|
|
| 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. |