Metamagic Feats
Bend Spell Cover does little to reduce the effectiveness of your spells.
Blistering Spell Your fire spells sear the flesh from your enemies' bones, leaving them wracked with pain.
Born Of The Three Thunders You have learned to marry the power of lightning and thunder in your electricity and sonic spells.
Chain Spell You can cast spells that arc to other targets in addition to the primary target.
Consecrate Spell You can imbue your spells with the raw energy of good.
Cooperative Spell You can cast spells to greater effect in conjunction with the same spell cast by another individual.
Corrupt Spell You can transform one of your spells into a thing of evil due to a deal you make with an evil power.
Delay Spell You can cast spells that take effect after a short delay of your choosing.
Earthbound Spell You bind a spell into the rock and soil, leaving it there until an opponent stumbles across it. Ar that time, the spell releases its energy.
Empower Spell You can cast spells to greater effect.
Energize Spell Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.
Energy Admixture You can modify a spell that uses one type of energy to add an equal amount of another energy type.
Energy Substitution You can modify an energy-based spell to use another type of energy instead.
Enervate Spell Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents.
Enhance Spell You can increase the power limit of your damage-dealing spells.
Enlarge Spell You can cast spells farther than normal.
Eschew Materials You can cast spells without relying on material components.
Extend Spell You can cast spells that last longer than normal.
Fell Frighten Your damaging spells put fear in your enemies.
Flash Frost Spell Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.
Fortify Spell You cast spells that more easily penetrate spell resistance.
Ghost-Touch Spell You know how to tune your damaging spells to affect ghosts without harming other creatures.
Heighten Spell You can cast a spell as if it were higher level than it actually is.
Imbued Summoning Your summoning spells gain an element of surprise. You can summon creatures that come into existence with the benefit of a spell such as invisibility or bull's strength.
Lord Of The Uttercold Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold.
Maximize Spell You can cast spells to maximum effect.
Nonlethal Substitution You can modify an energy spell to deal nonlethal damage.
Ocular Spell Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells.
Persistent Spell You can make a spell last all day.
Purify Spell You can charge your damaging spells with celestial energy that leaves good creatures unharmed.
Quicken Spell You can cast a spell with a moment's thought.
Rapid Spell You can cast spells with long casting times more quickly.
Reach Spell You can cast touch spells without touching the spell recipient.
Relicguard Spell Your spells do not damage objects.
Repeat Spell You can cast a spell that repeats on the following round.
Residual Magic You can use the lingering energy from a spell you cast to boost the effect of a later spell. -
Retributive Spell You can keep a spell in reserve to use when a foe causes you harm.
Sanctum Spell Your spells are especially potent on home ground.
Sculpt Spell You can alter the area of your spells.
Selective Spell You can screen allies from the effects of your area spells. Any other metamagic feat.
Silent Spell You can cast spells silently.
Smiting Spell You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent.
Split Ray Your ray spells can affect an additional target.
Still Spell You can cast spells without gestures.
Sudden Empower Empower a spell without special preparation 1/day.
Sudden Extend Double the duration of a spell without special preparation 1/day.
Sudden Maximize Maximize spell damage without special preparation 1/day.
Sudden Quicken Quicken a spell without special preparation 1/day.
Sudden Widen Widen the radius / range of a spell without special preparation 1/day.
Sudden Still You can cast spells without gestures, without special preparation 1/day.
Transdimensional Spell You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area.
Twin Spell You can simultaneously cast a single spell twice.
Widen Spell You can increase the area of your spells.
Wounding Spell Because you have studied the cruel arts of the Athalantan magelords of old, you know how to cast spells that cause terrible, bleeding wounds.