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Metamagic Feats

Description Source PRPG Core Rulebook pg. 1
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

NamePrerequisiteDescription
Apocalyptic SpellArea affected by spell becomes difficult to move in
Aquatic SpellSpell functions normally underwater
Ascendant SpellImitate mythic version of a spell
Authoritative SpellSpell forbids target from taking certain actions
Benthic SpellModify a spell to inflict damage with pressurized water
Blissful SpellTarget of spell takes combat penalties or gains bonuses on skills and saves
Bouncing SpellRedirect a spell that had no effect on initial target
Brackish SpellModfy a spell to sheath you in protective seawater when cast
Brisk SpellDex 13+Increase the speed of a granted movement type
Burning SpellSpell with the acid or fire descriptor deals extra damage the next round
Centered SpellSpellcraft 3 ranksCenter a spells area on yourself
Coaxing Spell Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranksUse mind-affecting spells to affect mindless oozes or vermin
Concussive SpellSpell with the sonic descriptor gains a debilitating concussive effect
Conditional SpellApply conditional favor to a spell you cast
Consecrate Spell Aasimar, able to prepare or cast consecrateMaximize spell variables against evil creatures.
Contagious SpellSpell spreads to those who fail to remove it
Contingent SpellAbility to cast cure spells (a cure spell is any spell with “cure” in its name)Turn a healing spell into a contengent effect
Crypt SpellDamaging spell hinders resurrection or sickens undead
Dazing SpellDaze creature with spell damage
Delayed SpellSet a spell to trigger on a delay
Disruptive SpellTarget of spell must make concentration check to cast a spell in the next round
Echoing SpellCast a spell a second time
Eclipsed SpellAlter how your spells affect illumination
Ectoplasmic SpellSpell fully affects incorporeal and ethereal creatures
Elemental SpellInflict energy damage instead of regular spell damage
Empower SpellIncrease spell variables by 50%
Encouraging SpellCha 13, Diplomacy 6 ranksIncrease a granted moral bonus
Enlarge SpellDouble spell range
Extend SpellDouble spell duration
Familiar Spell Spellcaster with familiar class featureImbue your familiar with a spell, allowing it to cast the spell at a later time
Fearsome SpellSpell damage causes the shaken condition
Flaring SpellSpell with the fire, light, or electricity descriptor dazzles creatures it affects
Fleeting SpellDismiss spell more easily
Focused SpellIncrease save DC of spell for one target in a group
Furious SpellSpell deals more damage and can be cast while in a rage
Heighten SpellTreat spell as a higher level
Intensified SpellIncrease maximum damage dice by 5 levels
Intuitive SpellCast spell without thought components
Jinxed SpellAny two metamagic feats, Halfling Jinx traitCombine your jinxes with spells
Latent CurseAlter curse spells to target objects instead of people
Lingering SpellInstantaneous area effect spell lasts for 1 round
Logical SpellCast spell without emotion components
Maximize SpellMaximize spell variables
Merciful SpellSpell inflicts nonlethal damage instead of lethal
Murky SpellCloud effects work underwater, with penalties
Persistent SpellCreatures who saved against a spell must save again
Piercing SpellAffected spell treats creatures with SR as having an SR of 5 lower
Quicken SpellCast spell as a swift action
Reach SpellIncrease spell range to higher range category
Rime SpellSpell with the cold descriptor also entangles creatures if the spell damages them
Scarring SpellEmotion or fear spell gives penalties against further such spells
Scouting SummonsSpell Focus (conjuration), ability to cast magic jarPossess a summoned creature
Seeking SpellAllow spells to bend around barriers
Selective Spell Spellcraft 10 ranksExclude targets from an area effect spell
Shadow Grasp Tenebrous Spell, Umbral SpellEntangle creatures caught within your darkness spells
Sickening SpellSicken creature with spell damage
Silent SpellCast spell without verbal components
Snuffing SpellModify your magic to extinguish light sources
Solar SpellEnhance your light magic with the power of the sun
Solid ShadowsSpell Focus (illusion)Your shadow spells are 20% more real than normal
Stable SpellCast spells in areas of primal magic with less chance of triggering a primal magic event
Steam SpellUse fire spells underwater without a caster level check
Still SpellCast spell without somatic components
Studied SpellSpell uses Knowledge to bypass racial resistances
Stygian SpellWater spell causes memory loss to target
Stylized SpellBluff 5 ranks, Spellcraft 5 ranksSpell is difficult to identify and might be mistaken for a similar spell
Tenacious SpellSpell is difficult to dispel and remains for 1d4 rounds
Tenebrous SpellAlter a spell so it is stronger in darkness, but weaker in the light
Thanatopic Spell Knowledge (religion) 6 ranks, Spell Focus (necromancy)Affected spell's death effects, energy drain, and negative levels affect undead
Threatening IllusionSpell Focus (illusion), GnomeForce enemies to think of your illusions as real threats
Threnodic Spell Knowledge (religion) 6 ranks, Spell Focus (necromancy).Change a mind-affecting spell so it can affect undead, but not living creatures
Thundering SpellDeafen creature with spell damage
Toppling SpellSpell with the force descriptor knocks targets prone
Toxic SpellCraft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class featureInfuse a spell with the power of a poison
Traumatic SpellEmotion or fear spell causes nightmares
Trick SpellAbility to cast 1st-level spells, chaotic neutral alignment, worshiper of CalistriaSpells carry with them a dirty trick
Tumultuous SpellSpell causes a target to move in a random direction
Umbral Spell Tenebrous SpellAlter a spell to radiate darkness
Vast SpellCaster level 3rdAffect more creatures in an area
Verdant SpellSpell Focus (enchantment), Knowledge (nature) 6 ranksYour spells can affect plant creatures
Widen SpellDouble spell area
Yai-Mimic SpellInt 15, Still SpellModify a ray spell to fire from your forehead, granting you brief regeneration