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Metamagic Feats

Metamagic Feats

Metamagic feats are applied spontaneously and do not increase the casting time of the spell, however, it will increase the MP cost. In order to apply a metamagic feat to a spell, the caster must be able to spend MP at the increased cost of the spell.

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 cost MP higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities or bard songs.

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).

Metamagic Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Feat NamePrerequisitesMP IncreaseBenefits
Apocalyptic Spell (Metamagic)+1You can alter a spell with an area of effect and a duration of instantaneous to become an apocalyptic spell. When you cast the spell, the area affected by the spell’s instantaneous effect becomes ruined and devastated in appearance. All surfaces in the area are treated as difficult terrain, and Climb, Fly, and Swim checks attempted in the area take a penalty equal to the spell’s original spell level. The difficult terrain and skill penalties last for a number of rounds equal to the spell’s original spell level.
Aquatic Spell (Metamagic)+1An aquatic spell functions normally underwater and requires no caster level check to cast, even if it has the fire descriptor. In addition, the spell can be cast from the surface into water and still be effective.
Authoritative Spell (Metamagic)+2You can alter any spell that targets a single creature to become an authoritative spell. When you cast an authoritative spell, choose one of the following activities to prohibit: move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a non-offensive spell. A creature that is affected by the spell and fails its saving throw against that spell (if the spell allows a saving throw to resist) cannot perform any action of the selected type on its next turn. An authoritative spell gains the lawful descriptor, and the additional effect is a mind-affecting compulsion effect.
Benthic Spell (Metamagic)+1You can modify a spell that deals earth, fire, ice, or lightning damage to deal damage through high-pressure water instead. The spell gains the water descriptor, and you can either replace the spell’s normal damage with water damage or split the spell’s damage so that half is bludgeoning and half water. Creatures with damage reduction apply their damage reduction to bludgeoning damage from a benthic spell, but the spell counts as bludgeoning and magic for the purposes of bypassing damage reduction.
Blissful Spell (Metamagic)+1You can alter any spell that targets a single creature to become a blissful spell, although the exact effects of the metamagic vary depending on whether the spell is beneficial or offensive. A creature successfully hit by an offensive blissful spell (if the spell requires an attack roll) or that fails its saving throw against an offensive blissful spell takes a –2 penalty on attack rolls and weapon damage rolls for 1 round. A beneficial blissful spell instead grants affected creatures a +2 morale bonus on skill checks and saving throws for 1 round in addition to its normal effects. A blissful spell gains the good descriptor, and the additional effect is a mind-affecting compulsion effect.
Bouncing Spell (Metamagic)+1Whenever 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.
Brackish Spell (Metamagic)+0This feat can be applied only to spells with the water descriptor. You can modify the spell to surround you with a thin sheath of brackish salt water in addition to the spell’s normal effect. You gain DR/piercing equal to the spell’s level for 1 round after you finish casting the spell. After this round, the water collapses into a briny puddle and the effect ends.
Burning Spell (Metamagic)+2The 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.
Centered Spell (Metamagic)Spellcraft 3 ranks+0You can center the area of a spell with an area effect and duration of instantaneous on you, and exclude yourself from the effects of the spell. Your familiar (if any) is also excluded from the effect, provided that it is in your square and at least one size category smaller than you.
Chain Spell (Metamagic)+3You 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.)
Cherry Blossom Spell (Metamagic)+3When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect. Ageless or immortal creatures are immune to this effect. This is a magical aging effect, but it does not alter the creature’s true age—it merely simulates the effects of old age on the flesh or the reversion to a more infantile mental age.
Close Quarters Spell (Metamagic)+0You can alter a spell with a range of close, medium, or long that makes a ranged touch attack. Spells modified by this spell become melee touch attacks.
Coaxing Spell (Metamagic)Spell Focus (enfeebling), Knowledge (dungeoneering) 6 ranks+2This feat only works with mind-affecting spells. A coaxing spell affects mindless oozes and vermin as if they weren’t mindless, but has no effect on other creature types.
Contagious Spell (Metamagic)+2You can apply Contagious Spell only to targeted spells that are harmful to their target and don’t have a range of personal; a contagious spell never spreads to someone who would benefit from being the target of the spell. A caster level check to dispel or remove a contagious spell that fails by 5 or more causes it to spread from the original target to the creature that attempted to remove it. The spell spreads to the new target regardless of its normal range or any special targeting requirement like a melee or ranged touch attack. The spell is treated as if you had just cast it on the new target. The new target receives a saving throw or the benefit of spell resistance (if applicable) if the spell normally allows it.
Contingent Spell (Metamagic)Ability to cast cure spells (a cure spell is any spell with “cure” in its name)+2A contingent spell infuses a target with a dormant healing or restorative spell that can trigger when the target needs it the most. This metamagic feat can be applied to only cure spells; breath of life; or any harmless spell that can be used to remove ability score damage, ability score drain, or a negative condition or effect. When you cast a contingent spell, you must set a specific trigger that dictates under what circumstances the target is immediately subject to the spell’s effects (for instance, “When the target dies, breath of life takes effect”). The contingent spell’s effects can remain dormant within the target for up to 10 minutes per caster level you have. A creature can be infused with only one contingent spell at a time.
Crypt Spell (Metamagic)+1You can enhance any spell that inflicts hit point damage to become a crypt spell. A creature that dies within 1 round of being damaged by a crypt spell is considered to have been killed by a death effect for the purpose of being returned to life. An undead creature damaged by a crypt spell gains the sickened condition for a number of rounds equal to the spell’s original spell level; this duration is halved if the undead creature succeeds at its saving throw against the spell. If the spell does not allow a save, the target can attempt a Will save to negate the sickened effect. A crypt spell gains the death descriptor.
Dazing Spell (Metamagic)+3You 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.
Delayed Spell (Metamagic)+1A delayed spell can be activated as a standard action anytime within 1 minute per spell level of being cast. Only spells that target one or more squares or grid intersections can be affected by Delayed Spell, and the target (as well as any other variables determined at the time of casting) cannot be changed once the delayed spell is cast. You can have as many delayed spells as you wish at any given time, but only one spell can be triggered in a single standard action. Though a delayed spell does not manifest until it is triggered, it emits a magical aura as normal and can be identified with Knowledge (arcana) as a spell effect in place.
Disruptive Spell (Metamagic)+1Targets 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.
Eclipsed Spell (Metamagic)+0Only spells that create areas of light or darkness can be eclipsed spells. If the eclipsed spell creates an area that shines like a torch or raises the light level by one step, you can choose to have the spell lower the illumination level in the affected area by one step, functioning like darkness. If the eclipsed spell creates an area that shines like daylight or raises the light level by two steps, you can choose to have the spell lower the illumination level in the affected area by two steps and create an area of magical darkness, functioning like deeper darkness. If the eclipsed spell lowers the illumination level in the affected area by one step, you can choose to have the spell cause the affected area to glow with normal light, functioning like light. If the eclipsed spell lowers the illumination level in the affected area by two steps, you can choose to have the spell cause the affected area to shed bright light, functioning like daylight.
Ectoplasmic Spell (Metamagic)+1An ectoplasmic spell has full effect against incorporeal or ethereal creatures.
Elemental Spell (Metamagic)+1Choose one element type: earth, fire, ice, lightning, water, or wind. You may replace a spell’s normal damage with that element type or split the spell’s damage, so that half is of that element type and half is of its normal type. Using this metamagic changes the elemental descriptor to the replaced element type.
Empower Spell (Metamagic)+2All 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.
Encouraging Spell (Metamagic)Cha 13, Diplomacy 6 ranks+1Any morale bonus granted by an encouraging spell is increased by 1.
Enlarge Spell (Metamagic)+1You 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)+1An extended spell with a variable duration lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Fearsome Spell (Metamagic)+2When a creature takes damage from a fearsome spell, if that creature failed its save against the spell, it becomes shaken for a number of rounds equal to the spell’s original level. If the spell doesn’t allow a save, creatures harmed by it can attempt a Will save (against the same DC the spell would have if it did allow a save) to negate the shaken effect. If the spell effect already causes creatures to become shaken, on a failed save, add the duration of this metamagic effect to the duration of the shaken condition imposed by the spell. A fearsome spell can’t cause a creature to become frightened, even if that creature is already shaken.
Flaring Spell (Metamagic)+1The 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, holy 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.
Fleeting Spell (Metamagic)+0A fleeting spell’s duration becomes dismissible, if it is not already. You can dismiss your own fleeting spell as a swift action. When you dismiss a fleeting spell, its lingering aura cannot be detected by magic unless the caster succeeds at a caster level check against a DC equal to 11 + your caster level. The DC of dispel checks to counter a fleeting spell is reduced by 2, and once active, dispel magic removes a fleeting spell without a caster level check. A fleeting spell has half its normal duration (with an extended fleeting spell, these duration adjustments cancel out). Only spells with a duration of at least 2 rounds can be made fleeting, and instantaneous or permanent spells cannot be fleeting spells.
Focused Spell (Metamagic)+1When 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)VariableA 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)+1An 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)+1You 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)+3All 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)+0You 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)+2Whenever 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)+1When 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 feat+6Spells with a fixed or personal range that have a variable duration 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 or effects that hit point damage. 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)+4Casting 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)VariableYou 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)+1The 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.
Seeking Spell (Metamagic)+2A 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 spell fails if it would have to travel farther than its maximum range to reach the identified target. A ranged attack roll made to deliver a seeking spell is not subject to cover or concealment. In order to benefit from this feat, the selected spell must have a range greater than touch and target one or more creatures, or it must require the caster to make a ranged touch attack.
Selective Spell (Metamagic)Spellcraft 10 ranks+1When 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.
Shadow Grasp (Metamagic)Tenebrous Spell, Umbral Spell+1When you cast a spell with the dark descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat.
Sickening Spell (Metamagic)+2You 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)+1A silent spell can be cast with no verbal components. Spells without verbal components are not affected.
Snuffing Spell (Metamagic)+2You can modify a spell to extinguish magical and non-magical light sources that the target has. The first time a creature takes damage from or fails a saving throw against a snuffing spell, any non-magical light sources it has are immediately extinguished and you can attempt to dispel any active spells with the light descriptor that are affecting the target as if you had also cast the targeted version of dispel. Spells that do not target creatures can’t be snuffing spells.
Solar Spell (Metamagic)+1Any spell you cast with the [light] descriptor is fortified with the cleansing energies of the sun. If the spell creates an area of light, all creatures are dazzled for as long as they remain within the spell’s area. Oozes, fungal creatures, creatures from the Shadow Plane, and undead must also succeed at a Will save (DC 10 + the spell level + your Wisdom or Charisma bonus) or take a –2 penalty on attack rolls, damage rolls, saving throws, skill checks, and ability checks for as long as they remain within the spell’s area. If the spell normally dazzles or blinds affected creatures with a duration other than instantaneous or permanent, the duration of that effect is increased by a number of rounds equal to the spell’s original level. Saving throws to remove the effect early still apply and can bypass this increase. If the spell deals more damage against oozes, fungal creatures, creatures from the Shadow Plane, or undead with a specific vulnerability to sunlight or holy damage, the spell deals 1 additional point of damage per die against such creatures. Spells that do not inflict damage do not benefit from this feat.
Solid Shadows (Metamagic)Spell Focus (illusion)+1When casting greater shadow summoning, greater shadow elemental, shadow summoning, or shadow elemental (and, at the GM’s discretion, any similar spell with the shadow descriptor that mimics a spell of another school), that spell is 20% more real than normal.
Steam Spell (Metamagic)+0You can apply Steam Spell only to a spell with the fire descriptor. A steam spell works underwater without a caster level check, but it requires a caster level check to function above water.
Still Spell (Metamagic)+1A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
Studied Spell (Metamagic)+2When casting a studied spell, designate one target affected by the spell. Attempt an appropriate Knowledge check based on that target’s creature type as you cast the spell. The DC for this check is equal to 20 + the creature’s CR based on its race and not including any class levels or template (a creature that is defined by class levels has an effective CR of 0 for this ability). If you succeed, your studied spell ignores any elemental resistance or damage reduction the target has because of its race as well as any bonuses on saving throws against the spell granted by the target’s race (such as the bonus from a dwarf’s hardy ability). Your studied spell doesn’t ignore elemental resistance, damage reduction, or saving throw bonuses granted by other spells and effects. If you fail the Knowledge check, the spell still has its normal effects.
Tenacious Spell (Metamagic)+1Increase the DC of caster level checks to counter or dispel a tenacious spell by 2. If a tenacious spell is dispelled or dismissed, it lasts for 1d4 further rounds (to a maximum of the spell’s normal duration) before ending (this does not occur if antimagic field or a similar spell or effect suppresses or ends the spell’s effect without dispelling or dismissing it). The lingering auras of tenacious spells detectable with detect magic last for twice as long as usual after the spells end.
Tenebrous Spell (Metamagic)+1When 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 tenebrous spell in darkness or dim light take a –2 penalty on the dispel check. Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the tenebrous spell’s effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check.
Threatening Illusion (Metamagic)Spell Focus (illusion)+1You 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.
Threnodic Spell (Metamagic)Knowledge (religion) 6 ranks, Spell Focus (necromancy)+2This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren’t immune to mind-affecting effects, but has no effect on living creatures.
Thundering Spell (Metamagic)+2You 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.
Trick Spell (Metamagic)+1Only enfeebling spells that affect a single target and can be negated with a successful Will save can be trick spells. If the target fails its Will save against a trick spell, in addition to the spell’s normal effects, the target also clumsily hinders itself. Immediately attempt a special combat maneuver check (1d20 + your caster level + your Charisma bonus) to perform a dirty trick combat maneuver against the target. Any feats you have that apply to dirty trick maneuvers (such as Greater Dirty Trick) also apply to this check.
Tumultuous Spell (Metamagic)+1You can enhance any spell that targets a single creature to become a tumultuous spell. A creature hit by a tumultuous spell (if the spell requires an attack roll) or that fails its saving throw against a tumultuous spell immediately moves 1d4×5 feet in a random direction. This movement does not provoke attacks of opportunity. If this movement would force a creature into a solid object or another creature, the movement ends harmlessly just before impact.
Umbral Spell (Metamagic)+2An 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.
Vast Spell (Metamagic)Caster level 3rd+1You can alter a spell that targets a number of creatures no more than 30 feet apart. The maximum distance apart of those you target with the spell increases to 60 feet.
Widen Spell (Metamagic)+3You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%.
Yai-Mimic Spell (Metamagic)Int 15, Still Spell+3You can modify a ray spell to issue from the center of your forehead, where the third eye would be on a yai. This spell doesn’t require somatic components. When the spell is cast, you gain regeneration 1 for a number of rounds equal to the original level of the spell. This regeneration can’t regrow lost body parts or reattach severed limbs. Fire or acid damage suppresses this regeneration for 1 round, which counts against the total duration of the regeneration effect.