Metamagic Feats

As a spellcaster’s knowledge of magic grows, a spellcaster can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

Wizards and Divine Spellcasters: 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. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

SUDDEN METAMAGIC FEATS

You choose whether to apply a sudden metamagic feat to a spell as you cast the spell. You can apply a sudden metamagic feat to a spell of any level, and it does not affect the spell’s level for the purpose of determining which spell slot it occupies.

You can apply a sudden metamagic feat to a spell that has already been enhanced by a regular metamagic feat. However, the sudden metamagic feat cannot be of the same type as the regular metamagic feat (for instance, you can’t use Sudden Extend on a spell that has already been extended).

A sudden metamagic feat doesn’t require a full-round action from casters who choose spells as they cast them, such as sorcerers and bards.

BEND SPELL [METAMAGIC]

Cover does little to reduce the effectiveness of your spells.

Benefit: You reduce all benefits from cover for creatures affected by one of your spells. Target creatures gain no cover bonuses to Armor Class against a bent spell, and any saving throws made by creatures in its area of effect gain no cover bonuses. This feat does not allow your spell to affect any target that would not normally be affected (for example, a target with total cover still cannot be affected). A bent spell uses up a slot one level higher than the spell's actual level.

BLISTERING SPELL [METAMAGIC]

Your fire spells sear the flesh from your enemies' bones, leaving them wracked with pain.

Benefit: This metamagic feat can be applied only to a spell that has the fire descriptor. A blistering spell deals an extra 2 points of fire damage per level of the spell. In addition to the spell's normal effect, any creature that fails its save against a blistering spell takes a -2 penalty on attack rolls and checks until the beginning of your next turn. A blistering spell uses up a spell slot one level higher than the spell's actual level.

BORN OF THE THREE THUNDERS [METAMAGIC] L5R

You have learned to marry the power of lightning and thunder in your electricity and sonic spells.

Prerequisite: Energy Substitution (electricity), Knowledge (nature) 4 ranks

Benefit: When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage. In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so. A three thunders spell uses a spell slot of the spell's normal level. In addition, its descriptor changes to include both energy types-for example, a lightning bolt of the three thunders is an evocation [electricity, sonic] spell.

CHAIN SPELL [METAMAGIC]

You can cast spells that arc to other targets in addition to the primary target.

Prerequisite: Any metamagic feat

Benefit: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 10). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don't deal damage, the save DCs against arcing effects are reduced by 4.

CITY MAGIC [METAMAGIC]

You can use the city itself to shape and enhance your spellcasting.

Prerequisite: Caster level 3rd

Benefit: You can modify any damaging spell you cast to incorporate the urban environment. When casting an offensive spell with an energy subtype-acid, cold, electricity, fire, or sonic-you can invest the spell with a portion of the city’s spirit. In most cases, this investment is gritty and spectacular, drawing dirt, gravel, nails, and other nearby detritus into the spell effect. In other cases, the investiture is much more subtle, often merely changing the look of the spell. Only half the damage from a spell with the appropriate subtype is considered energy damage, and is thus subject to resistances or immunities. The remainder comes from the city itself, and is not subject to spell or energy resistances or immunities. This investiture only occurs for spells cast within urban environments, defined as any area above the size of a small town).

A spell modified using the City Magic feat uses a spell slot of the spell’s normal level.

CONSECRATE SPELL [METAMAGIC]

You can imbue your spells with the raw energy of good.

Prerequisite: Any good alignment

Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks.

The consecrated spell uses up a spell slot one level higher than the spell’s actual level.

COOPERATIVE SPELL [METAMAGIC]

You can cast spells to greater effect in conjunction with the same spell cast by another individual.

Prerequisite: Any metamagic feat

Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of cooperatively cast spells and +1 to caster level checks to beat the target's spell resistance (if any), using the higher base DC and level check of either caster. A cooperative spell uses up a spell slot of the same level as the spell's actual level.

Special: For each additional caster with this feat casting the same cooperative spell simultaneously, the spell's save DC and the bonus on the caster level check both increase by 1. When more than two spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters involved in the casting. For example, two wizards and two sorcerers standing in a circle all have Cooperative Spell. The first three in the initiative order ready an action to cast fireball, casting the spell when the fourth does. The base DC of the spell's save is equal to the highest save DC among the cooperative casters (as determined by relevant ability scores, other feats, special abilities, or items) +4 (+2 for the first cooperative caster and +1 for each of the other two). As well, whoever has the highest caster level determines the base caster level check, which gains a +3 bonus (+1 for each cooperative caster).

CORRUPT SPELL [METAMAGIC]

You can transform one of your spells into an evil version of itself.

Prerequisite: Any evil alignment

Benefit: This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. The corrupted spell uses up a spell slot one level higher than the spell’s actual level.

DEAFENING SPELL [METAMAGIC]

You can modify a spell so it deafens targets.

Benefit: You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell is also deafened for 1 round.

The effects from multiple deafening spells do not stack. A deafening spell uses up a spell slot one level higher than the spell's actual level.

DECEPTIVE SPELL [METAMAGIC]

You can cast spells that seem to come from somewhere other than where they should.

Benefit: A deceptive spell appears to come from any direction you choose. For instance, a magic missile might shoot from a nearby doorway, rather than from your own finger, or a lightning bolt might emerge from the floor rather than from you. You cannot use this feat to gain a bonus to hit, to circumvent cover, to flank, or in any other way to gain a numeric or mechanical advantage on any attack rolls. Its purpose is to disguise the source of the spell, preventing anyone who did not actively observe you casting it from recognizing you as its caster. You cannot apply Deceptive Spell to any spell with a range of touch or a target of you. A deceptive spell uses up a slot one level higher than the spell’s actual level.

DELAY SPELL [METAMAGIC]

You can cast spells that take effect after a short delay of your choosing.

Prerequisite: Any other metamagic feat

Benefit: A delayed spell doesn't activate until 1 to 5 rounds after you finish casting it. You determine the delay when you finish casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate. Only personal or touch range spells and those with areas can be affected by this feat. Any decisions you would normally make about the spell (including attack rolls, designating targets, or determining or shaping an area) must be made when the spell is cast. Any effects resolved by the subject (including saving throws) are determined when the spell triggers. If conditions change between casting and triggering in such a fashion as to make the spell impossible, the spell fails. A delayed spell may be dispelled normally during the delay period, and spells such as detect magic can detect it normally in the area or on the target. A delayed spell uses up a slot three levels higher than the spell's actual level.

DEMON MASTERY [GENERAL]

You are particularly skilled at summoning demons and convincing them to serve you.

Prerequisite: Any non-good alignment

Benefit: You gain a +2 bonus on Charisma checks made to resolve the effects of planar binding and similar spells. Additionally, whenever you use a spell to summon a demon, your effective caster level increases by 1 for the purpose of resolving its effects.

DEMONIC CONDUIT [GENERAL]

Your evil brand incorporates blasphemous runes and sigils that augment magical attacks you make against lawful and/or good targets.

Benefit: The save DC for any spell you cast against a lawful or good creature increases by 1. Against lawful good targets, the save DC increases by 2.

DISRUPTING SPELL [METAMAGIC]

You can cast spells that disrupt other caster’s magical capabilities.

Benefit: You can alter a spell so it interferes with one or more targets’ supernatural and spell-like abilities, as well as any spells they cast. A disrupting spell temporarily reduces the save DC of any spell, spell-like, or supernatural ability the affected creature or creatures can cast or use by 2. The effect of a disrupting spell lasts for a number of rounds equal to the spell’s unmodified level. Multiple disrupting spells do not stack. A disrupting spell has no effect on magic items. A disrupting spell uses up a spell slot two levels higher than the spell’s actual level.

DISRUPTING SPELL [METAMAGIC]

You can cast spells that disrupt other caster's magical capabilities.

Benefit: You can alter a spell so it interferes with one or more targets' supernatural and spell-like abilities, as well as any spells they cast. A disrupting spell temporarily reduces the save DC of any spell, spell-like, or supernatural ability the affected creature or creatures can cast or use by 2. The effect of a disrupting spell lasts for a number of rounds equal to the spell's unmodified level. Multiple disrupting spells do not stack. A disrupting spell has no effect on magic items. A disrupting spell uses up a spell slot two levels higher than the spell's actual level.

EMPOWER SPELL [METAMAGIC]

You can cast spells to greater effect.

Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. For example, an empowered magic missile deals 1-1/2 times its normal damage (roll 1d4+1 and multiply the result by 1-1/2 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

ENERGIZE SPELL [METAMAGIC]

Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.

Prerequisite: Must not have the ability to rebuke undead, Nonevil alignment

Benefit: Your spells are infused with positive energy. An energized spell deals an extra 50% damage to undead creatures, but deals 50% less damage to nonundead creatures and to objects. An energized spell uses up a spell slot one level higher than the spell's actual level.

Special: A character who has the ability to channel negative energy to rebuke or command undead cannot select this feat.

ENERGY ADMIXTURE [METAMAGIC]

You can modify a spell that uses one type of energy to add an equal amount of another energy type.

Prerequisite: Energy Substitution

Benefit: Choose one type of energy (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can then modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy to the spell's normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, with each type of energy counting separately toward the spell's damage cap. Thus, an acid fireball cast at 6th level deals 6d6 points of fire damage and 6d6 points of acid damage (rolled separately), while the same acid fireball cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of acid damage. Even opposed types of energy (such as fire and cold) can be combined using this feat. An energy admixed spell uses up a spell slot four levels higher than the spell's actual level. As well, the spell's descriptor changes to include both energy types present in the spell-for example, the acid fireball described above is an evocation [acid, fire] spell.

Special: You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for substitution via the Energy Substitution feat (so you can select cold as your energy type with Energy Admixture if you have selected cold as your Energy Substitution energy type). You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling its normal damage dice.

ENERGY AFFINITY [METAMAGIC]

You can modify a spell that uses one type of energy to use another type (acid, cold, electricity, or fire) instead.

Prerequisites: Knowledge (arcana) 5 ranks, able to cast at least one spell of each of these energy types: acid, cold, electricity, and fire

Benefit: Choose acid, cold, electricity, or fire. You can modify any spell with an energy descriptor to use the chosen type of energy instead. A spell so modified works normally in all respects except the type of damage dealt.

A modified spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of energy.

ENERGY SUBSTITUTION [METAMAGIC]

You can modify an energy-based spell to use another type of energy instead.

Prerequisite: Knowledge (arcana) 5 ranks, any metamagic feat

Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor changes to the new energy type.

Special: You can gain this feat multiple times, choosing a different type of energy each time.

ENLARGE SPELL [METAMAGIC]

You can cast spells farther than normal.

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. 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 have increased ranges.

EXPLOSIVE SPELL [METAMAGIC]

You can cast spells that blast creatures off their feet.

Benefit: An explosive spell ejects any creature caught in its area to the nearest edge of its effect and knocks the creature prone if it fails its saving throw against the spell. For example, an explosive fireball moves all creatures in its area who fail their saves at least 20 feet from the center of the effect, while an explosive lightning bolt moves targets 5 feet to either side of the stroke. Any creature moved in this manner takes an additional 1d6 points of damage per 10 feet moved. This movement does not provoke attacks of opportunity. If some obstacle intervenes to prevent the blasted creature from moving to the nearest edge of the effect, the creature stops at the obstacle but takes 1d6 points of damage from striking the barrier (in addition to any damage taken from being forcibly moved to the barrier). Explosive Spell can only be applied to spells that allow Reflex saves and affect some area (a cone, line, or burst). An explosive spell uses up a spell slot two levels higher than the spell's actual level.

EXTEND SPELL [METAMAGIC]

You can cast spells that last longer than normal.

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. An extended spell uses up a spell slot one level higher than the spell’s actual level.

FELL ENERGY SPELL [METAMAGIC]

You add a dose of raw necromantic energy to your beneficial spells, making them especially effective for undead creatures.

Benefit: Any numerical bonus granted by a spell modified with this feat increases by +2 for all undead creatures it affects. This increase does not apply to factors such as range, save DC, healing, or other numerical factors relating to a spell. Only effects described as bonuses gain this benefit. A fell energy spell takes up a spell slot one level higher than the spell's actual level.

FIERY SPELL [METAMAGIC]

Your fire magic is bolstered, further scorching your enemies.

Benefit: A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fire descriptor. For example, if a 9th-level wizard with this feat casts a fiery fireball, the fireball deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell’s actual level.

GUIDED SPELL [METAMAGIC]

Your spells zero in on a specific target.

Benefit: Only those spells delivered by a ranged touch attack can be guided. Choose a target within range before casting a guided spell. A guided spell ignores anything up to total cover and full concealment as it moves over, under, or around barriers, seeking that target. You do not check for miss chance due to concealment, and your foe does not gain an AC bonus due to cover. If a guided spell misses on its initial attack, it persists for a number of rounds equal to 1/3 your level (rounded down), making another ranged touch attack on your turn each round against that target until it hits or the guided duration ends. If the target or you move out of the range of the spell, if the target gains total cover or concealment from your position, or if the line of effect for the spell is blocked, the guided spell immediately ends. You do not need to concentrate on a guided spell while it is attacking. A guided spell uses up a spell slot three levels higher than the spell's actual level.

INVISIBLE SPELL [METAMAGIC]

You can make your spell effects invisible.

Prerequisite: Any metamagic feat

Benefit: You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. Note that this feat has no bearing on any components required to cast the enhanced spell, so the spell’s source might still be apparent, depending on the situation, despite its effects being unseen. For example, a fireball cast by someone with this feat could be made invisible in the moment of its detonation, but everyone in the area would still feel the full effect (including the heat), and any flammable materials ignited by the explosion would still burn visibly with nonmagical fire. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell.

A spell modified using the Invisible Spell feat uses a spell slot of the spell’s normal level.

HEIGHTEN SPELL [METAMAGIC]

You can cast a spell as if it were a higher-level spell than it actually is.

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. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare hold person as a 4th-level spell (instead of a 2nd-level spell), and it would in all ways be treated as a 4th-level spell.

MAXIMIZE SPELL [METAMAGIC]

You can cast spells to maximum effect.

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. 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 one-half the normally rolled result. An empowered, maximized fireball cast by a 15th-level wizard deals points of damage equal to 60 plus one half of 10d6.

NONLETHAL SUBSTITUTION [METAMAGIC]

You can modify a spell that uses energy to deal damage to deal nonlethal damage instead.

Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks

Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the chosen designator to deal nonlethal damage instead of energy damage. The altered spell works normally in all respects except the type of damage dealt.

PURIFY SPELL [METAMAGIC]

You can charge your damaging spells with celestial energy that leaves good creatures unharmed.

Prerequisites: Any good alignment.

Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, neutral creatures take half damage, or one-quarter with a successful saving throw (if allowed), while good creatures take no damage at all. Evil outsiders affected by the spell take extra damage: The spell’s damage is increased by one die type (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on, using the same progression as weapons increasing in size). For example, a purified lightning bolt cast by a 7th-level wizard deals 7d6 points of electricity damage to evil creatures, half damage to neutral creatures, and no damage at all to good creatures caught in its path. Evil outsiders (except ones immune to electricity) take 7d8 points of damage.

A purified spell uses up a spell slot one level higher than the spell’s actual level.

QUICKEN SPELL [METAMAGIC]

You can cast a spell with a moment’s thought.

Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full-round action cannot be quickened. 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: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

RAPID SPELL [METAMAGIC]

You can cast spells with long casting times more quickly.

Benefit: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be cast in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour. A rapid spell uses up a spell slot one level higher than the spell’s actual level.

Special: A spell can be made rapid and quickened only if its original casting time was 1 full round. This feat can be applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round.

REACH SPELL [METAMAGIC]

You can cast touch spells without touching the spell recipient.

Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.

SCULPT SPELL [METAMAGIC]

You can alter the area of your spells.

Prerequisite: Any metamagic feat

Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot radius spread), or a 120-foot line. A sculpted spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. A sculpted spell uses a spell slot one level higher than the spell’s actual level.

SEARING SPELL [METAMAGIC]

Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.

Benefit: A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor.

Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell’s actual level.

SILENT SPELL [METAMAGIC]

You can cast spells silently.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. 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 metamagic feat.

SONG OF THE DEAD [METAMAGIC]

You can add such a powerful dose of necromantic energy

to your mind-affecting spells that they function against

undead creatures but are useless against all others.

Benefit: A mind-affecting spell modified by this feat works normally against intelligent undead creatures. Mindless undead (those without Intelligence scores) are still immune to its effect, and the altered spell has no effect against living creatures or constructs. A song of the dead spell takes up a spell slot one level higher than the spell's actual level. Note that the use of this feat does not make mind-affecting spells affect undead if the spell's description specifies that the target must be living or of a particular creature type (other than undead).

Any spells prepared with Song of the Dead become necromancy spells.

STILL SPELL [METAMAGIC]

You can cast spells without gestures.

Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

SUDDEN EMPOWER [METAMAGIC]

You can cast one spell per day to greater effect without special preparation.

Prerequisite: Any metamagic feat

Benefit: Once per day, you may apply the Empower Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Empower Spell feat normally, if you have it.

SUDDEN ENERGY AFFINITY [METAMAGIC]

You can modify a spell’s energy type once per day without special preparation.

Prerequisite: Energy Affinity

Benefit: Once per day, you may apply the Energy Affinity feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Energy Affinity feat normally.

Special: You can gain this feat multiple times. Each time it applies to a different type of energy.

SUDDEN ENLARGE [METAMAGIC]

You may cast one spell per day with a greater range than normal without special preparation.

Benefit: Once per day, you may apply the Enlarge Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Enlarge Spell feat normally, if you have it.

SUDDEN EXTEND [METAMAGIC]

You can cast one spell per day with a longer duration than normal without special preparation.

Benefit: Once per day, you may apply the Extend Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Extend Spell feat normally, if you have it.

SUDDEN MAXIMIZE [METAMAGIC]

Once per day you can cast a spell to maximum effect without special preparation.

Prerequisite: Any metamagic feat

Benefit: Once per day, you may apply the Maximize Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Maximize Spell feat normally, if you have it.

SUDDEN QUICKEN [METAMAGIC]

Once per day you can cast a spell with a moment’s thought without special preparation.

Prerequisites: Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still.

Benefit: Once per day, you may apply the Quicken Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Quicken Spell feat normally.

SUDDEN SILENT [METAMAGIC]

Once per day you can cast a spell silently without special preparation.

Benefit: Once per day, you may apply the Silent Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Silent Spell feat normally, if you have it.

SUDDEN STILL [METAMAGIC]

Once per day you can cast a spell without gestures without special preparation.

Benefit:Once per day, you may apply the Still Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Still Spell feat normally, if you have it.

SUDDEN WIDEN [METAMAGIC]

Once per day you can increase the area of a spell without special preparation.

Benefit: Once per day, you may apply the Widen Spell feat to any spell you cast, without increasing the level of the spell or specially preparing it ahead of time. You may still use the Widen Spell feat normally, if you have it.

TRANSDIMENSIONAL SPELL [METAMAGIC]

You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell’s area.

Benefit: A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the spell’s area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole.

You must be able to perceive a creature to target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. A transdimensional spell uses up a spell slot one level higher than the spell’s actual level.

Normal: Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature.

WIDEN SPELL [METAMAGIC]

You can increase the area of your spells.

Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. For example, a fireball spell (which normally produces a 20-foot-radius spread) that is widened now fills a 4-footradius spread. 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.