Tag: Metamagic

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  • Metamagic Feats

    As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell for most purposes, so …

  • Merciful Spell

    *Merciful Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _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 …

  • Anarchic Spell

    *Anarchic Spell [Metamagic]* * _Prerequisite:_ Any chaotic alignment * _Benefit:_ A spell you modify with this feat gains the chaos descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't …

  • Aquatic Spell

    *Aquatic Spell [Metamagic]* * _Prerequisite:_ Blue Attunement * _Benefit:_ An aquatic spell functions normally when underwater and requires no caster level check to cast, even if it possesses the fire descriptor. In addition, the spell can be cast …

  • Bend Spell

    *Bend Spell [Metamagic]* * _Benefit:_ You reduce all benefits from cover for creatures affected by one of your spells. Target creatures gain no cover bonuses to Armor Class against a bent spell, and any saving throws made by creatures in its area of …

  • Bleakborn Spell

    *Bleakborn Spell [Metamagic]* * _Prerequisite:_ Element Focus (any one element), ability to channel negative energy * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to …

  • Born of the Three Thunders

    *Born of the Three Thunders [Metamagic]* * _Prerequisite:_ Red Attunement, Elemental Focus (Electricity), Elemental Focus (Sonic) * _Benefit:_ When you cast a spell that naturally has either the electricity descriptor or the sonic descriptor that …

  • Bouncing Spell

    *Bouncing Spell [Metamagic]* * _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 …

  • Brilliant Spell

    *Brilliant Spell [Metamagic]* * _Prerequisite:_ White Attunement * _Benefit:_ When you cast a brilliant spell in normal or bright light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a …

  • City Magic

    *City Magic [Metamagic]* * _Prerequisite:_ Any metamagic feat, White Attunement * _Benefit:_ You can modify any damaging spell you cast to incorporate the urban environment. When casting an offensive spell with one of the following subtypes: Earth, …

  • Coercive Spell

    *Coercive Spell [Metamagic]* * _Benefit:_ The first time any given creature takes damage from this spell, it takes a -2 penalty on Will saves for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a …

  • Consecrate Spell

    *Consecrate Spell [Metamagic]* * _Prerequisite:_ Any good alignment * _Benefit:_ A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't …

  • Cooperative Spell

    *Cooperative Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round ( …

  • Corrupt Spell

    *Corrupt Spell [Metamagic]* * _Prerequisite:_ Any evil alignment * _Benefit:_ A spell you modify with this feat gains the evil descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't be …

  • Disguise Spell

    *Disguise Spell [Metamagic]* * _Prerequisite:_ Perform (any) 9 ranks, ability to use bardic music * _Benefit:_ You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To disguise a spell, make a Perform check …

  • Disrupting Spell

    *Disrupting Spell [Metamagic]* * _Benefit:_ You can alter a spell so it interferes with one or more targets' supernatural and spell-like abilities, as well as any spells they cast. A disrupting spell temporarily reduces the save DC of any spell, spell- …

  • Disruptive Spell

    *Disruptive Spell [Metamagic]* * _Benefit:_ Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 …

  • Ectoplasmic Spell

    *Ectoplasmic Spell [Metamagic]* * _Prerequisite:_ White Attunement or Black Attunement * _Benefit:_ An ectoplasmic spell has full effect against incorporeal or ethereal creatures. * _Level Increase:_ +1

  • Elemental Spell

    *Elemental Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (acid, electricity, fire, or cold) * _Benefit:_ When you take this feat, choose one of the follow elements that you have the Elemental Focus feat for: acid, cold, electricity, or fire. …

  • Energized Spell

    *Energized Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (any one element) * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells of that element. An energized …

  • Enlarge Spell

    *Enlarge Spell [Metamagic]* * _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 …

  • Extend Spell

    *Extend Spell [Metamagic]* * _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. * _Level Increase:_ +1

  • Focused Spell

    *Focused Spell [Metamagic]* * _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 DCs to resist the spell are increased by +2. You …

  • Hallowed Spell

    *Hallowed Spell [Metamagic]* * _Prerequisite:_ Any good alignment * _Benefit:_ This feat adds the good descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is hallowed damage. Hallowed damage deals damage to …

  • Imbued Summoning

    *Imbued Summoning [Metamagic]* * _Prerequisite:_ Augment Summoning, Spell Focus (Conjuration) * _Benefit:_ When you cast a spell from the summoning subschool, you can choose to grant the summoned creature the benefit of any spell of 3rd level or lower …

  • Intensified Spell

    *Intensified Spell [Metamagic]* * _Benefit:_ An intensified spell increases the maximum number of damage or healing dice or flat level increases by 5 levels. (If a spell has both dice and flat increases, choose only 1 to be increased). You must …

  • Invisible Spell

    *Invisible Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. …

  • Lifeborn Spell

    *Lifeborn Spell [Metamagic]* * _Prerequisite:_ Element Focus (one element), ability to channel positive energy * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells …

  • Lifekeeping Spell

    *Lifekeeping Spell [Metamagic]* * _Prerequisite:_ Ability to channel positive energy, nonevil alignment * _Benefit:_ Your spells are infused with positive energy. A lifekeeping spell deals an extra 50% damage to undead creatures, but deals 50% less …

  • Lingering Spell

    *Lingering Spell [Metamagic]* * _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 …

  • Overcharged Spell

    *Overcharged Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (any one element) * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells of that element. If an …

  • Rapid Spell

    *Rapid Spell [Metamagic]* * _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 …

  • Retributive Spell

    *Retributive Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ When you cast a spell modified by this metamagic feat, the spell has no immediate effect. Any time you are dealt damage by a melee attack during the next 24 hours (or …

  • Sanctioned Spell

    *Sanctioned Spell [Metamagic]* * _Prerequisite:_ Any lawful alignment * _Benefit:_ A spell you modify with this feat gains the lawful descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can …

  • Sanctum Spell

    *Sanctum Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ A sanctum spell has an effective spell level 1 higher than its normal level and is cast with a +2 bonus to caster level if cast in your sanctum (see below), but if not cast …

  • Selective Spell

    *Selective Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat, 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 the …

  • Silent Spell

    *Silent Spell [Metamagic]* * _Benefit:_ A silent spell can be cast with no verbal components. Spells without verbal components are not affected. * _Level Increase:_ +1

  • Smiting Spell

    *Smiting Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _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 …

  • Still Spell

    *Still Spell [Metamagic]* * _Benefit:_ A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. * _Level Increase:_ +1

  • Tenebrous Spell

    *Tenebrous Spell [Metamagic]* * _Prerequisite:_ Black Attunement * _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 …

  • Threatening Illusion

    *Threatening Illusion [Metamagic]* * _Prerequisite:_ Spell Focus (illusion) * _Benefit:_ You can use this metamagic feat only on illusion (figment) spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one …

  • Toppling Spell

    *Toppling Spell [Metamagic]* * _Prerequisite:_ Red Attunement, Elemental Focus (Force) * _Benefit:_ The impact of your force spell is strong enough to knock a target prone. The first time any given creature takes damage from, fails its saving throw …

  • Violate Spell

    *Violate Spell [Metamagic]* * _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. Vile damage deals damage to creatures harmed …

  • Coaxing Spell

    *Coaxing Spell [Metamagic]* * _Prerequisite:_ Green or Black Attunement, Spell Focus (enchantment),Knowledge (nature) 6 ranks. * _Benefit:_ This feat only works with mind-affecting effects. A coaxing spell affects mindless oozes and vermin as if they …

  • Empower Spell

    *Empower Spell [Metamagic]* * _Benefit:_ All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. * …

  • Enervate Spell

    *Enervate Spell [Metamagic]* * _Prerequisite:_ Ability to channel negative energy, nongood alignment * _Benefit:_ Your spells are infused with negative energy. An enervated spell deals an extra 50% damage to living creatures, but deals 50% less damage …

  • Entangling Spell

    *Entangling Spell [Metamagic]* * _Benefit:_ This feat can be applied to any instantaneous spell that deals acid, cold, electricity, fire, or sonic damage, such as fireball or lightning bolt. After the spell is cast, lingering tendrils of raw energy …

  • Explosive Spell

    *Explosive Spell [Metamagic]* * _Benefit:_ On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures …

  • Fell Drain

    *Fell Drain [Metamagic]* * _Prerequisite:_ Black Attunement, Spell Focus (Necromancy) * _Benefit:_ You can alter a spell that deals damage to foes so that a single living creature that is dealt damage by the spell also gains a negative level ( …

  • Guided Spell

    *Guided Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Only those spells delivered by a ranged touch attack can be guided. Choose a target within range before casting a guided spell. A guided spell ignores anything up to total …

  • Persistent Spell

    *Persistent Spell [Metamagic]* * _Benefit:_ The first time any given 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 …

  • Piercing Spell

    *Piercing Spell [Metamagic]* * _Prerequisite:_ Element Focus (acid, fire, sonic, cold, or electricity) * _Benefit:_ When you take this feat, choose one on the following elements that you have the Elemental Focus feat for: acid, fire, sonic, cold, or …

  • Scouting Summons

    *Scouting Summons [Metamagic]* * _Prerequisite:_ Spell Focus (conjuration), ability to cast Magic Jar * _Benefit:_ When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no …

  • Sickening Spell

    *Sickening Spell [Metamagic]* * _Prerequisite:_ Green or Black Attunement * _Benefit:_ You can modify a spell to sicken a creature damaged by the spell. The first time any given creature takes damage from this spell, they become sickened for a number …

  • Solar Spell

    *Solar Spell [Metamagic]* * _Prerequisite:_ Brilliant Spell * _Benefit:_ A solar spell gains the light descriptor. As long as the spell is in effect, the creature or object affected radiates light in a 10-foot radius, increase illumination similar to …

  • Threnodic Spell

    *Threnodic Spell [Metamagic]* * _Prerequisite:_ Black Attunement, Knowledge (religion) 6 ranks, Spell Focus (necromancy) * _Benefit:_ This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as …

  • Thundering Spell

    *Thundering Spell [Metamagic]* * _Prerequisite:_ Red Attunement * _Benefit:_ You can modify a spell to deafen a creature damaged by the spell. The first time any given creature takes damage from this spell, it becomes deafened for a number of rounds …

  • Umbral Spell

    *Umbral Spell [Metamagic]* * _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 …

  • Verdant Spell

    *Verdant Spell [Metamagic]* * _Prerequisite:_ Green Attunement, Spell Focus (enchantment),Knowledge (nature) 6 ranks * _Benefit:_ A verdant spell affects plant creatures (even mindless plant creatures) as if they weren't immune to mind-affecting …

  • Chain Spell

    *Chain Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Any aggressive spell that specifies a single target and has an unmodified range greater than touch can be chained (meaning a touch-range spell that has somehow been modified …

  • Delay Spell

    *Delay Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ When casting a spell, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the spell activates just before your turn on the …

  • Maximize Spell

    *Maximize Spell [Metamagic]* * _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. * _Level Increase:_ +3

  • Reaping Spell

    *Reaping Spell [Metamagic]* * _Prerequisite:_ Any evil alignment * _Benefit:_ A creature killed by a reaping spell cannot be returned to life by any magics lesser than true resurrection. An appropriate Wish spell has a 50% chance of allowing a …

  • Seeking Spell

    *Seeking Spell [Metamagic]* * _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 …

  • Widen Spell

    *Widen Spell [Metamagic]* * _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%. * _Level Increase:_ +3

  • Quicken Spell

    *Quicken Spell [Metamagic]* * _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 …

  • Fortify Spell

    *Fortify Spell [Metamagic]* * _Benefit:_ A fortified spell is treated as having a higher caster level for the purpose of defeating a target's spell resistance. You cast the spell as higher-level spell slot than normal, with each additional level …

  • Heighten Spell

    *Heighten Spell [Metamagic]* * _Benefit:_ A heightened spell is cast as 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. …

  • Reach Spell

    *Reach Spell [Metamagic]* * _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. * _Level Increase:_ Special. A reach …

  • Sudden Empower

    *Sudden Empower [Metamagic]* * _Prerequisite:_ Any two metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Empower Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Enlarge

    *Sudden Enlarge [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you may apply the [[Enlarge Spell]] feat to any spell you cast, without increasing the level of the spell.

  • Sudden Extend

    *Sudden Extend [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you can apply the effect of the [[Extend Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Maximize

    *Sudden Maximize [Metamagic]* * _Prerequisite:_ Any two metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Maximize Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Quicken

    *Sudden Quicken [Metamagic]* * _Prerequisite:_ Quicken Spell, Sudden Maximize, Sudden Empower, Any other three metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Quicken Spell]] feat to any spell you cast without increasing …

  • Sudden Silent

    *Sudden Silent [Metamagic]* * _Benefit:_ Once per day, you can apply the effect of the [[Silent Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Still

    *Sudden Still [Metamagic]* * _Benefit:_ Once per day, you can apply the effect of the [[Still Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Widen

    *Sudden Widen [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you can apply the effect of the [[Widen Spell]] feat to any spell you cast without increasing the level of the spell.

  • Twin Spell

    *Twin Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Casting a twinned spell causes the spell to take effect twice simultaneously. You make decisions separately for each iteration of the spell - rolling attack rolls, choosing …

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