Prerequisites

Spell Focus (conjuration)

Description

Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Tags: Arcane, Divine, Spellcasting, Magic

Description

You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure.

For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor.

Tags: Arcane, Defense

Prerequisites

Caster level 3rd

Description

You can create a potion of any 3rd level or lower spell that you have prepared and that targets one or more creatures. Brewing a potion takes one hour per spell level. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a potion is its spell level × its caster level × 30 gp. To brew a potion, you must use up raw materials costing one-half this base price and expend the spell's spell slot.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component when creating the potion.

Tags: Arcane, Divine, Item Creation

Prerequisites

Caster level 5th

Description

You can create any magic weapon, armor, or shield whose prerequisites you meet. Enchanting a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing one-half this total price.

The weapon, armor, or shield must be a masterwork item that your provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs one-quarter the raw materials and half the time it would take to craft the item from scratch.

Tags: Arcane, Divine, Item Creation

Prerequisites

Caster level 9th

Description

You can create any rod or staff whose prerequisites you meet. Crafting a rod or staff takes one day for each 1,000 gp in its base price. To craft a rod or staff, you must use up raw materials costing one-half of the item's base price. Newly created staves have 50 charges.

Some rods or staves incur extra costs as noted in their descriptions. These costs are in addition to those derived from the base price given.

Tags: Arcane, Divine, Item Creation

Prerequisites

Caster level 3rd

Description

You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must use up raw materials costing one-half this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component.

Tags: Arcane, Divine, Item Creation

Prerequisites

Caster level 3rd

Description

You can create any ring or wondrous item whose prerequisites you meet. Enchanting a wondrous item or ring takes one day for each 1,000 gp in its base price. To enchant a wondrous item, you must use up raw materials costing one-half this base price.

You can also mend a broken ring or wondrous item if it is one that you could make. Doing so costs one-quarter the raw materials and takes half the time that it would to craft the item from scratch.

Some rings and wondrous items incur extra costs as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay this additional cost to repair an item.

Tags: Arcane, Divine, Item Creation

Description

You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can’t be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell’s actual level.

Tags: Arcane, Divine, Spellcasting

Description

All variable, numeric effects of an empowered spell are increased by one-half.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than normal.

Tags: Arcane, Divine, Spellcasting

Prerequisites

Any other metamagic feat, Knowledge(Arcana) 5 ranks

Description

You choose one type of damage: acid, cold, electricity, fire, sonic, or nonlethal. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of damage instead. The altered spell uses a spell slot of the spell’s normal level.

The altered spell works normally in all respects except the type of damage dealt.

Special

You can gain this feat multiple times. Each time the feat applies to a different type of energy. Tags: Arcane, Divine, Spellcasting

Description

You can alter a spell with a range of close, medium, or long to double its range. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level, and long-range spells have a range of 800 ft. + 80 ft./level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Tags: Arcane, Divine, Spellcasting

Description

You may cast any spell that has a material component costing 1 gp or less without needing that component. If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Tags: Arcane, Divine, Spellcasting

Description

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 normal.

Tags: Arcane, Divine, Spellcasting

Prerequisites

Spell Focus

Description

Choose a school of magic to which you have already applied the Spell Focus feat. Add +1 to the Difficulty Class for all saving throws against spells from this school.

You may gain this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a different school of magic.

Tags: Arcane, Divine, Spellcasting

Prerequisites

Spell Penetration

Description

You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the bonus from Spell Penetration.

Tags: Arcane, Divine, Spellcasting

Description

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.

Tags: Arcane, Divine, Spellcasting

Description

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Tags: Arcane, Divine, Spellcasting

Description

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. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

Tags: Arcane, Divine, Spellcasting

Prerequisites

Extend Spell

Description

A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six levels higher than the spell’s actual level.

Tags: Arcane, Divine, Spellcasting

Description

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. 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 usually can’t be applied to spells cast spontaneously (including sorcerer spells and bard spells), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action. Tags: Arcane, Divine, Spellcasting

Description

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 at 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.

Tags: Arcane, Divine, Spellcasting

Prerequisites

Any other metamagic feat

Description

A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell’s actual level. Repeat Spell cannot be used on spells with a range of touch.

Tags: Arcane, Divine, Spellcasting

Prerequisites

Caster level 1st

Description

You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component when scribing the scroll.

Tags: Arcane, Divine, Spellcasting

Description

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.

Tags: Arcane, Divine, Spellcasting

Description

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Tags: Arcane, Divine, Spellcasting

Prerequisites

Wizard level 1st

Description

Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Tags: Arcane, Spellcasting

Description

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Tags: Arcane, Divine, Spellcasting

Description

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.

Tags: Arcane, Divine, Spellcasting

Description

You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area are doubled. 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.

Tags: Arcane, Divine, Spellcasting



Some content presented here is derived from the d20 System, a trademark of Wizards of the Coast. All d20 content is used according to the terms of the Open Game License. Zachary Kulp and merfolkstudio.com are not affiliated with Wizards of the Coast, Inc. in any way.