Metamagic Feats

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).

Editor’s Note

Can I use a metamagic rod to alter a spell-like ability?

No. Metamagic rods allow you to apply a metamagic feat to a spell, and metamagic feats do not work on spell-like abilities.


At what spell level does a spell modified by a metamagic feat count for purposes of concentration DCs, magus spell recall, or a pearl of power?

The spell counts as the level of the spell slot necessary to cast it.

For example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus’s spell recall or a pearl of power.

In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage.

Heighten Spell is really the only metamagic feat that makes using a higher-level spell slot an advantage instead of a disadvantage.


Feat Descriptions

Metamagic Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Feat Name Category/Type Level Increase Prerequisites Benefit Source
Apocalyptic Spell Metamagic +1

You can alter a spell with an area of effect and a duration of instantaneous to become an apocalyptic spell.

When you cast the spell, the area affected by the spell’s instantaneous effect becomes ruined and devastated in appearance. All surfaces in the area are treated as difficult terrain, and ClimbFly, and Swim checks attempted in the area take a penalty equal to the spell’s original spell level.

The difficult terrain and skill penalties last for a number of rounds equal to the spell’s original spell level. An apocalyptic spell gains the evil descriptor.

Aquatic Spell Metamagic +1 An aquatic spell functions normally when underwater and requires no caster level check to cast, even if it possesses the [fire] descriptor. In addition, the spell can be cast from the surface into water and still be effective. PZO9455
Authoritative Spell Metamagic +2

You can alter any spell that targets a single creature to become an authoritative spell. When you cast an authoritative spell, choose one of the following activities to prohibit: move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a non-offensive spell.

A creature that is affected by the spell and fails its saving throw against that spell (if the spell allows a saving throw to resist) cannot perform any action of the selected type on its next turn. An authoritative spell gains the lawful descriptor, and the additional effect is a mind-affecting compulsion effect.

Benthic Spell Metamagic +1

You can modify a spell that deals acid, cold, electricity, or fire damage to deal damage through high-pressure water instead. The spell gains the water descriptor, and you can either replace the spell’s normal damage with bludgeoning damage or split the spell’s damage so that half is bludgeoning and half is of its normal type. Creatures with damage reduction apply their damage reduction to bludgeoning damage from a benthic spell, but the spell counts as bludgeoning and magic for the purposes of bypassing damage reduction.

PPC:Elemental Master’s Handbook
Blissful Spell Metamagic +1

You can alter any spell that targets a single creature to become a blissful spell, although the exact effects of the metamagic vary depending on whether the spell is beneficial or offensive. A creature successfully hit by an offensive blissful spell (if the spell requires an attack roll) or that fails its saving throw against an offensive blissful spell takes a –2 penalty on attack rolls and weapon damage rolls for 1 round. A beneficial blissful spell instead grants affected creatures a +2 morale bonus on skill checks and saving throws for 1 round in addition to its normal effects.

A blissful spell gains the good descriptor, and the additional effect is a mind-affecting compulsion effect.

Bouncing Spell Metamagic +1 You can direct a failed spell against a different target. PZO1115
Brackish Spell Metamagic +0

This feat can be applied only to spells with the water descriptor. You can modify the spell to surround you with a thin sheath of brackish salt water in addition to the spell’s normal effect. You gain DR/piercing equal to the spell’s level for 1 round after you finish casting the spell. After this round, the water collapses into a briny puddle and the effect ends.

PPC:Elemental Master’s Handbook
Brisk Spell Metamagic +0 Dex 13+ You can alter spells that grant a creature a movement type it doesn’t normally have to increase the speed for that movement type by 10 feet. PZO9468
Burning Spell Metamagic +2 Spell with the [acid] or [fire] descriptor deals extra damage the next round. PZO1117
Centered Spell Metamagic +0 Spellcraft 3 ranks.

You can center the area of a spell with an area effect and duration of instantaneous on you, and exclude yourself from the effects of the spell. Your familiar (if any) is also excluded from the effect, provided that it is in your square and at least one size category smaller than you.

PPC:Legacy of the First World 
Cherry Blossom Spell Metamagic +3 When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to StrengthDexterity, and Constitution or 2 points of damage to IntelligenceWisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect. Ageless or immortal creatures are immune to this effect. This is a magical aging effect, but it does not alter the creature’s true age—it merely simulates the effects of old age on the flesh or the reversion to a more infantile mental age. PPC:Wilderness Origins
Coaxing Spell Metamagic +2 Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranks. A mind-affecting spell modified by this feat affects mindless oozes and vermin as if they weren’t mindless. PZO9430
Concussive Spell Metamagic +2 Spell with the [sonic] descriptor gains a debilitating concussive effect. PZO1117
Conditional Spell Metamagic +1   A conditional spell is subject to the rules laid out in the spell conditional favor. PZO9446
Consecrate Spell Metamagic +2 Spell is maximized against evil creatures and creatures with the evil subtype. PZO9424
Contagious Spell Metamagic +2 A caster level check to dispel or remove a contagious spell that fails by 5 or more causes it to spread from the original target to the creature that attempted to remove it. The spell spreads to the new target regardless of its normal range or any special targeting requirement like a melee or ranged touch attack. The spell is treated as if you had just cast it on the new target. The new target receives a saving throw or the benefit of spell resistance (if applicable) if the spell normally allows it. PZO1135
Contingent Spell Metamagic +2 Ability to cast cure spells (a cure spell is any spell with “cure” in its name). A contingent spell infuses a target with a dormant healing or restorative spell that can trigger when the target needs it the most. PZO9446
Crypt Spell Metamagic +1

You can enhance any spell that inflicts hit point damage to become a crypt spell. A creature that dies within 1 round of being damaged by a crypt spell is considered to have been killed by a death effect for the purpose of being returned to life. An undead creature damaged by a crypt spell gains the sickened condition for a number of rounds equal to the spell’s original spell level; this duration is halved if the undead creature succeeds at its saving throw against the spell. If the spell does not allow a save, the target can attempt a Will save to negate the sickened effect. A crypt spell gains the death descriptor.

Dazing Spell Metamagic +3 You can daze creatures with the power of your spells. PZO1115
Delayed Spell Metamagic +1 You can set a spell to trigger on a delay. PZO90116
Disruptive Spell Metamagic +1 Your magical energies cling to enemies, interfering with their spellcasting. PZO1115
Echoing Spell Metamagic +3 Cast a spell a second time. PZO1117
Eclipsed Spell Metamagic +0 Raise or lower light levels generated by light/darkness spells by a greater degree. PZO9466
Ectoplasmic Spell Metamagic +1 Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. PZO1115
Elemental Spell Metamagic +1 You can manipulate the elemental nature of your spells. PZO1115
Empower Spell Metamagic +2 Increase spell variables by 50% PZO1110
Encouraging Spell Metamagic +1 Cha 13, Diplomacy 6 ranks Any morale bonus granted by an encouraging spell is increased by 1. PZO9468
Enlarge Spell Metamagic +1 Double spell range PZO1110
Extend Spell Metamagic +1 Double spell duration PZO1110
Familiar Spell Metamagic +3 Familiar class feature.

You can transfer a prepared spell to your familiar, allowing the familiar to cast that spell at a later time. Variables that rely on caster level function according to your caster level, not your familiar’s Hit Dice, though your familiar’s Intelligence may influence how precisely it can follow your instructions on how to use these spells.

PPC:Animal Archive
Fearsome Spell Metamagic +2 Spell damage causes the shaken condition PZO1132
Flaring Spell Metamagic +1 Spell with the [fire], [light], or [electricity] descriptor dazzles creatures it affects. PZO1117
Fleeting Spell Metamagic +0 Dismiss spell more easily PZO1134
Focused Spell Metamagic +1 When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist. PZO1115
Furious Spell Metamagic +1 Spell deals more damage and can be cast while in a rage PZO1132
Heighten Spell Metamagic Special Treat spell as a higher level PZO1110
Intensified Spell Metamagic +1 Increase maximum damage dice by 5 levels PZO1115
Intuitive Spell Metamagic +1 Cast spell without thought components PZO1132
Jinxed Spell Metamagic +1 Any two metamagic feats, Halfling Jinx trait. A creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx. PZO9415
Latent Curse Metamagic +1

You can alter a spell with the curse descriptor to target an object rather than a person. Your spell immediately targets the next creature to pick up, handle, or interact with the object as if that creature were the spell’s original target.

PPC:Blood of the Coven
Lingering Spell Metamagic +1 Instantaneous area effect spell lasts for 1 round PZO1115
Logical Spell Metamagic +1 Cast spell without emotion components PZO1132
Maximize Spell Metamagic +3 Maximize spell variables PZO1110
Merciful Spell Metamagic +0 Spell inflicts nonlethal damage instead of lethal PZO1115
Murky Spell Metamagic +0 You can apply Murky Spell only to a mist or fog spell that normally doesn’t work underwater, such as cloudkillfog cloudmind fogobscuring mist, or solid fog. PCS:AA
Persistent Spell Metamagic +2 Creatures who saved against a spell must save again PZO1115
Piercing Spell Metamagic +1 Affected spell treats creatures with SR as having an SR of 5 lower. PZO1117
Quicken Spell Metamagic +4 Cast spell as a swift action PZO1110
Reach Spell Metamagic Special Increase spell range to higher range category PZO1115
Rime Spell Metamagic +1 Spell with the [cold] descriptor also entangles creatures if the spell damages them. PZO1117
Scarring Spell Metamagic +1 Emotion or fear spell gives penalties against further such spells PZO9455
Scouting Summons Metamagic +2 Spell Focus (conjuration), ability to cast magic jar When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no receptacle necessary). PZO9458
Seeking Spell Metamagic +2 A seeking spell’s range can bend around obstacles to reach the intended target. PZO9452
Selective Spell Metamagic +1 Spellcraft 10 ranks Exclude targets from an area effect spell PZO1115
Shadow Grasp Metamagic +1 Tenebrous Spell, Umbral Spell Entangle creatures with spells you cast that have the [darkness] descriptor. PZO9237
Sickening Spell Metamagic +2 Sicken creature with spell damage PZO1115
Silent Spell Metamagic +1 Cast spell without verbal components PZO1110
Snuffing Spell Metamagic +2 The first time a creature takes damage from or fails a saving throw against a snuffing spell, any non-magical light sources it has are immediately extinguished and you can attempt to dispel any active spells with the light descriptor that are affecting the target as if you had also cast the targeted version of dispel magic. Spells that do not target creatures can’t be snuffing spells. PZO9466
Solar Spell Metamagic +1 Spells you cast with the [light] descriptor are fortified with the cleansing energies of the sun. PZO9457
Solid Shadows Metamagic +1 Spell Focus (illusion) When casting greater shadow conjuration, greater shadow evocation, shadow conjuration, or shadow evocation (and, at the GM’s discretion, any similar spell with the [shadow] descriptor that mimics a spell of another school), that spell is 20% more real than normal. PZO9458
Still Spell Metamagic +1 Cast spell without somatic components PZO1110
Steam Spell Metamagic +0 You can apply Steam Spell only to a spell with the fire descriptor. A steam spell works underwater without a caster level check, but it requires a caster level check to function above water. A steam spell uses up a slot the same spell level as the spell’s actual level. PCS:AA
Studied Spell Metamagic +2 Spell uses Knowledge to bypass racial resistances PZO1134
Stygian Spell Metamagic +2

You can enhance any spell with the water descriptor that targets at least one creature to become a Stygian spell.

Stylized Spell Metamagic +1 Bluff 5 ranks, Spellcraft 5 ranks Spell is difficult to identify and might be mistaken for a similar spell PZO1134
Tenacious Spell Metamagic +1 Spell is difficult to dispel and remains for 1d4 rounds PZO1134
Tenebrous Spell Metamagic +0 Spells you cast in dim light or darkness are harder to resist or dispel. PZO9237
Thanatopic Spell Metamagic +2 Knowledge (religion) 6 ranks, Spell Focus (necromancy) Affected spell’s death effects, energy drain, and negative levels affect undead PZO1117
Threatening Illusion Metamagic +1 Spell Focus (illusion), gnome Cause a target to believe your illusion is a threat. PPC:Gnomes
Threnodic Spell Metamagic +2 Knowledge (religion) 6 ranks, Spell Focus (necromancy) Change a mind-affecting spell so it can affect undead, but not living creatures. PZO1117
Thundering Spell Metamagic +2 Deafen creature with spell damage PZO1115
Toppling Spell Metamagic +1 Spell with the [force] descriptor knocks targets prone. PZO1117
Toxic Spell Metamagic +1 Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor. Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. PPC:DTT
Traumatic Spell Metamagic +2 Emotion or fear spell causes nightmares PZO1132
Trick Spell Metamagic +1 Ability to cast 1st-level spells, chaotic neutral alignment, worshiper of a deity of trickery, lust, and revenge Only enchantment spells that affect a single target and can be negated with a successful Will save can be trick spells. If the target fails its Will save against a trick spell, in addition to the spell’s normal effects, the target also clumsily hinders itself. Immediately attempt a special combat maneuver check (1d20 + your caster level + your Charisma bonus) to perform a dirty trick combat maneuver against the target. Any feats you have that apply to dirty trick maneuvers (such as Greater Dirty Trick) also apply to this check. PPC:DTT
Tumultuous Spell Metamagic +1

You can enhance any spell that targets a single creature to become a tumultuous spell. A creature hit by a tumultuous spell (if the spell requires an attack roll) or that fails its saving throw against a tumultuous spell immediately moves 1d4×5 feet in a random direction.

Umbral Spell Metamagic +2 Tenebrous Spell Spell gains the [darkness] descriptor and target of the spell radiates darkness in 10-foot radius while the spell is in effect. PZO9237
Vast Spell Metamagic +1 CL 3 You can alter a spell that targets a number of creatures no more than 30 feet apart, such as haste. The maximum distance apart of those you target with the spell increases to 60 feet. PZO9468
Verdant Spell Metamagic +2 Spell Focus (enchantment), Knowledge (nature) 6 ranks Your spells can affect plant creatures PZO9456
Widen Spell Metamagic +3 You double the affected spells area of effect PZO1110
Yai-Mimic Spell Metamagic +3 Int 15, Still Spell You can shoot ray spells from your head, you require no somatic components when doing so, and you gain regeneration. PZO9453


scroll to top