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Metamagic Feats

Feat NamePrerequisitesBenefits
Bouncing Spell (Metamagic)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 another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner.
Burning Spell (Metamagic)The fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes fire damage from the affected spell, that creature takes fire damage equal to 2x the spell’s actual level at the start of its next turn.
Chain Spell (Metamagic)You can chain any spell that affects a single target and that deals either dark, earth, fire, light, lightning, ice, water, or wind damage. After the primary target is struck, the spell can arc to a number of secondary targets equal to your character level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the spell. You can choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example.)
Dazing Spell (Metamagic)You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. Spells that do not inflict damage do not benefit from this feat.
Disruptive Spell (Metamagic)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 round. Targets that avoid the spell’s effects avoid this feat’s effect as well.
Ectoplasmic Spell (Metamagic)An ectoplasmic spell has full effect against incorporeal or ethereal creatures.
Elemental Spell (Metamagic)Choose one energy type: earth, fire, ice, lightning, water, or wind. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.
Empower Spell (Metamagic)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.
Enlarge Spell (Metamagic)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 of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
Extend Spell (Metamagic)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.
Flaring Spell (Metamagic)The lightning, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire, light or lightning damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or lightning descriptor.
Focused Spell (Metamagic)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 DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Heighten Spell (Metamagic)A heightened spell has 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. All effects dependent on spell level (such as saving throw DCs) are calculated according to the heightened level.
Intensified Spell (Metamagic)An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.
Lingering Spell (Metamagic)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 are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.
Maximize Spell (Metamagic)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. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.
Merciful Spell (Metamagic)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 that same type.
Overchannel (Metamagic)While casting a spell, you can increase your effective spell-caster level by one, but in so doing you take 1d8 points of non-elemental damage. At 8th level, you can choose to increase your effective spell-caster level by two, but you take 3d8 points of non-elemental damage. At 15th level, you can increase your effective spell-caster level by three, but you take 5d8 points of non-elemental damage. The effective increase in spell-caster level increases all spell-caster level-dependent effects, such as range, duration, and overcoming spell resistance, but not MP spent.
Persistent Spell (Metamagic)Whenever a 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 this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Piercing Spell (Metamagic)When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
Prolong Spell (Metamagic)Extend Spell metamagic featSpells with a fixed or personal range can have their duration increased to 24 hours. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You don't need to maintain concentration on prolonged detect spells (such as detect magic) for you to be aware of the mere presence or absence of the subject detected, but gaining additional information requires concentration as normal.
Quicken Spell (Metamagic)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-round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
Reach Spell (Metamagic)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. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Rime Spell (Metamagic)The frost of your ice spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes ice damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the ice descriptor.
Selective Spell (Metamagic)Spellcraft 10 ranksWhen 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 ability score modifier used to determine bonus spells of the same type (Charisma for bards, dark knights, holy knights, illusionists, necromancers, red mages, and summoners; Intelligence for black mages and blue mages; Wisdom for geomancers and white mages). These targets are excluded from the effects of your spell. Spells that do not have an area of effect or a duration of instantaneous do not benefit from this feat.
Sickening Spell (Metamagic)You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell. Spells that do not inflict damage do not benefit from this feat.
Silent Spell (Metamagic)A silent spell can be cast with no verbal components. Spells without verbal components are not affected.
Still Spell (Metamagic)A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
Threatening Illusion (Metamagic)Spell Focus (illusion)You can use this metamagic feat only on illusion spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one 5-foot square within the area of your illusion; that square threatens the target as long as it is adjacent. Thus, if you or an ally is on the opposite side of the target, it is considered flanking. Normally the area must contain an illusory creature of Small or Medium size. However, you can select one square of a larger illusory creature to threaten the target. For example, an illusory Large ogre takes up four 5-foot squares; you select one square to be the source of the threat, and its other three squares do not threaten anyone. If the target has reason to believe there is an invisible creature in the vicinity, even an auditory illusion with no visual elements (such as ghost sound) is sufficient to convince the target that the selected square contains an actual threat. As long as you maintain the illusion, you can change the location of the threatening square as a swift action. When you threaten a target with this spell, the foe may make a Will save to disbelieve (DC 10 + threatening spell’s level + your spellcasting ability score modifier). If the target makes this save, the threatening effect of this feat no longer applies to it.
Thundering Spell (Metamagic)You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. Spells that do not inflict damage do not benefit from this feat.
Umbral Spell (Metamagic)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 similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object.
Widen Spell (Metamagic)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%.