’s normal level.

All gravecaller spells become Necromancy spells.




Guided Spell [Metamagic]

You spells single in on a specific target.

Benefit: Only those spells delivered by a ranged touch attack can be guided. A guided spell ignores any cover up to full cover as it move up, around, and over barriers, seeking your target. If a guided spell misses on its initial attack, it persists for a number of rounds equal to one-third your level (rounded down), making another ranged touch attack on your initiative each round against that target until it hits or the duration expires.

If the target or you move out of range of the spell, if the target gains total cover or concealment from your position, or if the line of effect for the spell is blocked, the guided spell duration immediately ends. You do not need to concentrate on a guided spell while it is attacking.

A guided spell uses up a spell slot two levels higher than the spell’s actual level.




Heighten Spell [Metamagic]

Your can cast a spell as if it were a higher level spell than it actually is.

Benefit: A heightened spell has a higher spell level than normal. Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependant on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

A heightened spell is a difficult to prepare and cast as a spell of its effective level.




Imbue Illusion [Metamagic]

You can grant illusions you create the ability to cast spells.

Prerequisite: Spell Focus (Illusion).

Benefit: You can transfer some of your currently prepared spells, and the ability to cast them, to a figment, glamour, pattern, or phantasm you are creating. As a free action, you may direct the illusion to cast the spell, or you can set a trigger condition on the illusion (which may be a special word) when casting the spell. The event that triggers the illusion’s casting can be as general or specific as desired, but must be based on an audible, tactile, olfactory, or visual trigger. The trigger may not be based on something that is not normally visible to the senses, such as alignment.

An imbued illusion uses up a spell slot equal to the base level of the illusion plus the total level of the spells being imbued in the illusion.

If you memorize spells, you must designate the spells to be imbued at the time you memorize this spell; those spells become unavailable to you so long as this spell is memorized. If you spontaneously cast spells, you must have the appropriate number of spell slots available to cast the transferred spells; these spell slots are then expended when cast the augmented spell, as if they had been cast.

Special: Only spells from the following schools can be used by illusions: Abjuration, Conjuration, and Evocation.




Imbue Shadow [Metamagic]

You can grant shadows you create the ability to cast spells.

Prerequisite: Spell Focus (Illusion).

Benefit: You can transfer some of your currently prepared spells, and the ability to cast them, to a shadow you are creating. As a free action, you may direct the illusion to cast the spell, or you can set a trigger condition on the shadow (which may be a special word) when casting the spell. The event that triggers the shadow’s casting can be as general or specific as desired, but must be based on an audible, tactile, olfactory, or visual trigger. The trigger may not be based on something that is not normally visible to the senses, such as alignment.

An imbued shadow uses up a spell slot equal to the base level of the illusion plus the total level of the spells being imbued in the shadow.

If you memorize spells, you must designate the spells to be imbued at the time you memorize this spell; those spells become unavailable to you so long as this spell is memorized. If you spontaneously cast spells, you must have the appropriate number of spell slots available to cast the transferred spells; these spell slots are then expended when cast the augmented spell, as if they had been cast.

Special: Only spells from the following schools can be used by shadows: Abjuration, Conjuration, Evocation, and Transmutation.




Imbued Summoning [Metamagic]

You can summon creatures that come into existence with the benefit of spells.

Prerequisites: Augment Summoning, Spell Focus (conjuration).

Benefit: When you cast a summoning spell, you can choose to grant the summoned creature the benefit of any spell of 3rd level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature (using a prepared spell or a spell slot) at the same time you cast your summoning spell. The creature gains the benefit of the spell when it appears.

An imbued summoning spell uses up a spell slot one level higher than the spell's actual level.




Innate Spell [Metamagic]

You have mastered a spell so thoroughly that you can now cast it as a spell-like ability.

Prerequisites: Quicken Spell, Silent Spell, Still Spell.

Benefit: Choose a spell you can cast. You may now use this spell three times per day as a spell-like ability. If the innate spell has an XP cost, you pay the cost each time you use the spell. If it has a focus, you must have it to use the spell in this manner. If the innate spell has a costly material component, you need an item worth 50 times that amount to use as a focus for the spell-like ability. Otherwise, you need no components to use the innate spell as a spell-like ability.

You must permanently assign one spell slot of the appropriate spell level to the innate spell. You cannot use this spell slot for anything else.

Special: You can select this feat multiple times, selecting a new innate spell each time.




Intensify Spell [Metamagic]

You can cast spells with exceptionally great effect.

Prerequisites: Empower Spell, Maximize Spell, Spellcraft 15 ranks.

Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected.

An intensified spell uses up a spell slot six levels higher than the spell's actual level.

Special: You can't combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell, such as Empower Spell or Maximize Spell.




Lingering Spell [Metamagic] Residual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired.

Benefit: The feat can be applied to any one instantaneous spell that deals acid, cold, electricity, fire, or sonic damage. After the spell is cast, lingering tendrils of energy persist, dealing 1d6 points of damage of the appropriate energy type at the beginning of your next turn to all creatures initially damaged by the spell. The spell is considered to be in effect during this time and can be dispelled normally.

A lingering spell uses up a spell slot one level higher than the spell's actual level.




Maximize Spell [Metamagic]

You can cast spells to maximum effect.

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed checks are not affected, nor are spells without random variables.

An empowered and maximized spell gains the separate benefits of each feat; the maximum result plus one-half the normally rolled result.

A maximized spell uses up a spell slot three levels higher than the spell’s actual level.




Nonlethal Substitution [Metamagic]

You can modify a spell that uses energy to deal damage to deal nonlethal damage instead.

Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.

Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the chosen designator to inflict nonlethal damage instead of energy damage. The subdual spell works normally in all respects except the type of damage dealt.

A subdual spell uses a spell slot of the spell’s normal level, modified by any metamagic feats.




Ocular Spell [Metamagic]

Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells.

Prerequisite: Knowledge (dungeoneering) 4 ranks, two or more eyes.

Benefit: You can cast a spell with a casting time of 1 full round or less as an ocular spell. An ocular spell does not take effect immediately, but is instead held in one of your eyes for up to 8 hours.

You can store only two ocular spells in this fashion, even if you have more than two eyes. Only ray spells and spells with a target other than personal can be cast as ocular spells.

When you choose, you can then cast both of the ocular spells as a full-round action; the spells become brilliant blasts that shoot out from your eyes. You can choose different targets for the two ocular spells.

When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell.

An ocular spell uses up a spell slot two levels higher than the spell's actual level.




Persistent Spell [Metamagic]

You make your spells last all day.

Prerequisite: Extend Spell.

Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal or fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate upon spells such as detect magic or detect thought to be aware of the mere presence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity.

A persistent spell uses up a spell slot six levels higher than the spell’s actual level.




Piercing Spell [Metamagic]

Your spells can pierce another's defenses.

Benefit: This feat can only be applied to spells that require a touch attack (either melee or ranged). Piercing spells ignore a target's deflection bonus, if any, to Armor Class.

A piercing spell uses up a spell slot one level higher than the spell's actual level.




Purify Spell [Metamagic]

You can charge your damaging spells with celestial energy that leaves good creatures unharmed.

Prerequisite: Any good alignment.

Benefit: A spell you modify with this feat gains the “Good” descriptor. Furthermore, if the spell deals damage, neutral creatures take half damage, or one-quarter with a successful saving throw (if allowed), while good creatures take no damage at all. Evil outsiders affected by the spell take extra damage. The spell’s damage is increased by one die type (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on, using the same progression as weapons increasing in size).

A purified spell uses up a spell slot one level higher than the spell’s actual level.




Quicken Spell [Metamagic]

You can cast a spell with a moment’s thought.

Benefit: Casting a quickened spell is a free action. You can perform another action, even cast another spell, in the same round that you cast a quickened spell. You can cast only one quickened spell per round. A spell whose casting time is longer than 1 round cannot be quickened.

Casting a quickened power does not provoke attacks of opportunity.

A quickened spell uses up a spell slot four levels higher than the spell’s actual level.




Radiant Spell [Metamagic]

Your fire spells have the potential to blind your opponents.

Prerequisites: Cha 15, ability to cast a spell with the “Fire” descriptor.

Benefit: This feat can only modify spells with the “Fire” descriptor that cause damage. A spell modified by this feat requires a creature to succeed at a Will save at the spell’s save DC (or what would be the spell’s save DC if the spell doesn’t normally have one) each time it is damaged by the spell. Failure indicates that the damaged creature is blinded for one round per spell level (prior to adjustment by this metamagic feat). Success indicates that the creature is not blinded, but is instead dazzled for one round.

A radiant spell uses up a spell slot two levels higher than the spell’s actual level.




Rapid Spell [Metamagic]

You can cast spells with longer casting times more quickly.

Benefit: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be cast in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour.

A rapid spell uses up a spell slot one level higher than the spell’s actual level.

Special: A spell can be made rapid and quickened only if its original casting time was 1 full round. This feat can be applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round.




Ray Burst [Metamagic]

You change the effect of a ray spell to a 30-foot radius burst centered on yourself.

Benefit: A ray burst automatically hits all targets (friend or foe) within 10 feet of you. Targets within 30 feet of you are allowed a Reflex save to avoid the burst. Any targets that do not avoid the burst are treated as if they were hit by the ray spell. Targets with total cover with respect to you are not affected.

A ray burst uses up a spell slot three levels higher than the spell’s actual level.




Ray Cone [Metamagic]

You expand a ray spell to a 30-foot cone.

Benefit: A ray cone hits all targets within a 30-foot cone who fail a Reflex save to avoid the spell’s effect.

A coned ray spell uses up a spell slot two levels higher than the spell’s actual level.




Ray Extension [Metamagic]

You maintain a ray spell for an additional round.

Benefit: When the extended ray spell is cast, you can use your next action to attack with the same ray. You can designate the same target or a new one. A successful ranged touch attack is required for the second ray, as normal. If you take any other actions or the spell is disrupted before your next turn, then you lose the extended spell (though any previous effects remain).

An extended ray uses up a spell slot one level higher than the spell’s actual level.




Ray Splitting [Metamagic]

You can attack three adjacent targets with a ray spell.

Benefit: A split ray can affect three targets. A successful ranged touch attack is needed for each target, but each roll incurs a -4 penalty to hit. A target cannot be attacked more than once with a given ray.

A split ray uses a spell slot two levels higher than the spell’s actual level.




Reach Spell [Metamagic]

You can cast touch spells without touching the spell recipient.

Benefit: You can cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch to bestow the spell upon a recipient.

A reach spell uses a spell slot two levels higher than the spell’s actual level.




Reaping Spell [Metamagic]

The dark energy of your spell devours the soul of any creature killed by it.

Prerequisite: Any evil alignment.

Benefit: A raise dead, reincarnate, or resurrection spell cannot return to life a creature killed by a reaping spell, and a true resurrection spell has only a 50% chance of succeeding. A reaping spell that fails to kill the target has no additional effect.

A reaping spell uses up a spell slot three levels higher than the spell's actual level.




Repeat Spell [Metamagic]

You can cast a spell that repeats the following round.

Prerequisite: Any other metamagic feat.

Benefit: A repeated spell is automatically cast again at the beginning of your next turn. No matter where you are, the second spell originates at the same location and effects the same area as the original spell. You cannot use this feat on spells with a touch range. If the original spell designates a target, the repeated spell affects the same target if it is within 30 feet, otherwise the second spell fails.

A repeated spell uses up a spell slot three levels higher than the spell’s actual level.




Sacred Spell [Metamagic]

Your damaging spells are imbued with divine power.

Benefit: Half the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magic. The other half of the damage is as normal for the spell.

A sacred spell uses a spell slot one level higher than the spell’s actual level. Only divine spells may be cast as sacred spells.




Sanctum Spell [Metamagic]

Your spells have a home ground advantage.

Prerequisite: Any other metamagic feat.

Benefit: A sanctum spell has an effective spell level one higher than normal if cast in your sanctum (see Special, below) – but if not cast in your sanctum, it has an effective spell level one level lower than normal. All effects dependant upon spell level (such as save DCs or the ability to penetrate a minor globe of invulnerability) are calculated according to the adjusted level.

A sanctum spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.

Special: Your sanctum is an area you have previously designated within a 10-foot/level radius from the center. This area can be a particular site, building, or structure. A sanctum can be designated within a larger structure, but its special advantages cut off beyond the maximum area. The designated area must be a site where you have spent a cumulative period of at least three months. Once designated, it takes seven days for the site to become your sanctum. If you designate a new area to be your sanctum, the benefits of the old one immediately fade. You may have only a single sanctum at one time.




Sculpt Spell [Metamagic]

You can alter the shape of a spell’s area.

Prerequisite: Any other metamagic feat.

Benefit: You can modify an area spell by changing the area’s shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot radius spread). The sculpted power works normally in all respects except for its shape.

A sculpted spell uses a spell slot one level higher than the spell’s actual level.




Searing Spell [Metamagic]

Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.

Benefit: A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the "Fire" descriptor.

Creatures with the "Cold" subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows.

A searing spell uses up a spell slot one level higher than the spell's actual level.




Silent Spell [Metamagic]

You can cast spells silently.

Benefit: A silent spell can be cast with no verbal components.

A silent spell uses up a spell slot one level higher than the spell’s actual level.




Smiting Spell [Metamagic]

You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent.

Prerequisite: Base attack bonus +1.

Benefit: You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges.

The target takes the normal damage and effects of a successful attack in addition to the spell's effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly.

You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition.

A smiting spell uses up a spell slot one level higher than the spell's actual level.


Still Spell [Metamagic]

You can cast spells without gestures.

Benefit: A still spell can be cast with no somatic components.

A stilled spell uses up a spell slot one level higher than the spell’s actual level.




Student of Xylin [General]

Your study of the sinister knowledge and spellcasting techniques of the necromancer Xylin makes your necromancy spells especially potent.

Prerequisites: Spell Focus (necromancy), caster level 7th.

Benefit: Any necromancy spell you cast can be cast instead as a Xylin spell, dealing an extra 1d6 points of negative energy damage +1d6 per two spell levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect.

In addition to its normal spell components, a Xylin spell requires the creation and expenditure of a Xylin runeskull - a humanoid skull scribed with carefully prepared arcane markings. Only a Student of Xylin knows the secrets of creating a runeskull, which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative energy damage to be generated.

While the maximum negative energy damage dealt by a Xylin spell is based on the spell's level, the actual damage is limited by the runeskull.

A Xylin spell uses a spell slot of the spell's normal level.




Sudden Empower [Metamagic]

You can cast one spell per day to greater effect without special preparation.

Prerequisites: Any metamagic feat.

Benefit: Once per day, you may apply the Empower Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Empower Spell feat normally, if you have it.




Sudden Energy Substitution [Metamagic]

You can modify a spell’s energy type once per day without special preparation.

Prerequisites: Energy Substitution.

Benefit: Once per day, you may apply the Energy Substitution feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Energy Substitution feat normally, if you have it.




Sudden Enlarge [Metamagic]

You can cast one spell per day with a greater range than normal without special preparation.

Benefit: Once per day, you may apply the Enlarge Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Enlarge Spell feat normally, if you have it.




Sudden Extend [Metamagic]

Once per day you can cast a spell with a longer duration than normal without special preparation.

Benefit: Once per day, you may apply the Extend Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Extend Spell feat normally, if you have it.




Sudden Maximize [Metamagic]

Once per day you can cast a spell to maximum effect without special preparation.

Prerequisites: Any metamagic feat.

Benefit: Once per day, you may apply the Maximize Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Maximize Spell feat normally, if you have it.




Sudden Quicken [Metamagic]

Once per day you can cast a spell with a moment’s thought without special preparation.

Prerequisites: Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still.

Benefit: Once per day, you may apply the Quicken Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Quicken Spell feat normally, if you have it.




Sudden Silent [Metamagic]

Once per day you can cast a spell silently without special preparation.

Benefit: Once per day, you may apply the Silent Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Silent Spell feat normally, if you have it.




Sudden Still [Metamagic]

Once per day you can cast a spell without gestures without special preparation.

Benefit: Once per day, you may apply the Still Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Still Spell feat normally, if you have it.




Sudden Widen [Metamagic]

Once per day you can widen the area of a spell without special preparation.

Benefit: Once per day, you may apply the Widen Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Widen Spell feat normally, if you have it.




Taint Spell [Metamagic]

Your magic is so steeped in the powers of death that your other spells become partially infused with the necromantic energy.

Prerequisites: Spell Focus (Necromancy), any other metamagic feat.

Benefit: You are able to infuse a spell with an energy descriptor that causes damage with negative energy, causing half of the damage resulting from the spell to be caused by negative energy and the other half of the damage by the spell’s normal energy descriptor.

A tainted spell uses up a spell slot one level higher than the spell’s actual level.




Transdimensional Spell [Metamagic]

You can cast spells that affect targets lurking on coexistent planes and extradimensional spaces whose entrances fall within the spell’s area.

Benefit: A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space within the spell’s area.

You must be able to perceive a creature to target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.

A transdimensional spell uses up a spell slot one level higher than the spell’s actual level.

Normal: Only force spells and effects can affect ethereal creatures, and no material plane attack can affect creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature.




Transfer Spell [Metamagic]

You can transfer a touch spell to another creature for delivery.

Benefit: Only a spell with a range of touch can be modified with this feat. Upon casting a transferred spell, you may touch another creature, transferring the touch spell to them. The touched creature is not affected by the spell; instead, one of its empty hands or natural attacks is “armed” with the spell.

All normal parameters of the spell (including duration the creature can hold the spell, effect of the spell, and the instances in which the spell is wasted) still apply. The spell is discharged with the first successful touch attack the creature makes with its empty hand or natural attack. The creature does not provoke an attack of opportunity when making a touch attack of this type.

A transferred spell uses up a spell slot two levels higher than the spell’s actual level.




Twin Spell [Metamagic]

You can cast a spell simultaneously with another spell just like it.

Prerequisite: Any other metamagic feat.

Benefit: You can twin a spell. Casting a spell altered by this feat causes the spell to take effect twice on the area or target, as if you were simultaneously casting the same spell twice on the same location or target. Any variables in the spell are the same for both of the resulting powers.

The target experiences all the effects of both spells individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned charm person, failing both saving throws results in redundant effects (although, in this example, an ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).

A twinned spell uses a spell slot four levels higher than the spell’s actual level.




Violate Spell [Metamagic]

You can taint one of your spells with the foulest evil imaginable.

Prerequisite: Any evil alignment.

Benefit: This feat adds the “Evil” descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is vile damage of the same type.

A violated spell uses up a spell slot one level higher than the spell’s actual level.




Widen Spell [Metamagic]

You can increase the area of your spells.

Benefit: You can alter a burst, emanation, line, or spread spell to increase its area. Spells that do not have an area of one of these four sorts are not affected by this feat. Any numeric measurements of the power’s area increase by 100%.

A widened spell uses a spell slot three levels higher than the spell’s actual level.




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