Rules- Feats: Metamagic Feats
Metamagic Feats
Feat Requirements Benefits
- Born of the Three Thunders Nature 4, energy sub elect Daze caster 1 R, spell fort or daze 1 r, deals ½ sonic & ½ electrical.
- Chain Spell Any metamagic feat +3 spell lv, chain to other foe (1/CL) in 30’ of prime, ½ dam and DC -4.
- Consecrate Spell Good alignment +1 spell lv, mod spell is good and ½ damage is divine.
- Corrupt Spell Evil alignment +1 spell lv, mod spell is evil and ½ damage is divine.
- Earthbound Spell – +2 spell lv, cast spell on adj square, triggers by next creature or 1 H.
- Empower Spell - +2 Spell Lv, all variables + 50%
- Energy Admixture Energy substitution +4 spell lv, mod spell deals energy sub damage + regular damage.
- Energy Substitution Arcane 5, any metamagic Choose energy (fire, acid, cold, lightning), mod spell deals this instead.
- Enlarge Spell - +1 spell Lv, spell with range of short, medium, or long by 100%.
- Extend Spell - +1 spell lv. extended spell lasts twice as long.
- Fell Blinding - +2 spell lv, those failing save blind for 1 r per spell level.
- Fell Disrupt - +1 spell lv, undead take 1d8+1 (CL),
- Fell Drain - +2 Spell Lv, anyone damaged takes 1 neg lv for 1H/CL.
- Fell Frighten - +1 spell lv, spell causes anyone to be damage to be shaken for 1 M
- Fell Poison - +2 spell lv, additional fort save, 1d66/1d6 CON
- Fell Weaken - +1 spell lv, spell also gives-4 penalty to strength for 1 minute.
- Heighten Spell - +? Spell lv, the spell is considered to be that level.
- Invisible Spell Any metamagic feat No visible manifestations of your spell.
- Intensify Spell Spellcraft 9 +1 spell level, increases max damage die potential by +5.
- Lord of the Uttercold Planes 9, energy sub cold, Your cold spells deal ½ cold and ½ negative.
- Maximize Spell - +3 spell Lv. the modified spell has all its numeric effects maximized
- Merciful Spell Spellcraft 9 +0 spell level, spell deals only nonlethal damage.
- Persistent Spell Extend spell +6 Sp Lv, fixed or personal range spell duration = 24 hours.
- Piercing Cold Spell - +1 Sp Lv, cold spell ignores resistance, immune still ½, vulnerable x2
- Quicken Spell - +4 spell lv, spell is a free action, use 1 quickened spell per round max.
- Reach Spell - +2 spell lv, touch spell becomes ray ranged touch range of 30
- Retributive Spell - +1 spell lv, cast spell, next melee damage taken triggers spell on attacker.
- Sculpt Spell Any metamagic feat +1 spell lv, change area cylinder (10 rad, 30’ high), 40’ cone, 4 10’ cubes, a ball (20’ radius spread) or a 120’ line.
- Searing Spell - +1 Sp Lv, fire spell ignores resistance, immune still ½, vulnerable x2
- Silent Spell - +1 Spell level, no verbal, cant use on bard spells.
- Smiting Spell BA +1, caster level 1. +1 Spell Lv, place touch spell in weapon
- Split Ray Any metamagic feat +2 Spell Lv, fire one additional ray at target in 30’
- Sudden Empower Any metamagic feat 1/d spell empowered without increasing casting time or spell level.
- Sudden Maximize Any metamagic feat 1/d spell maximized without increasing casting time or spell level.
- Sudden Quicken Quicken spell, sudden empower, sudden maximize, sudden extend, sudden silent, sudden still. 1/D spell quickened without increasing casting time or spell level.
- Sudden Silent - 1/D silent spell without increasing casting time or spell level.
- Sudden Still - 1/D spell still without increasing casting time or spell level.
- Sudden Widen - 1/D spell widened without increasing casting time or spell level.
- Twin Spell Any metamagic feat +4 Spell Lv, as if spell cast twice.
- Widen Spell - +3 Spell lv- spell w/ area of burst, emanation, line or spread- size +100%
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