Metamagic Feats

Metamagic Feats

Augment Spell: When casting, spend an additional SQ to increase any bonus granted by the spell by +1.


Binding Spell: Elect a -3 penalty to the Spell DC, the target(s) are Restrained on a failed save.


Body Fuel: Cast without spending SQ by taking Ability Damage (CON) numbering 1d4 + Spell Order of the attempted spell.


Burrowing Spell: Elect a -4 penalty to the Spell DC to target or include targets within the area of the spell even if they are protected by Cover.


Cantrip Spell: Cast a version of the Spell at no SQ cost, it has no Spell Order. Maintain at least 1 SQ or lose access to this feat.


Chain Spell: Elect a -2 penalty to the Spell DC per additional target; a single or multi target spell can affect additional targets.


Combat Casting: Casting does not trigger Opportunity Attacks.


Contingency Spell: Elect a -5 penalty to the Spell DC and set a condition upon which the spell is to be triggered. The spellcasting does not resolve until the trigger is met or until the caster regains SQ from resting.


Counter-Buffer: Elect a -2 penalty to the Spell DC, opposed Dispel checks must roll twice and take the worst result.


Delay Spell: Elect a -3 penalty to the Spell DC to postpone the effect of the spell. Spend a Reaction to resolve the casting, within rounds numbering the Spell Order, or lose the spell; Surprise the target(s).

Disguise Spell: Elect a -5 penalty to the Spell DC, the spell cannot be identified.


Dragon Magic (CHA 15): Casting Modifier becomes CHA. Learn the Arcane Spell list, but cannot take other Magic feats.


Draining Spell: Elect a -4 penalty to the spell DC, any target affected by the spell loses SQ numbering the Spell Order.


Eldritch Blast: Spend SQ numbering up to CL to shoot a ray of magical energy. It is delivered with a Spell Attack roll, and deals 1d6 + Casting Modifier, plus 1d6 per SQ spent.


Elemental Spell: Select one element: Acid, Cold, Electricity, or Heat; when casting an elemental spell, convert the energy to the selected element. Can be taken multiple times, gain a new element each time.


Empower Spell: Double Casting Modifier for Spell effects. Elect a -2 penalty to the Spell DC to increase the dice one step.


Enraging Spell: Elect a -2 penalty to the Spell DC, the target(s) are Hostile on a failed save.


Eschew Materials: Ignore the need for a Spellcasting Focus when casting.


Excluding Spell: When casting an area spell, elect a -2 penalty to the Spell DC to exclude creatures numbering Casting Modifier from the spell effect(s).


Exhausting Spell: Elect a -2 penalty to the Spell DC, the target(s) are Fatigued on a failed save.


Expanded Repertoire: Increase Spell Repertoire by 1. Can be taken multiple times.

Extend Spell: Elect a -1 penalty to the Spell DC to increase Duration one step.


Faerie Magic (CHA 15): Casting Modifier becomes CHA. Learn the Nature Spell list, but cannot take other Magic feats.


Improved Counterspell: Gain additional Reactions numbering Casting Modifier. +1 on Dispel checks. At 8th, 12th, and 16th levels this increases by +1 (max +4).


Intensify Spell: Spend additional SQ numbering up to ¼ CL (minimum 1); increase the Spell DC by the additional SQ spent.


Lucky Spell: Elect a -3 penalty to the Spell DC, re-roll any variable results of the spell effect which result in a 1.


Magical Research: Learn one spell from an inaccessible spell list.


Maximize Spell: Elect a -3 penalty to the Spell DC to treat all Spell Order variable effects as their highest possible outcome.


Minimize Spell: Treat all Spell variable effects as their lowest possible outcome; increase the Spell DC by 3.


Mimic Spell: After identifying a casting with [Magical Aptitude], elect a -5 penalty to the Spell DC to cast the same Spell and Order as a Reaction.


Multispell: Cast two spells as a Standard Action, the total Spell Order cannot exceed Spell Degree.


Non-Lethal Spell: Damage resulting from the spell leaves targets at a minimum of 1 HP; they cannot become Unconscious from the spell effect or spell damage.


Opportunity Spell: Elect a -6 penalty to the Spell DC to cast as a Reaction.


Overclock Spell: In place of electing a penalty to the Spell DC for [Metamagic] feats, take 1d8 damage per penalty.


Persistent Spell: Elect a -10 penalty to the Spell DC to increase the duration of a single target or personal spell to 24 hours.


Planar Magic (CHA 15): Casting Modifier becomes CHA. Learn the Divine Spell list, but cannot take other Magic feats.


Prestidigitation: Use Magic to perform simple tricks and actions: moving or bending objects, cleaning or soiling targets, opening or closing doors, etc.


Psionic Meditation: Concentrate or Focus to gain Psionic Focus; when casting, make an [Endurance] check vs the Spell DC, if successful do not lose Psionic Focus after the casting.


Quicken Spell: Elect a -4 penalty to the Spell DC to cast as a Quick action.


Reach Spell: Elect a -1 penalty to the Spell DC to increase Delivery one step.


Reclaim Spell: Elect a penalty to the Spell DC up to the 1+ the Spell Order (-2 to -8). After the spell resolves, regain SQ numbering half the penalty.


Sickening Spell: Elect a -3 penalty to the Spell DC, in addition to the spell effect, target(s) are Nauseated on a failed save.


Silent Spell: Elect a -1 penalty to the Spell DC to ignore the verbal component.


Spell Amplitude: When casting, spend SQ up to the Spell Degree. The Spell Order changes and resolves as the SQ spent, changing variable effects.

Spell Battery: Double Casting Modifier to SQ. Can be taken multiple times, each additional time gain 2 SQ.


Spell Focus: Select one Psionic Discipline or School of Magic, increase its Spell DC by +1. Can be taken multiple times, each time applying to a different Discipline or School. At 8th, 12th, and 16th levels this increases by +1 (max +4).


Spell Mastery: Add one known spell permanently to the Spell Repertoire. Can be taken multiple times.


Spell Meditation: Use either [Endurance] or [Magical Aptitude] to Concentrate, and divide the result by 4. Ignore the penalty on a single [Metamagic] feat this turn when casting with a penalty numbering up to the result.


Spell Metabolism: Recover double the amount of SQ from taking a recess.


Spell Parry: When targeted by a Spell Attack, spend a Reaction to roll a CL check vs the Spell Attack, if successful the Spell Attack is considered a miss.


Spell Penetration: Increase CL checks to overcome SR and Spell Attack rolls by +1. At 8th, 12th, and 16th levels this increases by +1 (max +4).


Spell Shield: When saving vs a spell, spend SQ numbering up to ¼ CL (minimum 1) to gain a Spell Bonus on the saving throw numbering the SQ spent.


Spontaneous Caster (CHA 15): Casting Modifier becomes CHA. Learn the Adept Spell list; gain a Spell Quantity numbering 4x CL plus SQ numbering ½ CL plus Casting Modifier. Increase the Spell Degree at CL 4 and every third Caster Level attained after. Replaces and is treated as [Adept].

Still Spell: Elect a -1 penalty to the Spell DC to ignore the somatic component.


Stupefying Spell: Elect a -5 penalty to the Spell DC, in addition to the spell effect, target(s) are Confused on a failed save.


Transfer Spell: Transfer an ongoing spell effect from one willing target to another.


Twin Spell: Elect a -4 penalty to the Spell DC, the target(s) must roll twice and take the worse result.


Vancian Casting (INT 15): Casting Modifier becomes INT. Learn the Adept Spell list. Gain two 1st Order Spell Slots at CL 1 and 2. At CL 3 and every 3 CL thereafter, increase the Spell Degree and gain two similarly Ordered Spell Slots. Each CL after increasing the Spell Degree, gain one similarly Ordered Spell Slot. Spell Slots are prepared prior to casting. Spell Slots can be used for lower Orders. Spells permanently in the Spell Repertoire need not be prepared. Replaces and is treated as [Adept].


Weapon Stored Spell: Deliver any spell with a melee or ranged Spell Attack Roll, with a -2 penalty, using a Spellcasting Focus Weapon. Include Weapon Damage. Any [Martial] or [Metamagic] bonuses or penalties apply to the Spell Attack Roll. Reduce any Condition or Spell Effect the Subject gains to 1 round.


Widen Spell: Elect a -3 penalty to the Spell DC to double the area of an effect.


Wilder (CHA 15): Casting Modifier becomes CHA. Learn the Psionic Spell list; gain a Spell Quantity numbering 4x CL plus bonus SQ numbering ½ CL plus Casting Modifier. Increase the Spell Degree at CL 4 and every third Caster Level attained after. Replaces and is treated as [Psion]. Cannot take or have [Adept] or any Magic feats.


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