SRD:Metamagic (Feat Type)
This material is published under the OGL |
Contents
- 1 Metamagic Feats
- 1.1 Wizards and Divine Spellcasters
- 1.2 Sorcerers and Bards
- 1.3 Spontaneous Casting and Metamagic Feats
- 1.4 Effects of Metamagic Feats on a Spell
- 1.5 Multiple Metamagic Feats on a Spell
- 1.6 Magic Items and Metamagic Spells
- 1.7 Counterspelling Metamagic Spells
- 1.8 List of Metamagic Feats
- 1.9 SRD Metamagic Feats
- 1.10 Epic SRD Metamagic Feats
- 1.11 Homebrew Metamagic Feats
- 1.12 Epic Homebrew Metamagic Feats
Metamagic Feats
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[edit]
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[edit]
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[edit]
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[edit]
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[edit]
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[edit]
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[edit]
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.
List of Metamagic Feats[edit]
SRD Metamagic Feats
Feat | Summary | Prerequisites |
---|---|---|
Disguise Spell | Bardic spells not visibly cast by you. | Bardic music, Perform 12 ranks. |
Empower Spell | Variable numeric effects in spells are increased by one-half | None |
Energy Substitution | Energy Spells may deal different types of energy damage. | Any other metamagic feat, Knowledge (arcana) 5 ranks. |
Enlarge Spell | Spell range increases by one step. | None |
Extend Spell | Spell duration is doubled. | None |
Heighten Spell | Cast a spell at a higher than normal level and gain DC. | None |
Maximize Spell | Variable numeric effects are maximized. | None |
Persistent Spell | Spell has a duration of 24 hours. | Extend Spell. |
Quicken Spell | Cast spell as a free action. | None |
Reach Spell | Cast a touch spell as a 30 foot ray. | None |
Repeat Spell | Spell effect is cast again at the beginning of your next turn. | Any other metamagic feat. |
Sacred Spell | Half of spell damage becomes divine. | None |
Silent Spell | Spell takes no verbal components. | None |
Still Spell | Spell takes no somatic components. | None |
Subdual Substitution | Spells dealing energy damage may use different energy type. | Any other metamagic feat, Knowledge (arcana) 5 ranks. |
Widen Spell | Spell area doubles. | None |
Epic SRD Metamagic Feats
Feat | Summary | Prerequisites |
---|---|---|
Enhance Spell | Damage cap of spells increases by 5 or 10 dice. | Maximize Spell. |
Intensify Spell | Variable, numeric effects of spell are maximized, then doubled. | Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. |
Homebrew Metamagic Feats
Homebrew feats using this type appear below. These are not part of the SRD, and are presented for ease of reference only. Click "Show" below to view them.
Feat | Summary | Prerequisites |
---|---|---|
Accelerate Spell | Cast a spell a little faster, but not too fast. | None |
Acid Trip | Cause the target to experience an acid trip | Only usable on spells with acid descriptor, that deal acid damage |
Advancing Wall | You make your wall speed slowly move in a direction of your choice. | None |
Altered Frequency Spell | Silence your Sonic spells, just enough to make it unaudible. | Silent Spell |
Amanachian Spell | Use the energy of the Eater of the Divine to make an anathemic spell. | ApostateEIE |
Ambush Spell | Fires weapon-like spells from behind, allowing you to strike at flatfooted targets. | Bluff 6 ranks |
Annihilating Spell | Your spells destroy the bodies of your victims. | None |
Artillery Spell | You're very good at working with other casters to blow things up from very far away. | None |
Astrological Spell | Waiting for the stars to align now pays off. | None |
Black Blood Spell | You turn energy into vile blood, dealing vile damage. | Blood Sacrifice, caster level 5th. |
Blood Spell | Your blood empowers your spells. | Knowledge (Arcana) 6 ranks, any other metamagic feat |
Bloodseeking Spell | Your magic draws out the blood from those it injures, making any injuries more severe. | Heal 4 ranks |
Boiling Liquid Spell | Use overheated Water spells to inflict fire damage. | Ability to cast Fire spells |
Brimstone Spell | Burn your evil foes with this fire | one metamagic feat known, ability to cast spells with the fire descriptor, caster must be non evil, spellcraft 9 ranks |
Burnt Spell | Make a spell much stronger at the cost of yourself. | None |
Burrowing Spell | Cast spells without line of effect. | None |
Cacophonous Spell | Your sonic spells are so powerful, they tear through resistances and immunities. | None |
Cast In Hands | You can use your many floating hands to cast more than one spell at once. | Signcaster, Hands Aghast racial ability (2 hands or more) |
Clone Spell | Cast a spell along with a second copy that may have different targets or options. | None |
Corrosive Spell | Your acid spells are so powerful, they tear through resistances and immunities. | None |
Creative Bond | Your creation spells are bonded to you, allowing you to keep track of, summon, or deny access to your creations. | None |
Cross Explosion Spell | Transform your lines into rays, that subsequently explode into multiple lines a round later. | None |
Cult Spell | Soon, people will understand why you let peasants in deep robes follow you around everywhere. | None |
Cyclonic Spell | Become a master of winds by gaining more flexibility with Air spells. | Ability to cast Air spells, Knowledge (nature) 4 ranks. |
Deathblast Spell | If your spell kills an enemy, they become a waiting proximity mine waiting to explode! | None |
Debris Spell | Area effect spells leave behind a field of difficult terrain which damages creatures passing through it. | None |
Delayed Spell | Make the poor bastards think they're off the hook, only to crush them once most opportune. | None |
Electroconvulsive | Cause seizures in the target. | Ability to cast spells with the electric descriptor, including a spell that deals electricity damage |
Enhance Spell-CE | Increase the damage cap on spells. | None |
Entropic Enchantment | Failing to resist mind spells has bad consequences | must know level 5 enchantment spells, one metamagic feat, spellcraft 8 ranks |
Envelope Spell | Encase a small object (such as a vial) in your spell. | None |
Expand Spell | Like Widen Spell, but more versatile. Increase the area of a spell's effect. | None |
Familiar-Blooded Spell | You can sacrifice your familiar to empower your spell, spell-like ability or supernatural ability. | Spellcraft 9 ranks, must have a familiar. |
Favored Summon, Variant | Your summoned creatures gains additional benefits at the cost of quantity | Ability to summon creatures via a Conjuration (summoning) spell, Augment Summoning. |
Force Substitution | You alter an energy spell into a [force] spell. | Any other metamagic feat, Knowledge (arcana) 5 ranks. |
From the Breach the Chaos Spread Out | Spread chaos and darkness from high in a stormy sky and conjure lightning in your enemies. | Chaotic Alignment, Able to cast Stormclouds of Dark Omens spell, Must have been cast Stormclouds of Dark Omens at least 10 times. |
Gatling Spell | By focusing your power, you can cast spells in quick succession. | None |
Ghostflame Spell | Turn fire damage into ghostflame. | None |
Glowing Spell | Your spells glow, and leave glowing residue behind. | At least one [Light] spell known |
Gravitic Spell | You modify spells with intense gravity, dealing bludgeoning damage and bending gravity around it. | None |
Greater Envelope Spell | Encase a spell inside another spell | Envelope Spell, Quicken Spell or a means of casting two spells in the same turn |
Guarded Spell | Your casting does not provoke attacks of opportunity, and if disrupted the spell is not lost. | At least two abjuration spells known |
Hellfire Spell | You turn your fire spell into hellfire spell, burning people to the bones. | None |
Hexed Spell | Use an hexblade curse to deal extra unholy damage and curse the targets of your spell. | Hexblade's Curse Class Feature |
Icy Spell | Your spells are able to leave slippery ice | ability to cast spells with cold descriptor |
Impetus Spell | your force spells ignore more effects | None |
Independent Mage of the Arcane Order | You do not need to be a member of the Arcane Order to access their Spellpool. | Must be able to prepare 2nd level spells. |
Infinite Spell | A spell becomes reusable until you next prepare spells (+4 slots) | None |
Interwoven Spell | You can weave two spells together and have them affect a similar area. Add a touch spell to a ray, and so forth. | Any two metamagic feats, ability to cast 2nd-level spells, Spellcraft 8 ranks. |
Item Focus Spell | Allows you to cast with your hands full, provided one of your hands is holding the focus. | None |
Lapis Metamagic | You can meld your very soul into your spells when empowering them. Like Midnight Metamagic, but not limited to once per day. | Caster level 1st, any Metamagic feat, must possess either Con 13+ or at least one point of Essentia |
Lasting Spell | Not quite Persistent Spell, Lasting Spell still increases spell duration significantly. | None |
Legion Spell | You buff entire armies in a single fell swoop with legion-augmented spells. | None |
Lunatic Spell | Your spells cause madness in all who are struck by them. | None |
Magic of the Planetary Alignment | You have 1 chance on 1,382,400 to make your spell near invincible. | Non-Evil alignment, Caster 8th level., Magic of the Stars Canvas OR Profession (Astrologer) 12 ranks |
Magmatic Spell | Combine fire and bludgeoning damage. | None |
Mass Spell | Your spells can benefit more targets. | Caster level 9th. |
Master of Land, Sky, and Sea | Apply the Animal of the Land, Animal of the Sea, or Skyfish templates on your summons. | None |
Master of the Mind | you can effect creatures usually immune to effects | one metamagic feat, spellcraft 8 levels, must know 5 4th level illusion or 5 4th enchantment spells |
Mediocre Spell | You can make your spells reliable but unimpressive. | Ability to cast 1st-level spells. |
Metamagic Essay | You make using certain metamagic feat look so easy. | One Metamagic Feat |
Metamagic Expertise | You may add one free metamagic spell level to your spell by extending its casting time to 1 round. | One metamagic feat. Must be able to cast 3rd-level spells. |
Metamagic Savant | Use Charisma in place of Intelligence for metamagic feat prerequisites. | Improved Metamagic, Caster Level 10th, Charisma 20 |
Metaword | You can get metamagic for the use of utterances. | None |
Mist Phantom Spell | Summons and created objects appear invisible while in a deep mist, as if they had the mist phantom template. | One other metamagic feat |
Molten Spell | Fire spells leave molten residue behind, scorching the battlefield. | None |
Muddy Spell | Cover enemies with soaked earth to slow them. | None |
Multi-Spell | Cast multiple spells with a single action. | Caster level 5th |
Nuclear Spell | Mix force, fire, acid and sonic damage to destroy your opponents. | Caster level 12th |
Numbing Spell | Your cold spells are extremely gelid. | None |
Organic Spell | Avoid damage against animals and plants, and deal extra damage against aberrations and constructs. | Must be pretentious. |
Paranatural Summons | Your summons count as natural creature whenever doing is advantageous. You may also summon in zone where planar travel is restricted. | Spell Focus (Conjuration) |
Persistent Spell, Rebalanced | A rebalanced version of the SRD feat. | Extend Spell |
Phantasmal Summons | Summon the object mentally, only affecting intelligent creatures. | Able to cast at least on Conjuration spell. |
Physical Spell | Turn your fireball into a bladeball and deal slashing damage! Or bludgeoning! Or piercing! | Spell Focus (Conjuration) or at least two force spells known |
Priority Spell | You cast a spell at the start of initiative. | None |
Pulverizing Spell | Add a simple effect to force spells | Caster level 12th |
Purified Energy | Half the energy damage you deal with spells is divine damage. | Knowledge (Arcana) 6 ranks, Knowledge (Religion) 3 ranks |
Rapid Spell | Cast a spell a little faster | None |
Rayblade Spell | You turn your rays into swords. | BAB +1 |
Reckless Summoning | Summon stronger creatures, but lacking any sort of control. | Able to cast a [Summoning] spell. |
Ritual Spell | Cast a spell over a long time to cast it without consuming the spell slot. | Spellcraft 4 ranks |
Runic Ward | Make the AC granted by spells apply to touch AC. | None |
Sacrifice Spell | How many people have to die before you're satisfied? Ten. The Demon you've summoned might not be, though. | None |
Safeguard Spell | Your spells won't affect you, allowing you to target places too close for comfort. | None |
Sanctuary Healing | Protect those you heal by forming a magical sanctuary on them. | Able to cast at least one divine spell from the Conjuration (Healing) school, Heal 6 Ranks, Spellcraft 6 Ranks |
Scorching Spell | Leave a burning mark with your fire spells. | None |
Selective Spell | Your spells are laser-focused on only particular types of creature or objects. | None |
Sentient Spell | Your spell auto-concentrates for you, and can make spell choices with no action on your part. | None |
Share Spell Metamagic | Changes target from "You" to "One Willing Creature" | Character Level 5 |
Signcaster | You use sign language in place of verbal components for your spells. | Caster level 1st, must be able to speak at least one form of Sign Language (Such as Drow Sign Language). |
Single Target Spell | Make a spell with multiple target only affect a single target. | None |
Sonorous Spell | Your sonic spells ruin the earing of their victims. | None |
Spell Cascade | You can bottle up your energy, allowing for a cascade of spells that rain quickly upon your foes. | Must be able to cast 4rd-level spells, spellcraft 7 |
Spell Drain | Magical foes damaged by your spell also gain a spellstrained level. | None |
Spell Macgyver | When it comes to logical casting you know how to make those around you ask, "How did he do that?" | None |
Spell-Like Imbuing | Arcane Archers can normally only use spells with their abilities. Now they can. | Imbue Arrow or a similar ability and at least one Spell-like ability. |
Spells in Communion | Cast spells in unison with your allies in a surge of magical power. | Able to cast a spell of 7th level or higher, Spellcraft 18 ranks |
Spontaneous Metamagic | Are you a spontaneous caster who likes metamagic? Of course you are. Here, have a feat. | Int: 13, Spellcraft: 4 ranks, Must be able to cast arcane spells spontaneously. |
Spreadfire Spell | Like Quicken Spell, but the quickened spell cannot overlap the same targets. | One metamagic feat |
Strategic Spell | You greatly increase the size of an area of effect spell. | Widen Spell |
Stretch Spell | Increases the duration of a spell through sheer force of will. | None |
Sudden Metamagic | Applies metamagic suddenly. | None |
Super Quicken | You cast spells fast enough to react to people. | Quicken Spell |
Superconducting Spell | Your electric spells are so powerful, they tear through resistances and immunities. | None |
Swift Spell | You can cast spells more efficiently, more quickly, but with less staying power. | None |
Thousand-Spell Style | You can fight in a flurry of spells and skeletal fists. | Thousand-Hand Style, Cast In Hands, Combat Casting |
Thunderbolt and Lightning, Very, Very Frightening | Frighten your enemies with electricity | spell with electric descriptor, able to cast spells |
Thunderstruck | Your electric spells and abilities are so intense that they can damage creatures normally resistant or immune to electricity. | None |
Toxic Acid | Acid spells are toxic to living things like real life acid | must be able to cast spells with acid descriptor |
Toxic Combustion | The spell inflict toxic burn on your targets and may even leave a cloud of toxic fume. | None |
Tracerlight Spell | Your spell leaves a tracer behind and marks your opponent. | Must be able to cast a [Light] spell. |
Unbelievable Spell | Your spells are too good to be true. Oddly enough, they are. | Ability to cast at least one 3rd level Illusion spell |
Undetectable Spell | You can use Silent or Still Spell with no level adjustment, or both at once at a +1 adjustment. | Silent Spell or Still Spell |
Utility Summon | Your summons last longer, but can't fight to save their lives. Or Yours. | Augment Summoning |
Vitriolic Liquid Spell | Use sulphurous Water spells to inflict acid damage. | Ability to cast Acid spells |
Wildfire Spell | When you burn things, the fire spreads wildly. | Ability to cast Fire spells, Knowledge (nature) 4 ranks. |
Wrathful Spell | Allow you to cast a spell while raging and it deal more damage. | None |
Zodiacal Spell | As a master stargazer you can channel the power of constellations to empower your spells. | Profession (astrologer) 4 ranks |
Epic Homebrew Metamagic Feats
Homebrew feats using this type appear below. These are not part of the SRD, and are presented for ease of reference only. Click "Show" below to view them.
Feat | Summary | Prerequisites |
---|---|---|
Certain Spell | Increases the save DC to infinite. | Any one metamagic feat |
Strategic Spell | You greatly increase the size of an area of effect spell. | Widen Spell |
Back to Main Page → System Reference Document → Feats
Identifier | Feat Type + |
Summary | Metamagic feats allow a spellcaster to change the way a spell is cast, often by increasing the spell's level and the slot it is cast from. + |
Title | Metamagic + |