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Metamagic Feats

FAQ/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 spelllike abilities.
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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 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. Metamagic feats do not affect spell-like abilities. Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal). Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. 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 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 modified by 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 metamagic version 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 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
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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 (see Magic).

Feat Descriptions
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.

Metamagic Feats
Feat Name Bouncing Spell Burning Spell Concussive Spell Dazing Spell Disruptive Spell Echoing Spell Ectoplasmic Spell Elemental Spell Level Category/Type Increas Prerequisites e Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic +1 +2 +2 +3 +1 +3 +1 Benefit You can direct a failed spell against a different target. Spell with the acid or fire descriptor deals extra damage the next round. Spell with the sonic descriptor gains a debilitating concussive effect. You can daze creatures with the power of your spells. Your magical energies cling to enemies, interfering with their spellcasting. Cast a spell a second time. Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. You can manipulate the elemental nature of your spells. Source APG UM UM APG APG UM APG

Metamagic

+1

APG

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Empower Spell Enlarge Spell Extend Spell Flaring Spell Focused Spell Heighten Spell Intensified Spell Jinxed Spell

Metamagic Metamagic Metamagic Metamagic Metamagic

+2 +1 +1 +1 +1

Increase spell variables by 50% Double spell range Double spell duration Spell with the fire, light, or electricity descriptor dazzles creatures it affects. When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist. Treat spell as a higher level Increase maximum damage dice by 5 levels A creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx.

CRB CRB CRB UM APG

Metamagic Metamagic Metamagic

Special +1 +1

Any two metamagic feats, Halfling Jinx trait. Spellcraft 10 ranks Tenebrous Spell, Umbral Spell.

CRB APG HoG

Lingering Spell Maximize Spell Merciful Spell Persistent Spell Piercing Spell Quicken Spell Reach Spell Rime Spell Selective Spell Shadow Grasp

Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic

+1 +3 +0 +2 +1 +4 Special +1 +1 +1

Instantaneous area effect spell lasts for 1 round Maximize spell variables Spell inflicts nonlethal damage instead of lethal Creatures who saved against a spell must save again Affected spell treats creatures with SR as having an SR of 5 lower. Cast spell as a swift action Increase spell range to higher range category Spell with the cold descriptor also entangles creatures if the spell damages them. Exclude targets from an area effect spell Entangle creatures with spells you cast that have the darkness descriptor.

APG CRB APG APG UM CRB APG UM APG ISM

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Sickening Spell Silent Spell Still Spell Thanatopic Spell

Metamagic Metamagic Metamagic Metamagic

+2 +1 +1 +2

Knowledge (religion) 6 ranks, Spell Focus (necromancy) Spell Focus (illusion), gnome Knowledge (religion) 6 ranks, Spell Focus (necromancy) Tenebrous Spell -

Sicken creature with spell damage Cast spell without verbal components Cast spell without somatic components Affected spells death effects, energy drain, and negative levels affect undead

APG CRB CRB UM

Tenebrous Spell Threatening Illusion Threnodic Spell

Metamagic Metamagic

+0 +1

Spells you cast in dim light or darkness are harder to resist or dispel. Cause a target to believe your illusion is a threat. Change a mind-affecting spell so it can affect undead, but not living creatures.

ISM GoG

Metamagic

+2

UM

Thundering Spell Toppling Spell Umbral Spell Widen Spell

Metamagic Metamagic Metamagic

+2 +1 +2

Deafen creature with spell damage Spell with the force descriptor knocks targets prone. Spell gains the darkness descriptor and target of the spell radiates darkness in 10-foot radius while the spell is in effect. Double spell area

APG UM ISM

Metamagic

+3

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

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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 or fire, as determined by the spells descriptor. If a burning spell has both the fire and acid descriptor, 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 a 2 penalty on attack rolls, saving throws, skill checks, and ability checks for a 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 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. Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spells actual level. 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 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 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 actual
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level.)

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 you can cast it one additional time during that day. No effect that allows you to reprepare or recast a 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 spells actual 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 energy type 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 including bonuses 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's actual level.)

Enlarge Spell (Metamagic)


You can increase the range of your spells.
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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, 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. Level Increase: +1 (an enlarged spell uses up a spell slot one level higher than the spell's actual 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)


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 dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity 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 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 to resist. 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 creatures 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. Level Increase: +1 (a focused spell uses up a spell slot one level higher than the spells actual level.) Spells that do not require a saving throw to resist or lessen the spells effect do not benefit from this feat.

Heighten Spell (Metamagic)


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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 to penetrate a lesser 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 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 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. 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 two metamagic feats, Halfling Jinx alternate racial trait. Benefit: Any creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx. This feat has no effect on spells that do not allow a saving throw. If the spell affects an area or multiple creatures, you must select one creature to take the jinx, unless you have the Area Jinx feat; 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 actual level.)

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

Maximize Spell (Metamagic)


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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's actual level.) An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

Merciful Spell (Metamagic)


Your damaging spells subdue rather than kill. Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. Level Increase: None (a merciful spell does not use up a higher-level spell slot than the spells actual 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 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. Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spells actual level.) Spells that do not require a saving throw to resist or lessen the spells effect do not benefit from this feat.

Piercing Spell (Metamagic)


Your studies have helped you develop methods to overcome spell resistance. Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. 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, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time
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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 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 actual level 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 become entangled for a number of rounds 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 actual level.)

Selective Spell (Metamagic)


Your allies need not fear friendly fire. Prerequisite: Spellcraft 10 ranks. Benefit: When 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, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets 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.

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Shadow Grasp (Metamagic)


Your darkness spells have substance and bind your foes. Prerequisites: Tenebrous Spell, Umbral Spell. Benefit: When you cast a spell with the darkness 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 spells DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creatures 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. Level Increase: +1 (a shadow grasp spell uses up a slot one level higher than the spells actual level.) Shadowcasting Protection from the dark times of Earthfall was but one of Zon-Kuthon's gifts to the terrified people of Nidal. 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. Though most shadowcasters practice wizardry (and indeed, wizards can choose the shadowcaster archetype if they wish to fully embrace this style of magic), Zon-Kuthon's gifts can be used by any spellcasting tradition. Beyond the borders of Nidal, cabals practicing shadow magic haunt the fringes of Galt and Taldor, 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 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. Level Increase: +2 (a sickening spell uses up a spell slot two levels higher than the spells actual level.) 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 components are not affected.
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Level Increase: +1 (a silent spell uses up a spell slot one level higher than the spell's actual level.) Special: Bard spells cannot be enhanced by this feat.

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 actual level.)

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, and energy drain, affecting the target as if the protective barrier did not exist. For example, you could cast a thanatopic vampiric touch or enervation spell on a target under the effects of death ward, and the target would suffer the normal effect of the spell. Saving throws and SR (if any) still apply. Undead are 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 it negative levels equal to its Hit Dice) destroys an undead (though undead such as ghosts, liches, and vampires may reform as normal). Undead affected by thanatopic spells that give negative levels automatically make their saving throws to 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 as death ward negate death effects, negative levels, and energy drain. Undead are 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 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 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 light descriptor. A tenebrous spell uses up a spell Slot one level higher than the spells actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion (shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic feat for all other purposes).
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Shadowcasting Protection from the dark times of Earthfall was but one of Zon-Kuthon's gifts to the terrified people of Nidal. 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. Though most shadowcasters practice wizardry (and indeed, wizards can choose the shadowcaster archetype if they wish to fully embrace this style of magic), Zon-Kuthon's gifts can be used by any spellcasting tradition. Beyond the borders of Nidal, cabals practicing shadow magic haunt the fringes of Galt and Taldor, 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 this metamagic feat only on illusion (figment) spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one 5foot 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 spells level + your spellcasting ability score modifier). If the target makes this 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 affects undead creatures (even mindless undead) 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 actual level.) Normal: Undead are immune to mind-affecting effects.

Thundering Spell (Metamagic)


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

Toppling Spell (Metamagic)


Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)

Umbral Spell (Metamagic)


Targets of your darkness spells radiate darkness. Prerequisite: Tenebrous Spell. Benefit: An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spells unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. Level Increase: +2 (an umbral spell uses up a spell slot two levels higher than the spells actual level.) You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object. Shadowcasting Protection from the dark times of Earthfall was but one of Zon-Kuthon's gifts to the terrified people of Nidal. 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. Though most shadowcasters practice wizardry (and indeed, wizards can choose the shadowcaster archetype if they wish to fully embrace this style of magic), Zon-Kuthon's gifts can be used by
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any spellcasting tradition. Beyond the borders of Nidal, cabals practicing shadow magic haunt the fringes of Galt and Taldor, some in service of the Midnight Lord, and others serving only their own lust for power.

Widen Spell (Metamagic)


You can cast your spells so that they occupy a larger space. Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. Level Increase: +3 (a widened spell uses up a spell slot three levels higher than the spell's actual level.) Spells that do not have an area of one of these four sorts are not affected by this feat.

Feats > 3rd Party Feats > Sean K. Reynolds Games > Metamagic Feats - 3rd Party - Sean K. Reynolds Games >

Sympathetic Spell (Metamagic)


Using material links, you can cast spells on targets over vast distances. Benefit: With this feat you can cast a spell on a target as if you were touching the target, regardless of the actual distance between you, provided that both you and the target are on the same plane. The target is entitled to a saving throw against the spell (and spell resistance, if it applies) and the spell has its normal effects and duration. Spells and effects that block scrying, such as nondetection, have the same effect on spells altered by this feat. A detect magic or detect scrying spell can detect a sympathetic spell in progress (that is from the moment casting begins) and detect scrying allows you an opposed caster level check to get an image of the caster of the sympathetic spell. A sympathetic spell requires part of the targets substance as a special material component (in addition to any of its normal components.) For a living creature, this could be a drop of blood, a bit of flesh, hair, nails, or other parts of its body. For a nonliving object, it must be an integral part of its construction, such as a sliver from a timber of a building, not from a piece of furniture inside it). This material component is consumed in the casting of the spell, as normal. Preparing a sympathetic spell requires the normal amount of time, but casting it requires 100 times the usual casting time (with casting times of 1 standard action being treated as 1 round).
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Interruptions to the casting may spoil the spell as normal. Level Increase: +3 (a sympathetic spell uses up a spell slot three levels higher than the spells actual level.)
Section 15: Copyright Notice - Ancient Kingdoms: Mesopotamia
Ancient Kingdoms: Mesopotamia Copyright 2004, Necromancer Games, Inc.; Author Morten Braten.

Blinding Spell (Metamagic)


The magical energy you discharge affects your targets vision. Benefit: The target(s) of a blinding spell are blinded for 1 round. If the spell offers a saving throw, passing that save negates the blindness. A blinding spell uses up a spell slot one level higher than the spells actual level.
Section 15: Copyright Notice - Strategists and Tacticians
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

Complex Spell (Metamagic)


You cast simple spells in complex ways. Benefit: Complex spells add +10 to the DC of Spellcraft skill checks to identify them. A complex spell uses up a spell slot one level higher than the spells actual level.
Section 15: Copyright Notice - Strategists and Tacticians
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

Intensify Spell (Metamagic)


Reduce a spells range to increase its effect. Benefit: When casting an intensified spell, reduce the range increment by one or more steps (as indicated below). For every increment you reduce the range, your effective caster level for this spell increases by 1. This stacks with other modifiers that affect caster level. The range increments are: long; medium; short; touch; personal. If the spell has an invariable range other than touch or personal (that is, a range expressed in feet), it counts as the lower of the two range increments it falls between. For example, a cleric applies Intensified Casting to a bless spell. Bless has a range of 50 feet,
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which falls between close range (25 feet + 5 feet/level) and medium range (100 feet + 10 feet/level). For the purposes of determining its range increment, it is considered a close range. This does not actually affect its range, however the cleric could reduce it to a range of touch and cast it with +1 effective caster level. An intensified spell uses up a spell slot two levels higher than the spells actual level.
Section 15: Copyright Notice - Strategists and Tacticians
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

Neutral Energy (Metamagic)


Your spells rely less on energy and more on pure magical punch. Benefit: You can remove the energy type from the damage dealt by a spell, such as fireball. The amount of damage dealt remains the same (for example, 5d6 for a fireball cast by a 5th level caster), but it is no longer fire damage. A neutral energy spell uses up a spell slot two levels higher than the spells actual level.
Section 15: Copyright Notice - Strategists and Tacticians
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

Offensive Tool (Metamagic)


Your spells dont have time to wait for volunteers. Prerequisite: Chaotic alignment. Benefit: You may turn spells that require willing targets into offensive spells. Any unwilling creature you target is allowed a Will saving throw to resist the spells effects. In the case of spells that affect you and willing targets, like dimension door, the spell affects you normally but your target is unaffected if it successfully saves. You can not apply offensive tool to spells that raise the dead. An offensive tool spell uses up a spell slot three levels higher than the spells actual level.
Section 15: Copyright Notice - Strategists and Tacticians
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

Pinpoint Spellcasting (Metamagic)


You reduce the potency of a spell but increase the range. Benefit: When casting a spell with a range of close, medium, or long, for every -1 you apply to your caster level, you increase the spells range according to the chart below. You cannot decrease your caster level below the minimum required to cast the spell. Spell Range Range Increase* Close Medium +5 ft. +10 ft.

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Long
* Per -1 to caster level.

+40 ft.

Section 15: Copyright Notice - Strategists and Tacticians


Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

Residual Spell (Metamagic)


Your spells leave behind a lingering effect in the area they affected. Benefit: The area a residual spell affects is considered difficult terrain for 1 round/spell level. A residual spell uses up a spell slot equal to the spells actual level.
Section 15: Copyright Notice - Strategists and Tacticians
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.

Concentration Spell (Metamagic)


You can extend the duration of your spells through concentration. Benefit: When the duration of a spell enhanced by the Concentration Spell feat (called a concentration spell) is set to expire, you may instead concentrate to maintain it. When your concentration ends, so does the spell. Concentration Spell may not be used on spells with an instantaneous or 1 round duration. Level Increase: +1 (a concentration spell uses a spell slot 1 level higher than the spell's normal level.)
Section 15: Copyright Notice - Advanced Feats: Visions of the Oracle
Advanced Feats: Visions of the Oracle. Author: Sigfried Trent Copyright 2011, Open Design LLC, www.koboldquarterly.com. All rights reserved.

Delay Spell (Metamagic)


You may delay the effect of a spell you cast. Benefit: When you cast a delayed spell, you may specify 15 rounds. When that number of rounds has passed, the spell takes effect at the beginning of your turn. You may cause the spell to take effect earlier than initially selected by taking a standard action that provokes an attack of opportunity. Only area, personal, and touch spells can be delayed. Any decisions you would make about the delayed spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects
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resolved by those affected by the spell, including saving throws, are decided when the delay period ends. A delayed spell can be dispelled normally during the delay and can be detected normally with spells or abilities that can detect spell effects. A delayed spell takes up a spell slot 2 levels higher than the spells actual level.
Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Advanced Feats: The Witch's Brew
Advanced Feats: The Witch's Brew. Copyright 2010, Open Design LLC, www.koboldquarterly.com. All rights reserved.

Discriminating Spell (Metamagic)


You can protect or target one race or creature type from the effects of your spells. Prerequisite: 5 ranks in Knowledge (arcana). Benefit: You can select one race or creature type, chosen at the time of casting, to be completely immune to the effects of your spell. Alternatively, you can elect to target your spell against a chosen race or creature type, causing only that specific race or creature type to be affected by your spell. A discriminating spell uses up a spell slot 2 levels higher than the spells actual level. Special: You cannot name specific individuals, only races and creature types recognized by the game or GM. For instance, you cannot name Zandor the dragon over there by the hill, but you could name dragonsor white dragons. You must use names or types commonly used in the rules or approved by your GM.
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Advanced Feats: The Witch's Brew. Copyright 2010, Open Design LLC, www.koboldquarterly.com. All rights reserved.

Dormant Spell (Metamagic)


You can cast helpful spells that remain dormant until activated. Benefit: A dormant spell can only be cast on a willing target. Dormant Spell cannot be used with area of effect spells. When a dormant spell is cast, the effects upon the targets are suppressed until a later time when the spell is activated. Activating a dormant spell requires a standard action by its caster (which provokes an attack of opportunity but is not considered spellcasting), at which time the spell effects take place on its original targets even if they are no longer in the normal range of the spell. Once activated, the effects persist as if the spell had just been cast. When you replenish spells, any dormant spells you have cast are lost. Level Increase: +1 (a dormant spell uses a spell slot 1 level higher than the spell's actual level.) Example: Tom the wizard casts a dormant haste on his four companions while in camp. No effect takes place at this time. Later in a pitched battle, Tom takes a standard action to activate the haste spell. Tom and his four companions are now hasted for the normal duration of the spell no matter where they may be when Tom activates the spell. Even if a new fifth companion happens to be standing near Tom, the new companion would not be affected since he was not a target of the spell when it was cast.
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Section 15: Copyright Notice - Advanced Feats: Visions of the Oracle


Advanced Feats: Visions of the Oracle. Author: Sigfried Trent Copyright 2011, Open Design LLC, www.koboldquarterly.com. All rights reserved.

Mass Effect Spell (Metamagic)


Your spells can affect more targets. Benefit: A spell that normally affects a single target now affects 1 target /caster level, no two of which can be more than 30 ft. apart. A mass effect spell uses up a spell slot 4 levels higher than the spells actual level. Special: If used with a touch spell, all targets must be in physical contact with one another. This feat does not work on spells with a range of personal."
Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Advanced Feats: The Witch's Brew
Advanced Feats: The Witch's Brew. Copyright 2010, Open Design LLC, www.koboldquarterly.com. All rights reserved.

Penetrating Spell (Metamagic)


Your spells can overcome energy resistance. Benefit: Damage dealt by a penetrating spell is dealt to a creature as if it did not have the energy resistance universal monster ability (it takes all of the damage even if it normally has an energy resistance which would protect it.) Level Increase: +1 (a penetrating spell uses a spell slot 1 level higher than the spell's actual level.)
Section 15: Copyright Notice - Advanced Feats: Visions of the Oracle
Advanced Feats: Visions of the Oracle. Author: Sigfried Trent Copyright 2011, Open Design LLC, www.koboldquarterly.com. All rights reserved.

Spiritual Armaments Spell (Metamagic)


You create spectral equipment when you summon or animate the dead. Prerequisites: Spellcraft 5 ranks Benefit: This feat can be combined with any spell that summons or animates undead. A spell modified by this feat creates ghostly weapons and armor for the undead you summon in addition to its normal effects. The undead are considered proficient with weapons and armor created in this way. The equipment vanishes when the undead are slain or if taken from the undead, but in all other respects, acts as a non-magical item of the same name. Each undead must be equipped identically as determined at the time of casting. Level Increase: Special: a Spiritual Armaments Spell uses a spell slot a number of levels higher than the spells normal level as determined by the sum of the following modifiers:
Effect Purely decorative equipment Non-exotic weapons or shields (including unlimited ammunition) Level Increase +0 +1

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Light armor Medium armor Heavy armor One ballista or catapult One ram or siege tower Section 15: Copyright Notice - Advanced Feats: Visions of the Oracle

+1 +2 +3 +2 +3

Special: Incorporeal undead cannot gain equipment by use of this feat.


Advanced Feats: Visions of the Oracle. Author: Sigfried Trent Copyright 2011, Open Design LLC, www.koboldquarterly.com. All rights reserved.

Transfer Spell (Metamagic)


You can change the range of a spell from personal to touch. Benefit: You can use Transfer Spell with any spell that has a range of personal to change its range to touch. The target of the spell must accept the spell voluntarily or it has no effect. [spells with range personal] Level Increase: +1 (a transfer spell uses a spell slot 1 level higher than the spell's actual level.)
Section 15: Copyright Notice - Advanced Feats: Visions of the Oracle
Advanced Feats: Visions of the Oracle. Author: Sigfried Trent Copyright 2011, Open Design LLC, www.koboldquarterly.com. All rights reserved.

Abyssal-Born Sorcery (Metamagic)


You have strengthened your demonic heritage by consorting with demons. Prerequisite: Abyssal bloodline sorcerer or demon subtype Benefit: A number of times per day equal to 1 + your Charisma modifier, when you cast a summon monster spell to summon a demon or an animal with the fiendish template the spells casting time is 1 full-round action rather than 1 full round. (Creatures so summoned can only take a standard action in the round in which they are summoned.) An abyssal-born sorcery spell uses up a spell slot equal to that spells actual level. Special: Applying both the Abyssal-Born Sorcery and Quicken Spell metamagic feats to a summon monster spell to summon a demon or an animal with the fiendish template lowers the
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casting time to a swift action. Creatures summoned in this manner are still restricted to a single standard action on their first turn.
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Arcane-Born Sorcery (Metamagic)


You have embraced your talent for metamagic. Prerequisite: Arcane bloodline sorcerer Benefit: Choose one metamagic feat. A number of times per day equal to 1 + your Charisma modifier you can reduce the spell slot adjustment for this feat by one level with a minimum effective level of the spells actual level. Special: You can take this feat multiple times, but you must select a different metamagic feat each time.
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Booming Spell (Metamagic)


You can cause deafening noises with any spell. Prerequisite: Ability to cast a spell with the sonic descriptor Benefit: You can use this feat to affect any spell that inflicts damage. Upon a failed save, the target must make a Fortitude save against the spells original Difficulty Class or be deafened for 1 minute, in addition to the normal damage. Spells with this template gain the sonic descriptor. If the spell already has the sonic descriptor, the Fortitude save is required even upon a successful save. A booming spell uses up a spell slot of the same level as the spells actual level. Special: A spell affected by this feat will not function in magical silence. For example, a booming fireball would not function in the area of magical silence, dealing neither sonic nor fire damage to creatures in the area of silence. In addition this feat will not work on a spell without a saving throw.
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Caustic Spell (Metamagic)


You can lace some of your spells with a powerful corrosive element. Prerequisite: Ability to cast a spell with the acid descriptor Benefit: This feat can affect any spell that can inflict damage upon an object. When a targeted
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object fails its save, the spell ignores the objects hardness and destroy twice as much nonliving matter as normal. A caustic spell has no effect on attended objects. Spells affected by this feat gain the acid descriptor. If the spell already has the acid descriptor, the spell ignores the objects hardness even upon a successful save. A caustic spell uses up a spell slot of the same level as the spells actual level. Special: This feat cannot be applied to a spell with the electricity descriptor.
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Celestial-Born Sorcery (Metamagic)


Your angelic heritage allows your spells to operate on a higher plane of existence. Prerequisite: Celestial bloodline sorcerer or angel subtype Benefit: A number of times per day equal to 1 + your Charisma modifier your spell effects can be invisible and inaudible or they can pass through solid barriers as if they did not exist (line of effect is not disrupted by solid barriers). A celestial-born sorcery spell uses up a spell slot one higher than the spells actual level.
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Chain Spell (Metamagic)


You can cast a spell such that it branches out to strike secondary targets. Benefit: Spells affected by this feat must either have a target of one creature or object or an area of a single ray, cone, or line. When a chain spell strikes its first object or creature, it arcs to a number of secondary targets equal to your caster level (maximum 20), beginning with the closest possible target. If it the original spell requires a ranged attack roll, make a single roll and use this result for all targets. If the target of a chain spell avoids its effects due to spell resistance, a failed attack roll, or a successful save, the spell does not arc to further targets. A chain spell uses up a spell slot three levels higher than the spells actual level.
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Despoiling Spell (Metamagic)


Your spells can disrupt defensive spells. Prerequisite: Ability to cast dispel magic Benefit: A despoiling spell attempts to dispel (as described in dispel magic) any and all spell
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effects on the target that directly interfere with it taking effect. Use of this feat can dispel effects specifically intended to foil the spell in question (shield against magic missile, resist energy) or spells that provide general protection from magic (spell resistance). A despoiling spell uses up a spell slot one level higher than the spells actual level. Special: If you take this feat a second time and have the ability to cast greater dispel magic, a despoiling spell dispels as described in greater dispel magic.
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Disrupting Spell (Metamagic)


You can preemptively counter a spell. Prerequisite: Despoiling Spell, ability to cast greater dispel magic Benefit: Upon a failed save against a disrupting spell, the next spell your opponent casts (including spell-like abilities) is subject to a dispel check, if successful the spell is countered as per dispel magic. An observer may attempt a Spellcraft check (DC 20) to discern what has occurred. A disrupting spell uses up a spell slot equal to the spells actual level.
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Fate-Born Sorcery (Metamagic)


Your destiny allows you to achieve greater and greater success. Prerequisite: Destined bloodline sorcerer or angel subtype Benefit: A number of times per day equal to 1 + your Charisma modifier you can increase the random effect portion of a spell by 25% though it cannot exceed the maximum normal possible outcome of the spell. A fate-born sorcery spell uses up a spell slot equal to that spells actual level.
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Freezing Spell (Metamagic)


You can cause bitter numbing cold with any spell. Prerequisite: Ability to cast a spell with the cold descriptor Benefit: You can use this feat to affect any spell that inflicts damage. Upon a failed save the target must make a Fortitude save against the spells original Difficulty Class or become slowed for one round, in addition to the normal damage. Spells with this template gain the cold
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descriptor. If the spell already has the cold descriptor, the Fortitude save is required even upon a successful save. A freezing spell uses up a spell slot of the same level as the spells actual level. Special: This feat cannot be applied to a spell without a saving throw or one with the fire descriptor.
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Incendiary Spell (Metamagic)


You can cause destructive fires with any spell. Prerequisite: Ability to cast a spell with the fire descriptor Benefit: You can use this feat to affect any spell that inflicts damage. Upon a failed save the target must make a Reflex save against the spells original Difficulty Class or catch on fire (dealing 1d6 fire damage per round until the target spends a standard action extinguishing the flames), in addition to the normal damage. Spells with this template gain the fire descriptor. If the spell already has the fire descriptor, the Reflex save is required even upon a successful save. A burning spell uses up a spell slot of the same level as the spells actual level. Special: This feat cannot be applied to a spell without a saving throw or with the cold descriptor.
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Infernal-Born Sorcery (Metamagic)


You have strengthened your infernal heritage by making a diabolic pact. Prerequisite: Infernal bloodline sorcerer or devil subtype Benefit: A number of times per day equal to 1 + your Charisma modifier you can combine any spell with a charm person spell (or charm monster upon reaching caster level 8th) that requires an additional Will save (DC 10+ level of spell + primary casting ability modifier). The adjusted spell becomes part of the charm subschool and gains the mind-affecting descriptor. An infernalborn sorcery spell uses up a spell slot equal to that spells actual level.
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Invisible Spell (Metamagic)


You can cast a spell such that it becomes invisible. Prerequisite: Abyssal bloodline sorcerer or demon subtype
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Benefit: Spells affected by this feat have no visual effects; spells based on light (such as prismatic spray) have no effect when modified by this feat. The spell is not magically silenced, and certain other conditions can render the spell detectable (such as destruction of objects or disturbing a puddle). A Perception check (DC 20) reveals what has happened. An invisible spell uses up a spell slot three levels higher than the spells actual level.
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Merge Spells (Metamagic)


You can unite two spells together. Prerequisite: Caster level 5th Benefit: You can join two spells that can be cast in a single action and can have the same legal target to form a single effect. All variable effects of the spell are based on the higher level spell. A merged spell uses up a spell slot two levels higher than the highest level spells actual level and uses up the same slot as the lower level spells actual level.
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Misleading Spell (Metamagic)


You can cast a spell so that it becomes invisible, inaudible, or appear as another spell entirely. Prerequisite: Invisible Spell, ability to cast major image Benefit: A spell affected by this feat has no visual or auditory effects or has the visual and auditory effects of your choice (as per major image); spells based on light or sound (such as prismatic spray or shout) have no effect when modified by this feat. Certain other conditions can render the spell detectable (such as destruction of objects or disturbing a puddle). Opponents who succeed on a disbelief check (Will save DC 10+ level of spell + primary casting ability modifier) or a Perception check (DC 30) can discern what has happened. A misleading spell uses up a spell slot four levels higher than the spells actual level.
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Proffer Abjuration (Metamagic)


You have learned how to pass your abjurations on to others. Prerequisite: Caster level 6th Benefit: A number of times per day equal to 1 + youre primary casting ability modifier, you
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can pass any non-personal abjuration spell from which you currently benefit to any willing or helpless creature (SR applies). The duration of this effect does not change and you lose all benefits of the spell.
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Shocking Spell (Metamagic)


You lace your spell with a powerful electrical element. Prerequisite: Ability to cast a spell with the electricity descriptor Benefit: You can use this feat to affect any spell that inflicts damage. Upon a failed save the target must make a Fortitude save against the spells original Difficulty Class or be stunned for one round, in addition to the normal damage. Spells with this template gain the electricity descriptor. If the spell already has the electricity descriptor, the Fortitude save is required even upon a successful save. A shocking spell uses up a spell slot of the same level as the spells actual level. Special: This feat cannot be applied to a spell without a saving throw or one with the acid descriptor,
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Stealing Spell (Metamagic)


You gain the benefits of spells you counter or dispel. Prerequisite: ability to cast dispel magic Benefit: You can apply this feat to any spell that requires a dispel check. When you successfully dispel a beneficial spell, the spell effect transfers to you rather than ending and only you can dismiss the spell. An observer may attempt a Spellcraft check (DC 20) to discern what has occurred. A stealing spell uses up a spell slot one level higher than the spells actual level.
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Unborn Sorcery (Metamagic)


Your connection to the powers of undeath allows you to achieve greater and greater success. Prerequisite: Undead bloodline sorcerer or Undead creature type Benefit: A number of times per day equal to 1 + your Charisma modifier you can change the
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energy type of an evocation spell you cast to negative energy. A unborn sorcery spell uses up a spell slot equal two levels higher than that spells actual level.
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Wyrm-Born Sorcery (Metamagic)


Your draconic ancestry allows you to enhance your spells with the power of dragons. Prerequisite: Draconic bloodline sorcerer or dragon creature type Benefit: A number of times per day equal to 1 + your Charisma modifier you can change the energy type of a spell you cast to the energy type associated with your draconic ancestry. You also deal an additional +1d6 points of damage of that energy type per spell level upon a failed saving throw. A draconic sorcery spell uses up a spell slot equal to that spells actual level, and does not adjust the casting time of that spell.
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Cascade Spell (Metamagic)


You can cast multiple low-level spells as a single higher-level spell. Prerequisite: Dex 13. Benefit: Only spells that target only you and have a duration of at least 1 round can be cast as cascade spells. You can prepare multiple spells as a single cascade spell, as long as all spells are 3rd level or lower, and the total spell levels do not exceed 4. The duration of all the cascade spells is equal to the shortest duration for all the spells. A cascade spell uses up a spell slot one level higher than the total level of all the spells in the cascade. It has a casting time equal to the longest casting time of all the spells in the cascade. Example: Riona is a 9th level dwarf druid. She prepares a cascade spell that includes jump, longstrider, and barkskin4 total levels of spellsas a single 5th level spell. The cascade
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barkskin/jump/longstrider uses a 5th level spell slot, takes a single action to cast, gives her the benefit of all three spells, and has a duration of one minute per level.
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Chain Spell (Metamagic)


You can cast spells that arc to other targets in addition to the primary target. Prerequisite: Widen Spell. Benefit: Only spells with an area or defined number of targets (including one creature), a range greater than touch, and a saving throw (for half damage, or to negate the full effect of the spell) may be cast as chain spells. A chain spell affects the primary target normally then arcs to a number of secondary targets equal to your caster level. You choose the secondary targets as you like but they must all be within 30 feet of the primary target and no individual can be targeted more than once. You can choose fewer secondary targets than the maximum. Secondary targets of a chain spell suffer the full spells effect, but make saving throws against a lower DC. If the chain spell deals damage, the secondary targets may each attempt a Reflex saving throws against the spells normal save DC 2 with a successful save resulting in half damage. For spells that do not directly deal damage, the save DCs for secondary targets are reduced by 4. A chain spell uses up a spell slot four levels higher than the spells actual level. Example: A 10th-level wizard with a 17 Intelligence casts a chain blindness/deafness on a nearby goblin and can specify up to ten secondary targets. The goblin, as primary target, must make a Fortitude save against DC 15, while those affected by the secondary arcs save against DC 11.
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Combat Spell (Metamagic)


You can make combat maneuvers with spells. Prerequisite: Base attack bonus +6. Benefit: Only spells that require an attack roll may be cast as combat spells. A combat spell does not use its normal attack roll, instead making a special combat maneuver check against targets CMD. You use a bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier (whichever is highest). If you hit the targets CMD, in addition to the spells normal effect you can affect the target with a bull rush, disarm, sunder or trip. Even if you miss, the target cannot attempt to make a combat maneuver against you for your failed attempt. A combat spell uses up a spell slot two levels higher than the spells actual level.
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Continual Spell (Metamagic)


You can make one of your spells last all day. Prerequisite: Extend Spell, Stack Metamagic. Benefit: A continual spell lasts 24 hours or until dispelled. Only spells that may be made permanent with a permanency spell may be cast as continual spells. A continual spell uses up a spell slot four levels higher than the spells actual level.
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Countering Spell (Metamagic)


You can prepare a spell in such a way that it is much more useful for counterspelling. Prerequisites: Improved Counterspell. Benefit: A countering spell can be used to counterspell any spell of the same level or lower. A countering spell uses up a spell slot one level higher than the spells actual level.
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Deciphered Spell (Metamagic)


Your spell can be understood by any thinking creature. Prerequisite: Linguistics 1 rank. Benefit: Only language-dependent spells can be cast as deciphered spells. A deciphered spell allows the caster to proceed as if the caster knows at least one language that the target creature knows. It has no effect if the target knows no languages. A deciphered spell uses up a spell slot one level higher than the spells actual level.
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Defensive Spell (Metamagic)


You can increase the protective effects of a spell you cast.
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Benefit: Only spells that grant a bonus to armor class or saving throws can be prepared as a defensive spell. A defensive spell grants a bonus to armor class or saving throws 1 greater than a normal spell of the same type. Thus a defensive shield grants a +4 shield bonus to AC, and a defensive prayer gives its targets a +2 luck bonus to saving throws. A defensive spell uses up a spell slot one level higher than the spells actual level.
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Despoiled Spell (Metamagic)


You can fuel a spell with your own life energy. Benefit: A despoiled spell deals 2 points of Constitution damage to the caster when it is cast. This ability score cannot be healed or recovered until the caster regains use of that spell slot for the day. A despoiled spell uses up a spell slot one level lower than the spells actual level.
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Exchanged Spell (Metamagic)


You can modify a spell that uses one type of energy to use another type of energy. Prerequisite: Knowledge (the planes) 1 rank. Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to use your chosen type of energy instead. An exchanged spell works normally in all respects except the type of damage dealt. For example, an exchanged (cold) fireball behaves exactly the same way a normal fireball would but deals cold damage instead of fire damage. If you cast a spell that already has your selected descriptor as an exchanged spell, the spell gains an additional effect based on that descriptor, as detailed below. Acid: Target must make a Fortitude save or be blinded for 1 round. Cold: Target must make a Fortitude save or be slowed for 1 round. Electricity: Target must make a Reflex save or be confused for 1 round. Fire: Target must make a Reflex save or catch on fire. At the beginning of each turn the target must make a DC 15 reflex save or take 1d6 points of fire damage. Sonic: Target must make a Fortitude save or be deafened for 1 round. An exchanged spell uses up a spell slot one levels higher than the spells actual level. Special: You can gain this feat multiple times. Each time it applies to a different type of energy.
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Fleeting Spell (Metamagic)


You can prepare lower-level versions of spells with shorter durations. Benefit: Only spells that have a duration of at least one minute (10 rounds) when you cast them can be cast as fleeting spells. A fleeting spell has a duration of one round per 5 caster levels or fraction thereof (minimum one round). Fleeting spells cannot also have metamagic feats added that increase their duration or save DC. A fleeting spell uses up a spell slot one level lower than the spells actual level (minimum 1st level). Unlike most metamagic feats, a spell prepared as a fleeting spell calculates its save DC using the new, lower spell level. Example: Davor is a 9th level halforc wizard with an 18 Intelligence. He prepares a fleeting hold person as a 1st level spell. When he casts the spell, it has a duration of 2 rounds, and a save DC of 15 (10 +1 modified spell level +4 Intelligence modifier). If Davor had prepared a fleeting quickened hold person as a 5th level spell, he would still calculate its save DC as a 1st level spell.
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Flexible Spell (Metamagic)


You can decide what metamagic feats to add a spell when you cast it. Prerequisite: Spellcraft 5 ranks. Benefit: When you cast a spell prepared as a flexible spell, you can decide what metamagic feats to add to it at the time of casting. When you prepare a flexible spell, you must decide how many levels of metamagic you can add to it when you cast it. You must know a metamagic feat in order to add it to a flexible spell. A flexible spell uses up a spell slot one level higher than the spells normal level, plus the total number of levels you may use to add other metamagic feats when its cast. A spontaneous spellcaster (bards and sorcerers) using this feat may cast flexible spells without taking any additional time to add metamagic effects to them. Example: Micheal Trebliock is an 8th level bard with the Flexible Spell and Still Spell feats. He decides to cast a flexible stilled charm person as a 3rd level spell, and can do so without taking extra time to cast the spell. Normal: Normally spellcasters who prepare their spells must decide what metamagic to add to a spell when it is prepared, and spontaneous spellcasters must take additional time when adding metamagic effects.
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Inherent Spell (Metamagic)


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You have mastered a spell so thoroughly you can now cast it as a spell-like ability. Prerequisites: Quicken Spell, Silent Spell, Still Spell, Spell Focus. Benefit: You choose a spell that belongs to a school you have taken Spell Focus with. When you cast an inherent spell, it becomes a spell-like ability for you for 24 hours. The casting time of the spell-like ability is 1 standard action or the spells normal casting time (whichever is greater), and there is no limit to how often you can use the spell-like ability. If the inherent spell has a focus, you must have the focus in your possession to use the spell-like ability (though you do not need to be holding it). If the inherent spell has a costly material component (see the spell description) you use an item worth 50 times that cost when you cast the inherent spell. An inherent spell uses up a spell slot eight levels higher than the spells actual level.
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Languid Spell (Metamagic)


You can prepare less effective versions of spells as lower-level versions. Benefit: Only spells that allow a saving throw for half effect or to negate the spells effect can be cast as languid spells. A languid spell does not add its spell level into calculations to determine its save DC. A languid spell uses up a spell slot two levels lower than the spells actual level (minimum 1st level). Example: Xasha is a 9th level bard with an 18 Charisma. She prepares a languid mass charm monster as a 4th level spell. When she casts the spell, she calculates its Will save without including the spell level, resulting in a save DC of 14 (10 +4 Charisma modifier).
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Nonlethal Spell (Metamagic)


You can modify a spell that uses energy to deal damage to instead deal subdual damage. Prerequisite: Heal 1 rank. Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the chosen designator to inflict nonlethal damage. The nonlethal spell works normally in all respects except the damage dealt is nonlethal. For example, a nonlethal fireball spell works in the usual way, including dealing fire damage, but the damage dealt functions as nonlethal damage. A nonlethal spell uses up a spell slot zero levels higher than the spells actual level (that is, exactly the same level as the original spell). Special: You can gain this feat multiple times. Each time it applies to a different type of energy.
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Section 15: Copyright Notice - The Genius Guide To: Feats of Metamagic The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens

Profane Spell (Metamagic)


You can imbue a spell with evil-aligned energy. Prerequisites: Knowledge (religion) 1 rank, evil alignment Benefits: Half the damage of a profane spell is unholy damage, which bypasses any form of energy resistance. Creatures of good alignment suffer a 1 penalty to saving throws against profane spells. A profane spell uses up a spell slot two levels higher than the spells actual level.
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Sanctified Spell (Metamagic)


You can imbue a spell with good-aligned energy. Prerequisites: Knowledge (religion) 1 rank, good alignment. Benefits: Half the damage of a sanctified spell is holy damage, which bypasses any form of energy resistance. Creatures of evil alignment suffer a 1 penalty to saving throws against sanctified spells. A sanctified spell uses up a spell slot two levels higher than the spells actual level.
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Secret Spell (Metamagic)


Your spells are often hard to detect. Prerequisite: Bluff 1 rank. Benefit: A secret spell has no obvious connection to its caster, and no noticeable effects that are not integral to its function. Thus a secret fireball still creates obvious fire (necessary to deal fire damage) but a secret charm person has no elements noticeable to the 5 ordinary senses. A character targeted by a spell with no noticeable effects is not even aware the spell has been cast, though it may be possible to figure out based on how the spell affects the target (the target of a secret hideous laughter wont know who cast a spell, but does know he wouldnt normally laugh endlessly for no reason). Casters using spells that would reveal the magic of a secret spell (such as detect magic) must make a caster level check (DC 11 + caster level of secret spells caster) or fail to pick up any sign of its magic. Characters suffer a penalty equal to the secret spells level to any Spellcraft and Perception checks made to notice secret spell being cast or identify it as they are cast. Any Bluff check made to pass off the effect of a secret spell as something other than a spell gains a circumstance bonus equal to the level of the secret spell.
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A secret spell uses up a spell slot two levels higher than the spells actual level.
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Siege Spell (Metamagic)


You can focus spells to break through doors and shatter walls. Prerequisite: Knowledge (engineering) 1 rank. Benefit: A siege spell ignores half an objects hardness and deals double damage to inanimate objects. This has no impact on the spells effect on living or animate creatures. A siege spell uses up a spell slot one level higher than the spells actual level.
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Swift Spell (Metamagic)


You can cast a spell very quickly at the cost of greatly reduced duration. Prerequisite: Dex 13. Benefit: A swift spell is cast as a swift action. You may only use Swift Spell on a spell with a range of touch or you, and only on spells that normally have a duration of at least one minute (ten rounds) when you cast them. The duration of a swift spell is reduced to one round. A swift spell uses up a spell slot zero levels higher than the spells actual level (that is, exactly the same level as the original spell).
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Terrain Spell (Metamagic)


You can tap into the power of certain kinds of terrain to boost the power of your spells. Prerequisite: Knowledge (nature) 1 rank. Benefit: Select one of the following terrain types: cold (ice, glaciers, snow, and tundra), desert (sand and wastelands), forest (coniferous and deciduous), jungle, mountains (including hills), planes, planes (pick one other than Prime Material), swamp, underground (caves and dungeons), urban (buildings, streets, and sewers), or water (above and below the surface). Your terrain spells have +1 caster level and +1 to the save DC when cast in your chosen terrain. (If you have the favored terrain class feature, you gain this benefit in all of your favored terrains.) You do not gain multiple bonuses for casting a terrain spell in an area that qualifies for more than one of your terrains (such as forest and mountains).
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A terrain spell uses up a spell slot one level higher than the spells actual level.
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Trap Spell (Metamagic)


You can cast a spell into an object as a trap. Prerequisite: Knowledge (dungeoneering) 1 rank. Benefit: A trap spell may only be cast on an object that can be opened and closed and has one (and only one) closure. Rather than going off immediately, the trap spell is held in stasis until it is set off. When someone other than you opens the object, the trap spell goes off. If the trap spell targets an area, you select the center of that area when casting the spell (that point must be relative to the objectcentered on the object, centered 10 feet in front of the object, etc.rather than the location the spell is cast). If the trap spell targets one or more creatures, the creature opening the object becomes the target of the trap spell. The item into which a trap spell is cast is not harmed when the trap spell goes off. You can use the trap spell-infused object without discharging the trap spell. While casting a trap spell, you can also create a password that, if spoken aloud, will allow others to use the object without discharging the trap spell. A trap spell-trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a trap spell. An unsuccessful dispel magic spell does not detonate the spell. Magic traps such as a trap spell are hard to detect and disable. A rogue (and only a rogue) can use the Perception skill to find a trap spell and use Disable Device to bypass it (though the trap spell will reactivate once the item is closed again). The DC in each case is 25 + the trap spells original spell level. A trap spell uses up a spell slot three levels higher than the spells actual level.
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Weak Spell (Metamagic)


You can prepare weaker versions of spells as lower-level versions. Benefit: Only spells that deal hit point damage and have no other effect can be cast as weak spells. A weak spell deals half as much damage as normal. Weak spells cannot also have metamagic feats added that increase their damage or save DCs. A weak spell uses up a spell slot one level lower than the spells actual level (minimum 1st level). Unlike most metamagic feats, a spell prepared as a weak spell calculates its save DCs using the new, lower spell level. Example: Davor is a 9th level halforc wizard with an 18 Intelligence. He prepares a weak fireball as a 2nd level spell. When he casts the spell, he rolls 9d6 for damage (rolling a total of 30) and it has a save DC of 16 (10 + 2 for modified spell level + 4 Intelligence modifier). Since the fireball was a weak spell he halves that damage to 15 (and targets that make successful Reflex saves take half that, or 7 points of damage). If Davor had prepared a weak still fireball as
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a 3rd level spell, he would still calculate its save DC as a 2nd level spell.
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The following Metamagic feats are from www.pathfinderdb.com and are all fan created.

Blinding Spell (Metamagic)


December 11, 2009
Spells you cast with the light descriptor temporarily blinds your foes. Prerequisites Ability to cast spells with the [Light] descriptor. Benefit When casting a spell with the Light descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or become blinded for one round. The spell must successfully deal damage in order to have this effect. A Blinding Spell uses up a spell slot one level higher than the spell's actual level.

Burning Spell (Metamagic)


November 2, 2009
Your spells gain the ability to ignite your foes. Prerequisites Ability to cast spells with the [Fire] descriptor Benefit When casting a spell with the [Fire] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's DC) or catch on fire (dealing 1d6 damage per round until the flames are extinguished). The spell must successfully deal damage in order to have this effect. A Burning Spell uses up a spell slot one level higher than the spell's actual level. Normal Most [Fire] damage spells deal instantaneous fire damage that does not threaten to ignite the target.

Corrosive Spell (Metamagic)


December 9, 2009
Your spells gain the ability to eat away at the flesh of your foes. Prerequisites Ability to cast spells with the [Acid] descriptor. Benefit When casting a spell with the [Acid] descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or start to take continuous damage. This damage is equal to half the spell's level per round (minimum 1). This damage is Acid damage, and the effect lasts until the acid is neutralized or the target receives healing (DC 15 Heal check, or magical healing). The spell must successfully deal damage in order to have this effect. A Corrosive Spell uses up a spell slot one level higher than the spell's actual level.

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Deafening Spell (Metamagic)


December 11, 2009
Your spells gain the ability to deafen your foes. Prerequisites Ability to cast spells with the [Sonic] descriptor. Benefit When casting a spell with the [Sonic] descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or become deafened for one round. The spell must successfully deal damage in order to have this effect. A deafening Spell uses up a spell slot one level higher than the spell's actual level.

Delayed Healing Spell (Metamagic)


August 2, 2011
You may cast a healing spell on yourself or an ally, and not receive the effect until after you receive damage. Prerequisites Ability to cast healing spells, caster level 6. Benefit When using this feat, you can delay the effect of your healing spell for up to ten minutes per caster level or until the subject if the spell receives damage. If the subject does not take damage before the duration ends, the spell still takes effect. If the subject takes enough damage to kill them, and the spell heals less than the total damage they took, then they still die. A delayed healing spell uses up a spell slot two levels higher than normal. A target may have only one delayed healing spell placed on them at a time. Author's Note: There might already be a feat that covers this.

Freezing Spell (Metamagic)


December 10, 2009
Your spells can freeze your foes in place. Prerequisites Ability to cast spells with the [Cold] descriptor. Benefit When casting a spell with the [Cold] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's save DC) or become covered in ice crystals that root them to the ground, giving them the Entangled condition and preventing movement. The spell must successfully deal damage in order to have this effect. A Strength check (DC equal to the spell's save DC) ends the effect - the DC for this check decreases by 1 for every 5 minutes the target is entangled. In hot environments, it instead decreases every 1 minute, and in freezing environments, it never decreases. Fire-based spells directed at the entangled target (or the target's square) end the effect immediately. A Freezing spell uses up a spell slot one level higher than the spell's actual level.

Lasting Spell (Metamagic)


December 11, 2009
Spells you cast with a limited duration last longer than usual. Prerequisites Extend Spell Benefit The duration category of the spell is increased by a factor of one; rounds become minutes, minutes become hours, hours become days. A lasting spell uses up a spell slot two levels higher than the spell's actual level.

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Special The spellcaster can apply the effectsof this feat to a spell more than once, each time increasing the spell's level by an additional +2.

Magic Missile Mastery (Metamagic)


July 14, 2010
Your knowledge of the Magic Missle spell allows you greater flexibility with only slight tweaking. Prerequisites Evocation School Specialist, Spell Focus (Evocation), able to cast Magic Missile Benefit In order for this Feat to be used, at least 3 spell slots must be assigned 'Magic Missile', making it most likely that only Wizards will be using this Feat. Spells similar to 'Magic Missle' are acceptable, with the DMs permission. By removing the bonus damage per missile, you can grant your missiles one of the following: Each missile can be targeted to objects, and deals bludgeoning damage. If a missile is blocked by 'Shield' affects, all within 5' are affected as if 'Flare' was cast on them. By also removing the force affect, you can grant it an elemental type. Each missile deals 1 damage to a target within 5' behind the initial target, as it pierces through. Level I - By increasing the spell level by one, you can grant your missiles one of the following: Each missile instead generates two missiles that deal one dice type lower of damage. One missile out of the pack can be made to hit a specific location, as a 'Called Shot' Each missile reduces the duration of any 'shield' effect by one round per damage dealt. If a 'shield' is destroyed in the manner, all in 5' take 3d4 force damage, Ref 15 for half. You may have the missiles delay until your next round, shooting as many needed as an immediate action. If any missiles are left on your next turn, they are destroyed. You may have any number of missiles orbiting you, each missile will reduces one incoming attack roll by its damage. This affect lasts until your next turn. Level II - By increasing the spell level by two, you can grant your missiles one of the following: When a missile hits, it removes 'Invisibility' effects for 1 round per missile within 5' of impact. Each missile acts as a CMB roll to Trip, Bullrush 5' or Disarm. You are considered to take a 10 on the roll and use your Int modifier instead of Str or Dex. Each missile stuns for 1 round. Fort 15(+1per extra missile) negates. The duration doesnt stack. After casting this spell, the first level spell 'Magic Missile' becomes memorized. One extra missile is generated when that spell is cast. Rolls the damage of your missiles first. You may shoot any number of missiles out, each doing a portion of that damage rolled. This allows for lots of little missiles or one honkin huge missile. You may cast this spell as a Full Round spell. If you do so, you generate an extra missile and each missile deals the next dice type. This can be repeated up to 3 rounds. Level III - By increasing the spell level by three, you grant your missiles all of the following: Choose 2 abilities from the Level I list or one ability from the Level II list. Cannot be counterspelled with 'Magic Missile' and the DC for 'Dispel Magic' is 2 higher. You can have any amount of missiles deal slashing, piercing or bludgeoning instead of force. Author's Note: I use role-playing during combat, where my descriptions matter. Some of you may be asking what does it matter if a missile deals slashing instead of force. Sometimes, a guy needs to get cut and an instant, gaping slash is a great way to let someone know that you mean business.

Mass Spell (Metamagic)


December 16, 2009
You can extend a normally single-target spell to multiple creatures.

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Prerequisites Spellcraft 8 ranks Benefit A spell with a target of "one creature" instead gains a target of "one creature/level, no two of which can be more than 30 ft. apart". Any subtype restrictions on creatures (such as humanoids only) still apply. If the spell has a range of "touch", it instead gains a range of "close" (25 ft. + 5 ft./2 levels). A mass spell uses up a spell slot four levels higher than the spell's actual level. Author's Note: Based on the typical differences between spells and their "mass" versions.

Metamage (Metamagic)
August 27, 2009
This feat combines the list of separate spell-affecting metamagic feats into one basic feat. Prerequisite Ability to cast spells, Arcane or Divine. Benefit This feat allows a spellcaster to customize his spells by combining any of the various metamagic feats. The spell must be memorized or prayed for at the adjusted level and cannot be changed once selected. Normal Without this or other metamagic feats, the spellcaster cannot alter the characteristics of his spells. Author's Note: I came up with this feat as a way of consolidating the many metamagic feats available in order to give spellcasters more flexibility in their casting, much like Pathfinder combined related skills into new, singular skills.

Metamagic Reductions (Metamagic)


August 27, 2009
Weaken a spell's effects to reduce the modifications of other metamagic feats on the spell's level. Prerequisite Metamage Benefit These function as negative versions of existing metamagic feats to enable spellcasters to reduce the effectiveness of spells. The level adjustments granted by these metamagic reductions can be used to offset additional spell levels of metamagic feats, but do not result in a reduction of the base spell level even if the net balance is negative. For example, if a wizard wants to cast an enlarged fireball (double range, +1 level to spell) and is willing to apply two levels of the narrow spell metamagic reduction because hes only targeting a small area (5 radius instead of 20 radius, -2 levels) for a net adjustment of 1 level to the spell, he still memorizes the spell as a 3rd level spell, not a second level spell. The various reductions are noted below along with the metamagic feat that each offsets. This is not a separate feat, per se, but an option that can be applied to the Metamage feat in order to grant spellcasting PCs more control over and customization of their spell effects. Diminish Spell (Empower Spell): Spells variable, numeric effects are half (50%) of normal, with a minimum of 1 point per die [-1 level]. Reduce Spell (Enlarge Spell): Halve spells range [-1 level]. Hasten Spell (Extend Spell): Halve spells duration [-1 level]. Minimize Spell (Maximize Spell): Spells damage is 1 hit point/die [-2 levels]. Weaken Spell (Strengthen Spell, new feat): Spells die of effect or damage is reduced by 1 die type (d12-d10, d10-d8, d8-d6, d6d4, d4-1 point/die) [-1 level]. Narrow Spell (Widen Spell): Spells area is halved [-1 level]. Heighten Spell, Quicken Spell, Silent Spell, and Still Spell do not have any Metamagic Reduction counterparts.

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Special Obviously, instantaneous spells cannot be hastened, and personal affecting spells with no range cannot be reduced. The DM always has the final say as to which modifications can be made to a spell. Author's Note: I created these flip-side versions of the metamagic feats in order to give spellcasters more control over the effects of their spells. Not only does it enable more strategic use of spells, but it increases individuality and unpredictability amongst spellcasters (NPCs can use these reductions, too!).

Power Spell (Metamagic)


August 15, 2010
By channeling more power into your spell, you can increase it's power. Prerequisites Caster Level 2nd Benefit You can choose to increase the damage of a spell by 1d6. When your caster level reaches, 4 and every 4 levels thereafter, the damage done increases by an additional 1d6. A power spell uses up a spell slot 1 level higher for ever 2d6 bonus than the spells actual level. If the bonus is 1d6, the spells level is still 1 higher. Special The extra damage can be improved by Empower Spell and Maximize spell. Author's Note: Well, I think I made a good one this time.

Shocking Spell (Metamagic)


December 8, 2009
Your spells gain the ability to stun your foes. Prerequisites Ability to cast spells with the [Electric] descriptor. Benefit When casting a spell with the [Electric] descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or become Stunned for one round. The spell must successfully deal damage in order to have this effect. A Shocking Spell uses up a spell slot one level higher than the spell's actual level.

Sickening Spell (Metamagic)


December 11, 2009
Your spells gain the ability to sicken your foes. Prerequisites none Benefit Any time you cast a spell that deals Constitution damage, the creature is also sickened for one round. A sickening Spell uses up a spell slot of the same level as the spell's actual level.

Spell Channel (Metamagic)


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August 10, 2011


You have learned to enhance your magic with divine energy. Prerequisites Ability to channel energy Benefit A spell modified with this metamagic feat affects all targets of the spell as if you had used channel energy on them. You must spend one of your daily uses of channel energy when casting a spell modified with this feat. Any saves to resist channeling from this feat uses the spells DC. A Spell channeled spell takes up a slot 2 levels higher than normal.

Spell Jig (Metamagic)


November 23, 2009
With exceptionally nimble feet and a bit of training, you're able to cast spells with your dancing. Prerequisites Silent Spell, 9 ranks Perform (Dance) Benefit When casting a spell with a casting time of one standard action that has been modified by the Silent Spell Metamagic Feat, you may instead cast this spell as a move action, by using your feet. In addition, you may cast this spell if your arms are bound, but your feet are free to move. You may not use this feat while sitting, flying, or prone. Unless Casting Defensively, this provokes Attacks of Opportunity as normal. Normal You cannot cast spells with a Somatic Component when your arms are bound. Author's Note: Think shadowdancer, not ballet.

Spell Surge (Metamagic)


July 21, 2009
By draining away potential magic for additional spells, you have learned to make other spells more powerful. Prerequisites none Benefit When casting spontaneously or when preparing spells for the day, you are able to elect to expend an additional spell per day or spell slot to add to the save DC of another spell by +1. This ability can only be used with spells of the same level and only with spells up to 4th level. For example, if you are able to spontaneously cast three 2nd level spells, you can, at the time of casting, increase the save DC of a spell you are about to cast by +1 and you would have remaining one 2nd level spell. In the case of spellcasters who prepare their spells, this decision would be made at the time spells are prepared. Special This effect can be applied multiple times. For example, if you normally had four 2nd level spells per day, you could elect to prepare or cast only a single 2nd level spell for the day, but that spell would be at +3 to the DC.

Spontaneous Metamage (Metamagic)


August 27, 2009
This feat enables characters who prepare spells to spontaneously alter a limited number of spells with metamagic feats.

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Prerequisite Metamage, Spell Mastery. Benefit A spellcaster who prepares spells ahead of time (does not normally cast spontaneously) can spontaneously alter a previously prepared spell with metamagic enhancements and reductions at the time of casting. Only spells specified in the spellcaster

Strengthen Spell (Metamagic)


August 27, 2009
This feat increases the die type in a spell's effect by one step. Prerequisite Ability to cast Arcane or Divine spells. Benefit Effect dice for a given spell are increased one step (1 to 1d4, 1d4 to 1d6, 1d6 to 1d8, etc). Strengthen Spell adds 1 to the spell level of the spell being modified. Normal The dice of a spell's effect cannot normally be altered. Special If the Metamage feat is used, this feat is included in its area of control. Author's Note: This is a more affordable version of the Empower Spell feat. It's easier to calculate (just roll different dice) and doesn't raise the minimum damage threshold.

From http://esotera.wildspace.com

Spell Points
Posted July 3rd, 2011 by Arazyr

Spell Points
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day. Table: Spell Points per Day Level Bard Cleric, Druid, Wizard 1st 2nd 3rd 4th 5th 1 2 3 6 10 1 2 5 9 14

Paladin, Ranger 0 0 0 0 1

Sorcerer 3 4 5 15 18

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6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

13 18 26 32 39 51 61 70 86 100 111 131 149 169 180

22 30 42 54 70 86 106 126 150 174 202 230 262 292 324

1 1 4 5 5 10 13 14 21 26 29 30 37 42 52

36 44 70 82 116 132 174 194 244 268 326 354 420 452 486

Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster's spells. She spends a number of spell points appropriate to the spell's level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).

Preparing Spells
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of "spells known" for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points. For example, Mary the 4th-level wizard would prepare four 0-level spells, three 1st-level spells, and two 2nd-level spells. She would not gain bonus spells to prepare from having a high Intelligence. These spells

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make up her entire list of spells that she can cast during the day, though she can cast any combination of them, as long as she has sufficient spell points.

Bonus Spell Points and Bonus Spells


Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of her spells each day. To determine the number of bonus spell points gained from a high ability score, first find the row for the character's ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character's class (Wisdom for clerics and druids, Intelligence for wizards, and so forth). Next, find the column for the highest level of spell the character is capable of casting based on her class level (even if she doesn't have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time her ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time her level changes. For example, Mary the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 1617 row and the 2nd column is 4, so Mary has 4 extra spell points to spend each day (in addition to the 9 points she gets for being a 4th-level wizard). If Mary's Intelligence score were increased to 20 because of a fox's cunning spell, she wouldn't gain any additional bonus spell points, since that effect produces a temporary change, not a permanent change. However, if she wore a headband of vast intelligence +4 for 24 hours, then her bonus spell points would increase from 4 to 5, since the bonus counts as permanent at that point. Likewise, when she reaches 5th level, her bonus spell points would increase again to 10 (since she is now capable of casting 3rd-level spells and thus uses that column), and her overall total would increase to 24. A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn't gain any extra spell points (and thus can't cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that. Table: Bonus Spell Points Bonus Spell Points (by Maximum Spell Level) Score 12-13 14-15 16-17 1st 1 1 1 2nd 1 4 4 3rd 1 4 9 4th 1 4 9 5th 1 4 9 6th 1 4 9 7th 1 4 9 8th 1 4 9 9th 1 4 9

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18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 34-35 36-37 38-39 40-41 42-43 44-45 46-47 48-49 50-51

1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

4 5 8 8 8 9 12 12 12 13 16 16 16 17 20 20 20

9 10 13 18 18 19 22 24 27 28 31 36 36 37 40 45 45

16 17 20 25 32 33 36 38 48 49 52 57 64 65 68 73 80

16 26 29 34 41 51 54 56 66 76 77 84 91 101 104 109 116

16 26 40 45 52 62 76 78 88 98 110 117 124 134 148 153 160

16 26 40 58 65 75 89 104 114 124 136 156 163 173 187 205 212

16 26 40 58 80 90 104 119 144 154 166 186 208 218 232 250 272

16 26 40 58 80 107 121 136 161 188 200 220 242 269 283 301 323

For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that she can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast. For example, if Mary were an evoker, she could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, she can use that spell just like any of her other spells, casting it as often as she has spell points. Another example: At 1st level, John the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.

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For class features that grant bonus spells of a nonfixed spell level (such as the X's bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed valueit doesn't increase later as the character gains levelsthough later rewards may be larger as appropriate to the character's spellcasting ability. For example, a 4th-level fighter/4th-level sorcerer who gains a level of X gets a bonus spell. Since the character is capable of casting 2nd-level spells, she receives 3 bonus spell points (2 x 2 = 4, 4 - 1 = 3).

Spontaneous Spellcasting
Characters who cast all their spells spontaneouslysuch as bards and sorcerersdon't have to prepare spells. They can cast any spell they know by spending the requisite number of spell points. Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature's ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points. Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.

Regaining Spell Points


Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of time as normal for the class. Without this period of rest and mental preparation, the caster's mind isn't ready to regain its power. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character's daily limit and aren't regained.

Casting Spells
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell's cost. Table: Spell Point Costs Spell Level 1st 2nd 3rd 4th

Spell Point Cost 1 3 5 7

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5th 6th 7th 8th 9th

9 11 13 15 17

0-level spells cost no spell points to cast, and continue to function as described in the appropriate class' Orisons or Cantrips class feature. Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster's normal caster level to determine damage. Use the character's normal caster level for all other effects, including range and duration. For example, a fireball deals a number of dice of damage based on the caster's level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th. A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell's effective caster level by 1 for purposes of dealing damage. A character can't increase a damage-dealing spell's caster level above her own caster level, or above the normal maximum allowed by the spell. For every two extra dice of damage, the spell's save DC (if any) increases by 1. For example, even at 7th level, Mary's lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless she spends extra spell points. If she spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, and increases the save DC to 17 (10 + 3rd level spell + 3 Int bonus + 1 damage dice increase), but she can't spend more points than this, since her caster level is only 7th. Were she 10th level or higher, she could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell. This would also increase the save DC to 18. Similarly, her magic missile spell only shoots one missile unless she spends extra points. An extra 2 spell points increases the caster level from 1st to 3rd, granting her one additional missile. She can spend a maximum of 6 additional spell points in this manner, increasing her effective caster level to 7th for damage purposes and granting her a total of four missiles. If she were 9th level or higher, she could spend a maximum of 8 extra spell points, granting her five missiles (just like a 9th-level caster).

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Metamagic and Spell Points


In the spell point system, a DM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spellsthey can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell's casting time. The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in her choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell's effective level above what she is capable of casting, she can't cast the spell in that way. For example, at 7th level Mary is capable of casting 4th-level spells. She could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. She couldn't empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell's effective spell level to 5th). The spell's caster level for purposes of damage-dealing effects (see above) doesn't change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level. For example, if Mary empowered her magic missile, it would cost her 5 spell points (as if it were a 3rdlevel spell) but would shoot only one missile and deal (1d4+1 x 1.5) points of damage. If she spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 x 1.5) points of damage. The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat's effects three times per day at no additional spell point cost. The normal limits for maximum spell level applies (a 7th-level wizard can't empower any spell higher than 2nd level, for instance). You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you're comfortable with characters throwing around a lot of metamagic spells.

Multiclass Spellcasters
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.

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For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.

Miscellaneous Issues
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell. Spells that allow a character to recall or recast a spell don't function in this system. (It doesn't make any sense to have a spell that gives you more spell points, since you're either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differentlythey restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character's pool of available points when activated.

Spell Point Variant: Vitalizing


In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster's health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion. This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster's pool of spell points represents a physical, not just mental, limit on his spellcasting power. When a spellcaster's spell point pool falls to half of his maximum or less, he becomes fatigued. When his spell points drop to one-quarter of his maximum or less, he becomes exhausted. For example, at 2nd level John the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on John, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Thomas, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.

Recovering Spell Points


In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical wellbeing. A character's spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatiguedand his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster's spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake

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the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum. As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can't change the spells he has prepared without 8 hours of rest. Mundane Fatigue: If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to onequarter his normal maximum.

Optional Vitalizing Variants


As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster's physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway. A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.

Behind the Curtain: Spell Points


The spell point system dramatically expands the versatility of a spellcaster. Since she's no longer tied to using a specific number of spell slots, she can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerfulthough they aren't capable of casting any spell they couldn't before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else). One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn't have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage. If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.

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All text in the shaded box above is Open Game Content, as defined in Section 1d of the Open Game License Version 1.0a. Login to post comments Printer-friendly version

Comments
Conversion Notes

On October 15th, 2011 Arazyr says:

You may note that I changed the values for more classes than those that actually changed their spell progressions. I did an analysis and found that the "primary" spellcasters (cleric, druid, sorcerer and wizard) tables did not directly correspond to their "Spells By Level" tables, where the others (bard, paladin & ranger) did. So I changed the primaries to do so as well. Basically, this means that the primary spellcasters get fewer spell points at low levels (than in the 3.5 Spell Points system) and more at higher level. I'm not necessarily in love with this change, though, so if you use this conversion, let me know how it works out and if it works better or worse than the previous version.

From www.d20srd.org

Spell Points
Table: Spell Points per Day Cleric, Druid, Paladin, Level Bard Wizard Ranger Sorcerer 1st 0 2 0 3 2nd 0 4 0 5 3rd 1 7 0 8 4th 5 11 0 14 5th 6 16 0 19 6th 9 24 1 29 7th 14 33 1 37 8th 17 44 1 51 Page 52 of 64

9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

22 29 34 41 50 57 67 81 95 113 133 144

56 72 88 104 120 136 152 168 184 200 216 232

1 4 4 9 9 10 17 20 25 26 41 48

63 81 97 115 131 149 165 183 199 217 233 249

The spell point system presented here allows casters to more freely pick and choose which spells they cast each day. Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the casters spells: He spends a number of spell points appropriate to the spells level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below). Metagame Analysis: Spell Points The spell point system dramatically expands the versatility of a spellcaster. Since hes no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerfulthough they arent capable of casting any spell they couldnt cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else). One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didnt have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage. If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.

Preparing Spells
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With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of spells known for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points). For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.

Bonus Spell Points and Bonus Spells


Table: Bonus Spell Points Bonus Spell Points (by Maximum Spell Level) Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 12-13 1 1 1 1 1 1 1 1 1 14-15 1 4 4 4 4 4 4 4 4 16-17 1 4 9 9 9 9 9 9 9 18-19 1 4 9 16 16 16 16 16 16 20-21 2 5 10 17 26 26 26 26 26 22-23 2 8 13 20 29 40 40 40 40 24-25 2 8 18 25 34 45 58 58 58 26-27 2 8 18 32 41 52 65 80 80 28-29 3 9 19 33 51 62 75 90 107 30-31 3 12 22 36 54 76 89 104 121 32-33 3 12 24 38 56 78 104 119 136 34-35 3 12 27 48 66 88 114 144 161 36-37 4 13 28 49 76 98 124 154 188 38-39 4 16 31 52 77 110 136 166 200 40-41 4 16 36 57 84 117 156 186 220 42-43 4 16 36 64 91 124 163 208 242 44-45 5 17 37 65 101 134 173 218 269 46-47 5 20 40 68 104 148 187 232 283 48-49 5 20 45 73 109 153 205 250 301 50-51 5 20 45 80 116 160 212 272 323 and so on Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day. To determine the number of bonus spell points gained from a high ability score, first find the row for the characters ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the characters class (Wisdom for clerics and druids, Intelligence for wizards, and so forth). Page 54 of 64

Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesnt have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes. For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflaks Intelligence were increased to 20 because of a foxs cunning spell or a headband of intellect +4, he wouldnt gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25. A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesnt get any extra spell points (and thus cant cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that. For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast. For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points. Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points. For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciples bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed valueit doesnt increase later as the character gains levels though later rewards may be larger as appropriate to the characters spellcasting ability. For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 2 = 4, 4 - 1 = 3).

Spontaneous Spellcasting

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Characters who cast all their spells spontaneouslysuch as bards and sorcerersdont have to prepare spells. They can cast any spell they know by spending the requisite number of spell points. Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon natures ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points. Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.

Regaining Spell Points


Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the casters mind isnt ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a characters daily limit and arent regained.

Casting Spells
Table: Spell Point Costs Spell Level Spell Point Cost
1. 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

01 1 3 5 7 9 11 13 15 17 Page 56 of 64

Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spells cost. Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that dont deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcasters normal caster level to determine damage. Use the characters normal caster level for all other effects, including range and duration. For example, a fireball deals a number of dice of damage based on the casters level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th. A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spells effective caster level by 1 for purposes of dealing damage. A character cant increase a damage-dealing spells caster level above his own caster level, or above the normal maximum allowed by the spell. For example, even at 7th level, Boredflaks lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he cant spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell. Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).

Metamagic And Spell Points


In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spellsthey can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spells casting time. The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on Page 57 of 64

the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spells effective level above what he is capable of casting, he cant cast the spell in that way. For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldnt empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spells effective spell level to 5th). The spells caster level for purposes of damage-dealing effects (see above) doesnt change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level. For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 1.5) points of damage. If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 1.5) points of damage. The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feats effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard cant empower any spell higher than 2nd level, for instance). You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if youre comfortable with characters throwing around a lot of metamagic spells.

Multiclass Spellcasters
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2ndlevel druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn. For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric Page 58 of 64

spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.

Miscellaneous Issues
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell. Spells that allow a character to recall or recast a spell dont function in this system. (It doesnt make any sense to have a spell that gives you more spell points, since youre either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a characters pool of available points when activated.

Spell Point Variant: Vitalizing


In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the casters health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion. This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcasters pool of spell points represents a physical, not just mental, limit on his spellcasting power. When a spellcasters spell point pool falls to half of his maximum or less, he becomes fatigued. When his spell points drop to one-quarter of his maximum or less, he becomes exhausted. For example, at 1st level Haigh the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on Haigh, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.

Recovering Spell Points


In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A characters spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatiguedand his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcasters spell point total to two-thirds of his maximum. It takes another 6 hours of rest to Page 59 of 64

replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum. As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he cant change the spells he has prepared without 8 hours of rest. Mundane Fatigue If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to onehalf his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.

Optional Vitalizing Variants


As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the casters physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway. A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.

From www.dungeons.wikia.com

Mana-Based Spellcasting (3.5e Variant Rule)


Edit

History Created By Surgo and Lord Blackfang


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Date Created: Status: Editing: Rating:

2006 and 2009 Complete No mechanical changes; post math issues on talk page This is a featured article!

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Contents
[show]

Introduction

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This system was originally created by Lord Blackfang on the Wizards boards in 2006. I updated it and modified it for better playability. This is meant to completely replace the Spell Points variant found in Unearthed Arcana, which is a broken piece of trash. Many attempts have been made to produce a good point-based casting system, and every one of them has failed miserably, all because of the same basic design flaw: a linear - or even exponential - increase of casting cost for higher-level spells. It may seem like common sense because everybody's doing it, but in this case, everybody's wrong. Increasing spell cost with level required casters to have absurd amounts of spell points at high levels, which in turn allows them to cast their most powerful spells way too often at the expense of lower-level spells. This can be fixed partially by charging casters for augmentation (like in the Expanded Psionics Handbook), but it requires an unreasonable amount of work and makes the system incompatible with additional material. So what is the solution, you ask? Quite simple, really. Instead of making casting cost go up with spell level, make it go down with caster level. Yeah, that's the entire system in a nutshell.

Terminology

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Mana: You have a pool of this. Casting spells drains from the pool. Strain Tolerance: This is mana by a different name. Instead of counting mana down, casters accumulate strain points, and have a limit on how many they can accumulate. This is a purely cosmetic change -- people, generally, have an easier and faster time using addition (counting strain up from 0 to an upper bound) than subtraction (counting mana down to 0 from a pool) -this can easily be inverted with no mechanical change.
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Mana/Strain Cost: This table shows us the mana or strain cost (the costs are identical) of each spell. As you can see, the cost increases slightly with spell level (duh) but decreases with caster level - this is the most important feature of the system, the concept that finally made mana-based casting a real and balanced option.

The Rules

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From here on out, the rules are described in terms of strain instead of mana, due to addition being a faster mental process than subtraction. All rules that are not specified (such as the difficulty classes of spells) are the same as in the core rules. Strain Tolerance Edit

Your strain tolerance is equal to your primary casting stat (the actual stat, not the stat modifier). For classes that have more than one casting stat (such as the Favored Soul), your strain tolerance is equal to the stat that would normally grant you bonus spells per day. You also gain additional Strain Tolerance equal to your level in spellcasting classes and prestige classes that add to your caster level. Casting a Spell Edit

When a mana-based spellcaster casts a spell, she has to channel a portion of the mana she is using through her own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells a mage can cast without resting. Every spell has a Strain Cost, which depends on the level of the spell and the level of the spellcaster, as shown on the tables below. At high class levels, some spells have no Strain Cost, and this is fine - a powerful spellcaster can cast basic spells all day long. Whenever a spellcaster casts a spell, she suffers Strain equal to the spell's Strain Cost. As she casts more spells, the Strain accumulates. As long as the total Strain a spellcaster has accumulated is lower than her Strain Tolerance, a spellcaster suffers no ill effect. Continuing to cast spells once her Strain is over her Tolerance, however, is extremely taxing on a spellcaster's body and mind. As soon as a spellcaster's total Strain exceeds her Tolerance, she becomes fatigued (even if she is normally immune to this condition; this is fatigue of the mind, not the body). If a fatigued spellcaster wishes to cast another spell, she must first make a Fortitude save with a DC equal to (20 + the spell's level + the amount of Strain she has over her Tolerance). If the save is successful, the spellcaster casts the spell as normal. If the save is failed, the spell fizzles with no effect and the spellcaster becomes exhausted (even if she is normally immune to this condition). An exhausted spellcaster may not cast any more spells. A spellcaster ceases to be exhausted after
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an hour of complete rest. (Note: The DC on the Fortitude save can and should be changed based on specific classes -- I'd imagine Sorcerers would have lower saves, for example.) If the spell is cast by a class that would normally ready spells every day, the "readied spell" is not forgotten and can be cast again, as long as the spellcaster has the available Strain to do so. The advantage that mana-based Sorcerers should have over mana-based Wizards is amount of Strain available. Recovering Strain Edit

A spellcaster loses Strain equal to her character level, minimum 1 (but never more than her casting stat modifier) per hour if she does not cast spells, fight, run, or otherwise exert herself. A spellcaster who is fatigued due to excess Strain ceases to be fatigued as soon as her total Strain is no longer over her Tolerance. However, a spellcaster does not recover Strain while exhausted. A spellcaster recovers from Strain much faster when she rests. A full 8 hours of rest completely removes all Strain.

Example: The Mage (formerly Wizard)

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The Mage is what we're now calling the Wizard under this variant. They ready spells each day in the same fashion as their Wizard cousins, but cast from Strain/Mana instead. As noted under Casting a Spell, they do not lose prepared spells once they cast them -- instead, their spells are limited by their available Strain. Table: Mage Strain Costs Strain Cost Level th st nd rd th th th th th th 0 1 2 3 4 5 6 7 8 9 1st 3 7 2nd 3 6 3rd 2 6 8 4th 2 5 7 5th 1 5 7 8 6th 1 4 6 7 7th 1 4 5 7 8 8th 0 3 4 6 8 9th 0 3 4 5 7 8 10th 0 2 3 4 7 8 11th 0 2 3 4 6 7 8 12th 0 1 2 3 5 7 8 13th 0 1 2 3 5 6 7 9
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14th 15th 16th 17th 18th 19th 20th

0 0 0 0 0 0 0

1 0 0 0 0 0 0

1 1 0 0 0 0 0

2 2 1 1 1 0 0

4 4 3 3 2 2 1

5 5 4 4 3 3 2

7 6 5 5 4 4 3

9 8 8 7 6 6 5

9 9 8 8 7 6

9 9 8 8

(Special note: feats like Versatile Spellcaster (RDr) would not allow you to sacrifice level 3 castings for level 4 castings at level 20, because such feats explicitly deal in spell slots and this variant does away with such a concept.)

Example: The Sorcerer

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The Sorcerer has an identical table to the Mage. However, he has far more limited spells known than the Mage does. To make up for this limitation, the Sorcerer multiplies his casting stat by 1.5 when calculating his Strain Tolerance. Thus, the Sorcerer can cast more of his limited spell selection than the Mage can cast of her much wider spell selection.

Changing Recovery Mechanics

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This system has been designed so that the recovery mechanic can very easily be changed to suit your needs of your game. As written here, the system covers fatigue-based casting, recharge magic and, finally, a full recovery on rest for those who still believe in the 4-encounter work day. I expect most people to use the system exactly as written, but it has been engineered to be easy to add and remove these or other components to provide the recovery mechanic you want for your own game. For an example let's say you don't like the recharge component as written, which allows you to recharge more strain and cast more of your higher-level spells as your caster level goes up. I believe this to be a good feature, but some will dislike the power curve it introduces to mages. To change this to better suit your needs, you can remove the current recharge mechanic and replace it with the following: You recover one-quarter your total strain every hour (but never more than your casting stat modifier). This divorces caster level from recovery and thus guarantees that a high-level spellcaster can't cast more of his top-level spells in a day than a low-level spellcaster can.

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