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Metamagic

Character Feats
Divine Feats
Epic Feats
General Feats
Item Creation
Metamagic
Monster
Rage Feats
Special
Wild Feats
Fighter Bonus Feats
Feat Name Prerequisites Description
Empower Spell   Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Enlarge Spell   Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
Extend Spell   Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Heighten Spell   Benefit: A heightened spell has a higher spell level than normal (up to 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 minor 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.
Innate Spell Quicken Spell, Silent Spell, Still Spell Benefit: Choose a spell you can cast.  You can now cast this spell at will as a spell-like ability, once per round, without needing to prepare it.  One spell slot eight levels higher than the innate spell is permanently used to power it.  If the innate spell has an XP component, you pay the XP cost each time you use the spell-like ability.  If the innate spell has a material component with negligible cost, you do not need the focus to use the spell-like ability.  If the innate spell has a material component for which a gold piece value is given, you need that component to use the spell-like ability.  Since an innate spell is a spell-like ability and not an actual spell, a cleric cannot convert it to a cure spell or an inflict spell, nor can it be converted to a signature spell.  Divine spellcasters who become unable to cast divine spells cannot use divine innate spells.

Special:  You can choose this feat more than once, selecting another spell each time.  You have to pay the costs in spell slots, focuses, and material components for each innate spell you acquire.

Maintain Spell Concentration 5+ Ranks Benefit: When you cast a non-instantaneous spell with the Maintain Spell feat, you can extend the spell duration by concentrating upon it. The amount of time that you concentrate on the spell is not counted against the total duration of the spell. Once your concentration is broken (purposefully or otherwise) the regular duration ensues. Effectively, the spell has a duration of Concentration + (normal duration). A Maintain Spell spell uses up a spell slot one level higher than the spell's actual level. Any metamagic feat that requires the Extend spell feat can use this feat as a prerequisite instead.
Maximize Spell   Benefit: All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.  An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Persistent Spell Extend Spell Benefit: A persistent spell has a duration of 24 hours.  The persistent spell must have a personal range or a fixed range.  Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged.  You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence 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 four levels higher than the spell's actual level.
Quicken Spell  

Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Special: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
Silent Spell   Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Special: Bard spells cannot be enhanced by this metamagic feat.

Still Spell   Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell’s actual level.
Widen Spell  

Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell’s actual level.  Spells that do not have an area of one of these four sorts are not affected by this feat.

As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is 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.

Wizards and Divine Spellcasters: Wizards and divine spellcasters 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).

Sorcerers and Bards: Sorcerers and bards 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. But 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 1 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.)

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 can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-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.

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 as a higher-level spell. 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. However, 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.

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