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Metamagic Feats





*FAQ/Errata

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.

[Source]

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.

[Source]

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).

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 NameCategory/TypeLevel IncreasePrerequisitesBenefitSource
Aquatic SpellMetamagic+1An 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.PPC:MeTT
Bouncing SpellMetamagic+1You can direct a failed spell against a different target.PRG:APG
Brisk SpellMetamagic+0Dex 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.PPC:MaTT
Burning SpellMetamagic+2Spell with the [acid] or [fire] descriptor deals extra damage the next round.PRG:UM
Coaxing SpellMetamagic+2Spell 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.PPC:DHB
Concussive SpellMetamagic+2Spell with the [sonic] descriptor gains a debilitating concussive effect.PRG:UM
Conditional SpellMetamagic+1 A conditional spell is subject to the rules laid out in the spell conditional favor.PPC:HH
Consecrate SpellMetamagic+2Spell is maximized against evil creatures and creatures with the evil subtype.PPC:BoA
Contagious SpellMetamagic+2A 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.PRG:HA
Contingent SpellMetamagic+2Ability 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.PPC:HH
Dazing SpellMetamagic+3You can daze creatures with the power of your spells.PRG:APG
Disruptive SpellMetamagic+1Your magical energies cling to enemies, interfering with their spellcasting.PRG:APG
Echoing SpellMetamagic+3Cast a spell a second time.PRG:UM
Eclipsed SpellMetamagic+0Raise or lower light levels generated by light/darkness spells by a greater degree.PPC:BoS
Ectoplasmic SpellMetamagic+1Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.PRG:APG
Elemental SpellMetamagic+1You can manipulate the elemental nature of your spells.PRG:APG
Empower SpellMetamagic+2Increase spell variables by 50%PRG:CRB
Encouraging SpellMetamagic+1Cha 13, Diplomacy 6 ranksAny morale bonus granted by an encouraging spell is increased by 1.PPC:MaTT
Enlarge SpellMetamagic+1Double spell rangePRG:CRB
Extend SpellMetamagic+1Double spell durationPRG:CRB
Fearsome SpellMetamagic+2Spell damage causes the shaken conditionPRG:OA
Flaring SpellMetamagic+1Spell with the [fire], [light], or [electricity] descriptor dazzles creatures it affects.PRG:UM
Fleeting SpellMetamagic+0Dismiss spell more easilyPRG:UI
Focused SpellMetamagic+1When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.PRG:APG
Furious SpellMetamagic+1Spell deals more damage and can be cast while in a ragePRG:OA
Heighten SpellMetamagicSpecialTreat spell as a higher levelPRG:CRB
Intensified SpellMetamagic+1Increase maximum damage dice by 5 levelsPRG:APG
Intuitive SpellMetamagic+1Cast spell without thought componentsPRG:OA
Jinxed SpellMetamagic+1Any two metamagic feats, Halfling Jinx trait.A creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx.PPC:Halflings
Lingering SpellMetamagic+1Instantaneous area effect spell lasts for 1 roundPRG:APG
Logical SpellMetamagic+1Cast spell without emotion componentsPRG:OA
Maximize SpellMetamagic+3Maximize spell variablesPRG:CRB
Merciful SpellMetamagic+0Spell inflicts nonlethal damage instead of lethalPRG:APG
Persistent SpellMetamagic+2Creatures who saved against a spell must save againPRG:APG
Piercing SpellMetamagic+1Affected spell treats creatures with SR as having an SR of 5 lower.PRG:UM
Quicken SpellMetamagic+4Cast spell as a swift actionPRG:CRB
Reach SpellMetamagicSpecialIncrease spell range to higher range categoryPRG:APG
Rime SpellMetamagic+1Spell with the [cold] descriptor also entangles creatures if the spell damages them.PRG:UM
Scarring SpellMetamagic+1Emotion or fear spell gives penalties against further such spellsPPC:MeTT
Scouting SummonsMetamagic+2Spell Focus (conjuration), ability to cast magic jarWhen casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no receptacle necessary).PPC:MSH
Seeking SpellMetamagic+2A seeking spell’s range can bend around obstacles to reach the intended target.PPC:RTT
Selective SpellMetamagic+1Spellcraft 10 ranksExclude targets from an area effect spellPRG:APG
Shadow GraspMetamagic+1Tenebrous Spell, Umbral SpellEntangle creatures with spells you cast that have the [darkness] descriptor.PCS:ISM
Sickening SpellMetamagic+2Sicken creature with spell damagePRG:APG
Silent SpellMetamagic+1Cast spell without verbal componentsPRG:CRB
Snuffing SpellMetamagic+2The 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.PPC:BoS
Solar SpellMetamagic+1Spells you cast with the [light] descriptor are fortified with the cleansing energies of the sun.PPC:C&C
Solid ShadowsMetamagic+1Spell 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.PPC:MSH
Still SpellMetamagic+1Cast spell without somatic componentsPRG:CRB
Studied SpellMetamagic+2Spell uses Knowledge to bypass racial resistancesPRG:UI
Stylized SpellMetamagic+1Bluff 5 ranks, Spellcraft 5 ranksSpell is difficult to identify and might be mistaken for a similar spellPRG:UI
Tenacious SpellMetamagic+1Spell is difficult to dispel and remains for 1d4 roundsPRG:UI
Thanatopic SpellMetamagic+2Knowledge (religion) 6 ranks, Spell Focus (necromancy)Affected spell’s death effects, energy drain, and negative levels affect undeadPRG:UM
Tenebrous SpellMetamagic+0Spells you cast in dim light or darkness are harder to resist or dispel.PCS:ISM
Threatening IllusionMetamagic+1Spell Focus (illusion), gnomeCause a target to believe your illusion is a threat.PPC:Gnomes
Threnodic SpellMetamagic+2Knowledge (religion) 6 ranks, Spell Focus (necromancy)Change a mind-affecting spell so it can affect undead, but not living creatures.PRG:UM
Thundering SpellMetamagic+2Deafen creature with spell damagePRG:APG
Toppling SpellMetamagic+1Spell with the [force] descriptor knocks targets prone.PRG:UM
Toxic SpellMetamagic+1Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class featureYou 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 SpellMetamagic+2Emotion or fear spell causes nightmaresPRG:OA
Trick SpellMetamagic+1Ability to cast 1st-level spells, chaotic neutral alignment, worshiper of a deity of trickery, lust, and revengeOnly 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
Umbral SpellMetamagic+2Tenebrous SpellSpell gains the [darkness] descriptor and target of the spell radiates darkness in 10-foot radius while the spell is in effect.PCS:ISM
Vast SpellMetamagic+1CL 3You 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.PPC:MaTT
Verdant SpellMetamagic+2Spell Focus (enchantment), Knowledge (nature) 6 ranksA mind-affecting spell affects plant creatures (even mindless plant creatures) as if they weren’t immune to mind-affecting effects, but has no effect on other types of creatures.PPC:HotW
Widen SpellMetamagic+3You double the affected spells area of effectPRG:CRB
Yai-Mimic SpellMetamagic+3Int 15, Still SpellYou can shoot ray spells from your head, you require no somatic components when doing so, and you gain regeneration.PPC:GHH