Source Material for Metamagic Feats

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    Metamagic FeatsFAQ/Errata

    Can I use a metamagic rod to alter a spell-like ability?No. Metamagic rods allow you to apply a metamagic feat to a spell, and metamagic feats do not work on spell-

    like abilities.[Source]

    As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly differentfrom 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 higherthan 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.

    Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells inadvance. 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 withother 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 metamagicfeat 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 modifiedby 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 metamagicversion 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 using a higher-level spell slot. 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 spellsthat 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

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    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

    (seeMagic).

    Feat DescriptionsMetamagic Feats are summarized on the table below. Note that the prerequisites and benefits ofthe 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 minimumbase attack bonus, a

    minimum number of ranks in one or more skills, or anything else required in order to take thefeat. 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 characterhas 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.

    Metamagic Feats

    Feat Name Category/TypeLevel

    IncreasePrerequisites Benefit Source

    Bouncing

    Spell

    Metamagic +1 - You can direct a failed spell against a different

    target.

    APG

    Burning

    Spell

    Metamagic +2 - Spell with the acid or fire descriptor deals extra

    damage the next round.

    UM

    Concussive

    Spell

    Metamagic +2 - Spell with the sonic descriptor gains a

    debilitating concussive effect.

    UM

    Dazing

    Spell

    Metamagic +3 - You candazecreatures with the power of your

    spells.

    APG

    Disruptive

    Spell

    Metamagic +1 - Your magical energies cling to enemies,

    interfering with their spellcasting.

    APG

    Echoing

    Spell

    Metamagic +3 - Cast a spell a second time. UM

    Ectoplasmic

    Spell

    Metamagic +1 - Your spells breach the gulf between

    dimensions, sending ghostly emanations into

    the ether.

    APG

    Elemental

    Spell

    Metamagic +1 - You can manipulate the elemental nature of

    your spells.

    APG

    Empower

    Spell

    Metamagic +2 - Increase spell variables by 50% CRB

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    Enlarge

    Spell

    Metamagic +1 - Double spell range CRB

    Extend

    Spell

    Metamagic +1 - Double spell duration CRB

    Flaring

    Spell

    Metamagic +1 - Spell with the fire, light, or electricity

    descriptor dazzles creatures it affects.

    UM

    Focused

    Spell

    Metamagic +1 - When you cast a spell that affects more than

    one creature, one opponent finds it more

    difficult to resist.

    APG

    Heighten

    Spell

    Metamagic Special - Treat spell as a higher level CRB

    Intensified

    Spell

    Metamagic +1 - Increase maximum damage dice by 5 levels APG

    Jinxed Spell Metamagic +1 Any two

    metamagic

    feats,HalflingJinxtrait.

    A creature that fails itssaving throwagainst a

    jinxed spell also suffers the effects of your jinx.

    HoG

    Lingering

    Spell

    Metamagic +1 - Instantaneous area effect spell lasts for 1 round APG

    Maximize

    Spell

    Metamagic +3 - Maximize spell variables CRB

    Merciful

    Spell

    Metamagic +0 - Spell inflicts nonlethal damage instead of lethal APG

    Persistent

    Spell

    Metamagic +2 - Creatures who saved against a spell must save

    again

    APG

    PiercingSpell

    Metamagic +1 - Affected spell treats creatures with SR ashaving an SR of 5 lower.

    UM

    Quicken

    Spell

    Metamagic +4 - Cast spell as aswift action CRB

    Reach Spell Metamagic Special - Increase spell range to higher range category APG

    Rime Spell Metamagic +1 - Spell with the cold descriptor also entangles

    creatures if the spell damages them.

    UM

    Selective

    Spell

    Metamagic +1 Spellcraft10

    ranks

    Exclude targets from an area effect spell APG

    Shadow

    Grasp

    Metamagic +1 Tenebrous

    Spell, Umbral

    Spell.

    Entangle creatures with spells you cast that

    have the darkness descriptor.

    ISM

    Sickening

    Spell

    Metamagic +2 - Sickencreature with spell damage APG

    Silent Spell Metamagic +1 - Cast spell without verbalcomponents CRB

    Still Spell Metamagic +1 - Cast spell without somaticcomponents CRB

    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    Thanatopic

    Spell

    Metamagic +2 Knowledge

    (religion) 6

    ranks,Spell

    Focus

    (necromancy)

    Affected spells death effects,energy drain,

    and negative levels affectundead

    UM

    TenebrousSpell Metamagic +0 - Spells you cast in dim light or darkness areharder to resist or dispel. ISM

    Threatening

    Illusion

    Metamagic +1 Spell Focus

    (illusion),

    gnome

    Cause a target to believe yourillusionis a

    threat.

    GoG

    Threnodic

    Spell

    Metamagic +2 Knowledge

    (religion) 6

    ranks,Spell

    Focus

    (necromancy)

    Change a mind-affecting spell so it can affect

    undead, but not living creatures.

    UM

    Thundering

    Spell

    Metamagic +2 - Deafencreature with spell damage APG

    Toppling

    Spell

    Metamagic +1 - Spell with the force descriptor knocks targets

    prone.

    UM

    Umbral

    Spell

    Metamagic +2 Tenebrous

    Spell

    Spell gains the darkness descriptor and target

    of the spell radiates darkness in 10-foot radius

    while the spell is in effect.

    ISM

    Widen

    Spell

    Metamagic +3 - Double spell area CRB

    Bouncing Spell (Metamagic)You can direct a failed spell against a different target.

    Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intendedtarget (whether due to spell resistance or a successfulsaving throw) you may, as aswift 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 anyway (including a lesser effect from a successfulsaving throw) may not be redirected in thismanner.Level Increase: +1 (a bouncing spell uses up a spell slot one level higher than the spells actual

    level.)

    Burning Spell (Metamagic)You cause creatures to take extra damage when you affect them with a spell that has the acid or

    fire descriptor.

    Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage

    the next round. When a creature takes acid or fire damage from the affected spell, that creature

    takes damage equal to 2x the spells actual level at the start of its next turn. The damage is acid

    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    or fire, as determined by the spells descriptor. If a burning spell has both the fire and aciddescriptor, the caster chooses what kind of damage is dealt by the burning spell effect.

    Level Increase: +2 (a burning spell uses up a slot two levels higher than the spells actual level.)

    Concussive Spell (Metamagic)You cause creatures to be disoriented when you affect them with a spell that has the sonic

    descriptor.

    Benefit: With sonic damage comes a concussive wave of energy that rattles creatures affected by

    the spell. A concussive spell causes creatures that take damage from a spell that has the sonic

    descriptor to take a2 penalty onattack rolls,saving throws, skill checks, and ability checks fora number of rounds equal to the actual spell level of the spell. A concussive spell only affects

    spells with the sonic descriptor.

    Level Increase: +2 (a concussive spell uses up a spell slot two levels higher than the spells

    actual level.)

    Dazing Spell (Metamagic)

    You can daze creatures with the power of your spells.

    Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes

    damage from this spell, they becomedazedfor a number of rounds equal to the original level ofthe spell. If the spell allows asaving throw, a successful save negates the daze effect. If the spell

    does not allow a save, the target can make aWillsave to negate the daze effect. If the spell effect

    also causes the creature to becomedazed, the duration of thismetamagiceffect is added to the

    duration of the spell.

    Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spells actuallevel.

    Spells that do not inflict damage do not benefit from this feat.

    Disruptive Spell (Metamagic)

    Your magical energies cling to enemies, interfering with their spellcasting.

    Benefit: Targets affected by a disruptive spell must makeconcentrationchecks when using

    spells orspell-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 spells effects avoid this feats effect as well.

    Level Increase: +1 (a disruptive spell uses up a spell slot one level higher than the spells actuallevel.)

    Echoing Spell (Metamagic)You have learned how to release most, but not all, of a spells potential when you cast it.

    Benefit: When you cast an echoing spell, it does not disappear entirely from memory, and youcan cast it one additional time during that day. No effect that allows you to reprepare or recast a

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    spell can affect the echoed spell.If you prepare spells, this second casting does not require you to prepare it in another spell slot.

    If you spontaneously cast spells, this second casting does not expend another available spell slot.

    Level Increase: +3 (an echoing spell uses up a spell slot three levels higher than the spells

    actual level.)

    Ectoplasmic Spell (Metamagic)

    Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.

    Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures.

    Level Increase: +1 (an ectoplasmic spell uses up a spell slot one level higher than the spellsactual level.)

    Elemental Spell (Metamagic)

    You can manipulate the elemental nature of your spells.

    Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spells

    normal damage with that energy type or split the spells damage, so that half is of that energytype and half is of its normal type.

    Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spells actual

    level.)

    Special: You can gain this feat multiple times. Each time you must choose a different energy

    type.

    Empower Spell (Metamagic)You can increase the power of your spells, causing them to deal more damage.

    Benefit: All variable, numeric effects of an empowered spell are increased by half includingbonuses to those dice rolls.Saving throws and opposed rolls are not affected, nor are spells without random variables.

    Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell'sactual level.)

    Enlarge Spell (Metamagic)You can increase the range of your spells.Benefit: 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, whilemedium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of

    800 ft. + 80 ft./level.

    Level Increase: +1 (an enlarged spell uses up a spell slot one level higher than the spell's actuallevel.)

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    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)You can make your spells last twice as long.Benefit: 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.

    Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell's actual

    level.)

    Flaring Spell (Metamagic)You dazzle creatures when you affect them with a spell that has the fire, light, or electricity

    descriptor.

    Benefit: The electricity, fire, or light effects of the affected spell create a flaring that dazzlescreatures that take damage from the spell. A flare spell causes a creature that takes fire orelectricity damage from the affected spell to becomedazzledfor a number of rounds equal to theactual level of the spell. A flaring spell only affects spells with a fire, light, or electricity

    descriptor.

    Level Increase: +1 (a flaring spell uses up a spell slot one level higher than the spells actual

    level.)

    Focused Spell (Metamagic)

    When you cast a spell that affects more than one creature, one opponent finds it more difficult toresist.

    Benefit: When casting a spell that affects or targets more than one creature, you can choose one

    target or creature within the spell effect. That creaturessaving throwDC to resist the spell is

    increased by +2. You must choose which target to focus the spell on before casting the spell.

    Level Increase: +1 (a focused spell uses up a spell slot one level higher than the spells actuallevel.)

    Spells that do not require asaving throwto resist or lessen the spells effect do not benefit from

    this feat.

    Heighten Spell (Metamagic)You can cast spells as if they were a higher level.

    Benefit: 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 and ability topenetrate alesser globe of invulnerability) are calculated according to the heightened level.

    Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective

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    level.

    Intensified Spell (Metamagic)

    Your spells can go beyond several normal limitations. Benefit: 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 thisfeat. No other variables of the spell are affected, and spells that inflict damage that is not

    modified bycaster levelare not affected by this feat.Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spells

    actual level.)

    Jinxed Spell (Metamagic)

    You can make a creature that fails its spell save suffer your jinx as well.Prerequisites: Any twometamagic feats,Halfling Jinx alternate racial trait.

    Benefit: Any creature that fails itssaving throwagainst a jinxed spell also suffers the effects of

    your jinx. This feat has no effect on spells that do not allow asaving throw. If the spell affects anarea or multiple creatures, you must select one creature to take the jinx, unless you have the Area

    Jinxfeat; if you have the Area Jinx feat, choose a jinx burst area within the spells area or among

    its targets and apply the jinx to those in the burst that failed their save.

    Level Increase: +1 (a jinxed spell uses up a spell slot one level higher than the spells actuallevel.)

    Lingering Spell (Metamagic)You spell clings to existence, slowly fading from the world.

    Benefit: You may cause an instantaneous spell that affects an area to persist until the beginningof 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, providingconcealment(20% miss chance) beyond 5 feet and totalconcealment(50% miss chance) beyond 20 feet.

    Level Increase: +1 (a lingering spell uses up a spell slot one level higher than the spells actual

    level.)

    Maximize Spell (Metamagic)Your spells have the maximum possible effect.

    Benefit: 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.

    Level Increase: +3 (a maximized spell uses up a spell slot three levels higher than the spell'sactual level.)

    http://www.d20pfsrd.com/magic#TOC-Caster-Levelhttp://www.d20pfsrd.com/magic#TOC-Caster-Levelhttp://www.d20pfsrd.com/magic#TOC-Caster-Levelhttp://www.d20pfsrd.com/feats/metamagic-featshttp://www.d20pfsrd.com/feats/metamagic-featshttp://www.d20pfsrd.com/feats/metamagic-featshttp://www.d20pfsrd.com/races/core-races/halfling#alternate-racial-trait-jinxhttp://www.d20pfsrd.com/races/core-races/halfling#alternate-racial-trait-jinxhttp://www.d20pfsrd.com/races/core-races/halfling#alternate-racial-trait-jinxhttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/feats/general-feats/area-jinxhttp://www.d20pfsrd.com/feats/general-feats/area-jinxhttp://www.d20pfsrd.com/feats/general-feats/area-jinxhttp://www.d20pfsrd.com/feats/general-feats/area-jinxhttp://www.d20pfsrd.com/gamemastering/combat#TOC-Concealmenthttp://www.d20pfsrd.com/gamemastering/combat#TOC-Concealmenthttp://www.d20pfsrd.com/gamemastering/combat#TOC-Concealmenthttp://www.d20pfsrd.com/gamemastering/combat#TOC-Concealmenthttp://www.d20pfsrd.com/gamemastering/combat#TOC-Concealmenthttp://www.d20pfsrd.com/gamemastering/combat#TOC-Concealmenthttp://www.d20pfsrd.com/gamemastering/combat#TOC-Concealmenthttp://www.d20pfsrd.com/gamemastering/combat#TOC-Concealmenthttp://www.d20pfsrd.com/feats/general-feats/area-jinxhttp://www.d20pfsrd.com/feats/general-feats/area-jinxhttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/races/core-races/halfling#alternate-racial-trait-jinxhttp://www.d20pfsrd.com/feats/metamagic-featshttp://www.d20pfsrd.com/magic#TOC-Caster-Level
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    Anempowered, maximized spell gains the separate benefits of each feat: the maximum resultplus half the normally rolled result.

    Merciful Spell (Metamagic)

    Your damaging spells subdue rather than kill.

    Benefit: You can alter spells that inflict damage to inflictnonlethal damageinstead. Spells thatinflict damage of a particular type (such as fire) inflict nonlethal damageof that same type.

    Level Increase: None (a merciful spell does not use up a higher-level spell slot than the spellsactual level.)

    Persistent Spell (Metamagic)

    You can modify a spell to become more tenacious when its targets resist its effect.

    Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its

    saving throwagainst the spell, it must make anothersaving throwagainst the effect. If a creature

    fails this secondsaving throw, it suffers the full effects of the spell, as if it had failed its first

    saving throw.

    Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spells actuallevel.)

    Spells that do not require asaving throwto resist or lessen the spells effect do not benefit fromthis feat.

    Piercing Spell (Metamagic)Your studies have helped you develop methods to overcomespell resistance.Benefit: When you cast a piercing spell against a target withspell resistance, it treats thespellresistanceof the target as 5 lower than its actual SR.

    Level Increase: +1 (a piercing spell uses up a spell slot one level higher than the spell's actual

    level.)

    Quicken Spell (Metamagic)

    You can cast spells in a fraction of the normal time.

    Benefit: Casting a quickened spell is a swift action. You can perform another action, evencasting 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.

    Level Increase: +4 (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: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a

    http://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic---finalhttp://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic---finalhttp://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic---finalhttp://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damagehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damagehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damagehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damagehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damagehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damagehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damagehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damagehttp://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic---final
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    casting time that is not more than 1 full-round action, without increasing the spell's casting time.

    Reach Spell (Metamagic)

    Your spells go farther than normal.Benefit: 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.

    Level Increase: Special. A reach spell uses up a spell slot one level higher than the spells actuallevel for each increase in range category. For example, a spell with a range of touch increased to

    long range uses up a spell slot three levels higher.

    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)Creatures damaged by your spells with the cold descriptor become entangled.

    Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime

    spell causes creatures that takes cold damage from the spell to becomeentangledfor a number ofrounds equal to the original level of the spell.

    This feat only affects spells with the cold descriptor.

    Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell's actuallevel.)

    Selective Spell (Metamagic)

    Your allies need not fear friendly fire.

    Prerequisite:Spellcraft10 ranks.

    Benefit: When casting a selective spell with an area effect and a duration of instantaneous, youcan choose a number of targets in the area equal to the ability score modifier used to determine

    bonus spells of the same type (Charismaforbards,oracles,paladins,sorcerers, andsummoners;

    Intelligenceforwitchesandwizards;Wisdomforclerics,druids,inquisitors, andrangers). Thesetargets are excluded from the effects of your spell.

    Level Increase: +1 (a selective spell uses up a spell slot one level higher than the spells actual

    level.)

    Spells that do not have an area of effect or a duration of instantaneous do not benefit from this

    feat.

    Shadow Grasp (Metamagic)

    Your darkness spells have substance and bind your foes.

    Prerequisites:Tenebrous Spell,Umbral Spell.

    http://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/skills/spellcrafthttp://www.d20pfsrd.com/skills/spellcrafthttp://www.d20pfsrd.com/skills/spellcrafthttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-http://www.d20pfsrd.com/classes/core-classes/bardhttp://www.d20pfsrd.com/classes/core-classes/bardhttp://www.d20pfsrd.com/classes/core-classes/bardhttp://www.d20pfsrd.com/classes/base-classes/oraclehttp://www.d20pfsrd.com/classes/base-classes/oraclehttp://www.d20pfsrd.com/classes/base-classes/oraclehttp://www.d20pfsrd.com/classes/core-classes/paladinhttp://www.d20pfsrd.com/classes/core-classes/paladinhttp://www.d20pfsrd.com/classes/core-classes/paladinhttp://www.d20pfsrd.com/classes/core-classes/sorcererhttp://www.d20pfsrd.com/classes/core-classes/sorcererhttp://www.d20pfsrd.com/classes/core-classes/sorcererhttp://www.d20pfsrd.com/classes/base-classes/summonerhttp://www.d20pfsrd.com/classes/base-classes/summonerhttp://www.d20pfsrd.com/classes/base-classes/summonerhttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-http://www.d20pfsrd.com/classes/base-classes/witchhttp://www.d20pfsrd.com/classes/base-classes/witchhttp://www.d20pfsrd.com/classes/base-classes/witchhttp://www.d20pfsrd.com/classes/core-classes/wizardhttp://www.d20pfsrd.com/classes/core-classes/wizardhttp://www.d20pfsrd.com/classes/core-classes/wizardhttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-http://www.d20pfsrd.com/classes/core-classes/clerichttp://www.d20pfsrd.com/classes/core-classes/clerichttp://www.d20pfsrd.com/classes/core-classes/clerichttp://www.d20pfsrd.com/classes/core-classes/druidhttp://www.d20pfsrd.com/classes/core-classes/druidhttp://www.d20pfsrd.com/classes/core-classes/druidhttp://www.d20pfsrd.com/classes/base-classes/inquisitorhttp://www.d20pfsrd.com/classes/base-classes/inquisitorhttp://www.d20pfsrd.com/classes/base-classes/inquisitorhttp://www.d20pfsrd.com/classes/core-classes/rangerhttp://www.d20pfsrd.com/classes/core-classes/rangerhttp://www.d20pfsrd.com/classes/core-classes/rangerhttp://www.d20pfsrd.com/feats/metamagic-feats/tenebrous-spell-metamagichttp://www.d20pfsrd.com/feats/metamagic-feats/tenebrous-spell-metamagichttp://www.d20pfsrd.com/feats/metamagic-feats/tenebrous-spell-metamagichttp://www.d20pfsrd.com/feats/metamagic-feats/umbral-spell-metamagichttp://www.d20pfsrd.com/feats/metamagic-feats/umbral-spell-metamagichttp://www.d20pfsrd.com/feats/metamagic-feats/umbral-spell-metamagichttp://www.d20pfsrd.com/feats/metamagic-feats/umbral-spell-metamagichttp://www.d20pfsrd.com/feats/metamagic-feats/tenebrous-spell-metamagichttp://www.d20pfsrd.com/classes/core-classes/rangerhttp://www.d20pfsrd.com/classes/base-classes/inquisitorhttp://www.d20pfsrd.com/classes/core-classes/druidhttp://www.d20pfsrd.com/classes/core-classes/clerichttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-http://www.d20pfsrd.com/classes/core-classes/wizardhttp://www.d20pfsrd.com/classes/base-classes/witchhttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-http://www.d20pfsrd.com/classes/base-classes/summonerhttp://www.d20pfsrd.com/classes/core-classes/sorcererhttp://www.d20pfsrd.com/classes/core-classes/paladinhttp://www.d20pfsrd.com/classes/base-classes/oraclehttp://www.d20pfsrd.com/classes/core-classes/bardhttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-http://www.d20pfsrd.com/skills/spellcrafthttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled
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    Benefit: When you cast a spell with the darkness descriptor that affects an area, creatures in thearea areentangled. If the spell allows a saving throw, a successful save negates theentangle

    effect. If the spell does not normally allow a save, a creature can make aReflexsave (DC = the

    spells DC if it had a saving throw) to negate the effect. If the spell allowsspell resistance,

    failing to overcome a creaturesspell resistancemeans it is notentangled. Anentangledcreature

    remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature thatleaves and reenters the area must make a new saving throw to avoid becomingentangled.

    Creatures that succeed at a save to resist beingentangleddo not have to make additional saves ifthey stay within the darkened area. You are never impeded by the effects of your spells modified

    by this feat.

    Level Increase: +1 (a shadow grasp spell uses up a slotone level higher than the spells actuallevel.)

    Shadowcasting

    Protection from the dark times of Earthfall was but one ofZon-Kuthon'sgifts to the terrified

    people ofNidal. To ensure the grip of his Umbral Court would remain forever unbroken, theMidnight Lord bequeathed to his mortal servants the secrets of blending shadow and magic.

    Though most shadowcasters practice wizardry (and indeed,wizardscan choose theshadowcasterarchetypeif they wish to fully embrace this style of magic),Zon-Kuthon'sgifts can be used by

    any spellcasting tradition. Beyond the borders ofNidal, cabals practicing shadow magic hauntthe fringes ofGaltandTaldor, some in service of the Midnight Lord, and others serving only

    their own lust for power.

    Sickening Spell (Metamagic)

    You can sicken creatures with your spells.

    Benefit: You can modify a spell to sicken a creature damaged by the spell. When a creature takes

    damage from this spell, they becomesickenedfor a number of rounds equal to the original levelof the spell. If the spell allows asaving throw, a successful save negates the sickening effect. Ifthe spell does not allow a save, the target can make aFortitudesave to negate the sickening

    effect. If the spell effect also causes the creature to becomesickened, the duration of this

    metamagiceffect is added on to the duration of the spell.

    Level Increase: +2 (a sickening spell uses up a spell slot two levels higher than the spells actuallevel.)Spells that do not inflict damage do not benefit from this feat.

    Silent Spell (Metamagic)You can cast your spells without making any sound.

    Benefit: A silent spell can be cast with no verbal components. Spells without verbal componentsare not affected.Level Increase: +1 (a silent spell uses up a spell slot one level higher than the spell's actual

    level.)

    Special:Bard spellscannot be enhanced by this feat.

    http://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/magic/all-spells/e/entanglehttp://www.d20pfsrd.com/magic/all-spells/e/entanglehttp://www.d20pfsrd.com/magic/all-spells/e/entanglehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Reflexhttp://www.d20pfsrd.com/gamemastering/combat#TOC-Reflexhttp://www.d20pfsrd.com/gamemastering/combat#TOC-Reflexhttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistancehttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.pathfinderwiki.com/wiki/Zon-Kuthonhttp://www.pathfinderwiki.com/wiki/Zon-Kuthonhttp://www.pathfinderwiki.com/wiki/Zon-Kuthonhttp://www.pathfinderwiki.com/wiki/Nidalhttp://www.pathfinderwiki.com/wiki/Nidalhttp://www.pathfinderwiki.com/wiki/Nidalhttp://www.d20pfsrd.com/classes/core-classes/wizardhttp://www.d20pfsrd.com/classes/core-classes/wizardhttp://www.d20pfsrd.com/classes/core-classes/wizardhttp://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/shadowcasterhttp://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/shadowcasterhttp://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/shadowcasterhttp://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/shadowcasterhttp://www.pathfinderwiki.com/wiki/Zon-Kuthonhttp://www.pathfinderwiki.com/wiki/Zon-Kuthonhttp://www.pathfinderwiki.com/wiki/Zon-Kuthonhttp://www.pathfinderwiki.com/wiki/Nidalhttp://www.pathfinderwiki.com/wiki/Nidalhttp://www.pathfinderwiki.com/wiki/Nidalhttp://www.pathfinderwiki.com/wiki/Galthttp://www.pathfinderwiki.com/wiki/Galthttp://www.pathfinderwiki.com/wiki/Galthttp://www.pathfinderwiki.com/wiki/Taldorhttp://www.pathfinderwiki.com/wiki/Taldorhttp://www.pathfinderwiki.com/wiki/Taldorhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickenedhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickenedhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickenedhttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitudehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitudehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitudehttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickenedhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickenedhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickenedhttp://www.d20pfsrd.com/feats#TOC-Metamagic-Featshttp://www.d20pfsrd.com/feats#TOC-Metamagic-Featshttp://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---bardhttp://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---bardhttp://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---bardhttp://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---bardhttp://www.d20pfsrd.com/feats#TOC-Metamagic-Featshttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickenedhttp://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitudehttp://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throwshttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickenedhttp://www.pathfinderwiki.com/wiki/Taldorhttp://www.pathfinderwiki.com/wiki/Galthttp://www.pathfinderwiki.com/wiki/Nidalhttp://www.pathfinderwiki.com/wiki/Zon-Kuthonhttp://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/shadowcasterhttp://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/shadowcasterhttp://www.d20pfsrd.com/classes/core-classes/wizardhttp://www.pathfinderwiki.com/wiki/Nidalhttp://www.pathfinderwiki.com/wiki/Zon-Kuthonhttp://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangledhttp://www.d20pfsrd.c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    Still Spell (Metamagic)You can cast spells without moving.

    Benefit: A stilled spell can be cast with no somatic components. Spells without somatic

    components are not affected.

    Level Increase: +1 (a stilled spell uses up a spell slot one level higher than the spell's actuallevel.)

    Thanatopic Spell (Metamagic)Your spells can pierce wards against negative energy and even affect undead targets.

    Prerequisites:Knowledge(religion) 6 ranks,Spell Focus(necromancy).

    Benefit: A thanatopic spell pierces defenses and immunities that protect against death effects,

    negative levels, andenergy drain, affecting the target as if the protective barrier did not exist.

    For example, you could cast a thanatopicvampiric touchorenervationspell on a target under the

    effects ofdeath ward, and the target would suffer the normal effect of the spell. Saving throwsand SR (if any) still apply.Undeadare susceptible to spells augmented by this feat, as it retunes

    the negative energy to be harmful to them. A thanatopic spell that would kill a living creature

    (such as by giving itnegative levelsequal to itsHit Dice) destroys anundead(thoughundeadsuch as ghosts, liches, and vampires may reform as normal).Undeadaffected by thanatopic

    spells that givenegative levelsautomatically make theirsaving throwsto remove negative levels

    after 24 hours.

    Level Increase: +2 (a thanatopic spell uses up a spell slot two levels higher than the spell's

    actual level.)

    Normal: Defenses such asdeath wardnegate death effects,negative levels, andenergy drain.

    Undeadare immune to these attacks.

    Tenebrous Spell (Metamagic)

    You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.

    Benefit: When you cast a tenebrous spell in darkness or dim light, the spells effectivecaster

    leveland any associated save DCs are increased by 1. Any attempts at dispelling a tenebrousspell in darkness or dim light take a2 penalty on the dispel check.

    Casting a tenebrous spell in bright light is difficult, and requires aconcentrationcheck (DC 15 +

    twice the tenebrous spells effective spell level). Attempts to dispel a tenebrous spell in bright

    light gain a +4 bonus on the dispel check.

    You cannot use this feat on spells with the lightdescriptor. A tenebrous spell uses up a spell Slotone level higher than the spells actual level, except in the case of spells with the darkness or

    shadowdescriptoror of theillusion(shadow) subschool; this feat does not change the effectivelevel of those spells (but still counts as using a metamagic feat for all other purposes).

    Shadowcasting

    Protection from the dark times of Earthfall was but one ofZon-Kuthon'sgifts to the terrifiedpeople ofNidal. To ensure the grip of his Umbral Court would remain forever unbroken, the

    Midnight Lord bequeathed to his mortal servants the secrets of blending shadow and magic.

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    Though most shadowcasters practice wizardry (and indeed,wizardscan choose theshadowcasterarchetypeif they wish to fully embrace this style of magic),Zon-Kuthon'sgifts can be used by

    any spellcasting tradition. Beyond the borders ofNidal, cabals practicing shadow magic haunt

    the fringes ofGaltandTaldor, some in service of the Midnight Lord, and others serving only

    their own lust for power.

    Threatening Illusion (Metamagic)Youve mastered the art of making illusions that force foes to divide their attention in combat.

    Prerequisites:Spell Focus(illusion),gnome.

    Benefit: You can use thismetamagicfeat only onillusion(figment) 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 canselect one square of a larger illusory creature to threaten the target. For example, an illusory

    Largeogretakes up four 5-foot squares; you select one square to be the source of the threat, andits other three squares do not threaten anyone. If the target has reason to believe there is aninvisiblecreature 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 aWillsave to disbelieve

    (DC 10 + threatening spells level + your spellcasting ability score modifier). If the target makesthis save, the threatening effect of this feat no longer applies to it.

    Level Increase: +1(a threatening illusion takes up a spell slot one level higher than normal.)

    Normal: Illusion spells do not threaten squares.

    Threnodic Spell (Metamagic)You can convert mind-affecting magic to necromantic power capable of controlling undead.

    Prerequisites:Knowledge(religion) 6 ranks,Spell Focus(necromancy).

    Benefit: This feat only works on mind-affecting spells. A threnodic spell affectsundeadcreatures (even mindlessundead) as if they weren't immune to mind-affecting effects, but has no

    effect on living creatures.

    Level Increase: +2 (a threnodic spell uses up a spell slot two level higher than the spell's actuallevel.)

    Normal:Undeadare immune to mind-affecting effects.

    Thundering Spell (Metamagic)

    You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening

    creatures damaged by their effects.

    Benefit: You can modify a spell to deafen a creature damaged by the spell. When a creature

    takes damage from this spell, it becomesdeafenedfor a number of rounds equal to the original

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