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. |
page revision: 4, last edited: 21 Apr 2011 22:06