Archives of Nethys

General | Achievement | Armor Mastery | Betrayal | Blood Hex | Combat | Critical | Damnation | Faction | Familiar | Grit | Hero Point | Item Creation | Item Mastery | Meditation | Metamagic | Mythic | Panache | Performance | Shield Mastery | Stare | Story | Style | Targeting | Teamwork | Trick | Weapon Mastery

Metamagic Feats

Description Source: PRPG Core Rulebook
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 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).

*combat feat
armor mastery feat
⊤⊤shield mastery feat
⊤⊤⊤weapon mastery feat

NamePrerequisiteDescriptionSpell Level Increase
Aquatic SpellCast spells underwater without penalty1
Ascendant SpellImitate mythic version of a spell5
Bouncing SpellRedirect a spell that had no effect on initial target1
Brisk SpellDex 13+Increase the speed of a granted movement type0
Burning SpellSpell with the acid or fire descriptor deals extra damage the next round2
Coaxing Spell Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranksUse mind-affecting spells to affect mindless oozes or vermin2
Concussive SpellSpell with the sonic descriptor gains a debilitating concussive effect2
Conditional SpellApply conditional favor to a spell you cast1
Consecrate Spell Aasimar, able to prepare or cast consecrateMaximize spell variables against evil creatures.2
Contagious SpellSpell spreads to those who fail to remove it2
Contingent SpellAbility to cast cure spells (a cure spell is any spell with “cure” in its name)Turn a healing spell into a contengent effect2
Dazing SpellDaze creature with spell damage3
Disruptive SpellTarget of spell must make concentration check to cast a spell in the next round1
Echoing SpellCast a spell a second time3
Eclipsed SpellAlter how your spells affect illumination0
Ectoplasmic SpellSpell fully affects incorporeal and ethereal creatures1
Elemental SpellInflict energy damage instead of regular spell damage1
Empower SpellIncrease spell variables by 50%2
Encouraging SpellCha 13, Diplomacy 6 ranksIncrease a granted moral bonus1
Enlarge SpellDouble spell range1
Extend SpellDouble spell duration1
Familiar Spell Spellcaster with familiar class featureImbue your familiar with a spell, allowing it to cast the spell at a later time3
Fearsome SpellSpell damage causes the shaken condition2
Flaring SpellSpell with the fire, light, or electricity descriptor dazzles creatures it affects1
Fleeting SpellDismiss spell more easily0
Focused SpellIncrease save DC of spell for one target in a group1
Furious SpellSpell deals more damage and can be cast while in a rage1
Heighten SpellTreat spell as a higher levelSpecial
Intensified SpellIncrease maximum damage dice by 5 levels1
Intuitive SpellCast spell without thought components1
Jinxed SpellAny two metamagic feats, Halfling Jinx traitCombine your jinxes with spells1
Lingering SpellInstantaneous area effect spell lasts for 1 round1
Logical SpellCast spell without emotion components1
Maximize SpellMaximize spell variables3
Merciful SpellSpell inflicts nonlethal damage instead of lethal0
Persistent SpellCreatures who saved against a spell must save again2
Piercing SpellAffected spell treats creatures with SR as having an SR of 5 lower1
Quicken SpellCast spell as a swift action4
Reach SpellIncrease spell range to higher range categorySpecial
Rime SpellSpell with the cold descriptor also entangles creatures if the spell damages them1
Scarring SpellEmotion or fear spell gives penalties against further such spells1
Scouting SummonsSpell Focus (conjuration), ability to cast magic jarPossess a summoned creature2
Seeking SpellAllow spells to bend around barriers2
Selective Spell Spellcraft 10 ranksExclude targets from an area effect spell1
Shadow Grasp Tenebrous Spell, Umbral SpellEntangle creatures caught within your darkness spells1
Sickening SpellSicken creature with spell damage2
Silent SpellCast spell without verbal components1
Snuffing SpellModify your magic to extinguish light sources2
Solar SpellEnhance your light magic with the power of the sun1
Solid ShadowsSpell Focus (illusion)Your shadow spells are 20% more real than normal1
Stable SpellCast spells in areas of primal magic with less chance of triggering a primal magic event1
Still SpellCast spell without somatic components1
Studied SpellSpell uses Knowledge to bypass racial resistances2
Stylized SpellBluff 5 ranks, Spellcraft 5 ranksSpell is difficult to identify and might be mistaken for a similar spell1
Tenacious SpellSpell is difficult to dispel and remains for 1d4 rounds1
Tenebrous SpellAlter a spell so it is stronger in darkness, but weaker in the lightSpecial
Thanatopic Spell Knowledge (religion) 6 ranks, Spell Focus (necromancy)Affected spell's death effects, energy drain, and negative levels affect undead2
Threatening IllusionSpell Focus (illusion), GnomeForce enemies to think of your illusions as real threats1
Threnodic Spell Knowledge (religion) 6 ranks, Spell Focus (necromancy).Change a mind-affecting spell so it can affect undead, but not living creatures2
Thundering SpellDeafen creature with spell damage2
Toppling SpellSpell with the sonic descriptor knocks targets prone1
Toxic SpellCraft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class featureInfuse a spell with the power of a poison1
Traumatic SpellEmotion or fear spell causes nightmares2
Trick SpellAbility to cast 1st-level spells, chaotic neutral alignment, worshiper of CalistriaSpells carry with them a dirty trick1
Umbral Spell Tenebrous SpellAlter a spell to radiate darkness2
Vast SpellCaster level 3rdAffect more creatures in an area1
Verdant SpellSpell Focus (enchantment), Knowledge (nature) 6 ranksAllows a mind-affecting spell to affect plant creatures2
Widen SpellDouble spell area3
Yai-Mimic SpellInt 15, Still SpellModify a ray spell to fire from your forehead, granting you brief regeneration3