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General Feats
Combat Feats

Item Creation

Character Feats
Epic Feats
Divine Feats
Rage Feats
Wild Feats
Fighter Bonus Feats
Feat Name Level Increase Prerequisites Benefit
Bouncing Spell +1 - You can direct a failed spell against a different target.
Dazing Spell +3 - You can daze creatures with the power of your spells.
Disruptive Spell +1 - Your magical energies cling to enemies, interfering with their spellcasting.
Ectoplasmic Spell +1 - Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Elemental Spell +1 - You can manipulate the elemental nature of your spells.
Empower Spell +2 - Increase spell variables by 50%
Enlarge Spell +1 - Double spell range
Extend Spell +1 - Double spell duration
Focused Spell +1 - When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Heighten Spell Special - Treat spell as a higher level
Intensified Spell +1 - Increase maximum damage dice by 5 levels
Lingering Spell +1 - Instantaneous area effect spell lasts for 1 round
Maximize Spell +3 - Maximize spell variables
Merciful Spell +0 - Spell inflicts nonlethal damage instead of lethal
Persistent Spell +2 - Creatures who saved against a spell must save again
Quicken Spell +4 - Cast spell as a swift action
Reach Spell Special - Increase spell range to higher range category
Selective Spell +1 Spellcraft 10 ranks Exclude targets from an area effect spell
Sickening Spell +2 - Sicken creature with spell damage
Silent Spell +1 - Cast spell without verbal components
Still Spell +1 - Cast spell without somatic components
Thanatopic Spell +2 Spell Focus (necromancy), Knowledge (religion) 7 ranks Your spells can penetrate defenses that protect against death effects.
Threatening Illusion +1 Spell Focus (illusion), gnome Cause a target to believe your illusion is a threat.
Threnodic Spell +1 Spell Focus (necromancy), Knowledge (religion) 2 ranks Your mind-affecting spells can affect undead creatures normally.
Thundering Spell +2 - Deafen creature with spell damage
Widen Spell +3 - Double spell area

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.

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. 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 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. 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).

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