Darkwater Press

 

Metamagic Feats

Page history last edited by nellisir 2 yrs ago

 Metamagic Feats

 



Blood Power

(Metamagic)

You are able to use your life force to power arcane spells, enabling you to cast more spells per day in exchange for taking physical damage.

Prerequisite: Spellcaster 3rd level+, 10+ hit points

Benefit: You may cast extra spells by causing hit point damage to yourself. When using this ability, the spell is cast normally, including casting time, concentration checks and attacks of opportunity. If the spell is successfully cast, the spellcaster takes 5 hit points of damage per level of the spell cast, including any modifiers for using a metamagic feat, but does not expend a spell slot. If a spellcaster knocks himself unconscious using this feat, the spell is cast and the spellcaster collapses immediately afterward. If a spellcaster kills himself using this feat, the spell is cast but the spellcaster dies immediately thereafter. A blood caster dying from such overexertion may only be brought back to life by a resurrection or true resurrection spell.

Damage taken from using the Blood Power feat does not heal naturally.

 

Cone Control

(Metamagic)

You are able to direct any spell or breath weapon with an area of effect of ‘cone’ at specific targets rather than covering an area.

Prerequisites: The ability to use a breath weapon or cast an offensive spell with a ‘cone’ area of effect; Spellcraft 15 ranks

Benefit: When this feat is used, the prepared spell or breath weapon no longer has a ‘cone’ area of effect. Instead, the caster/ breather may direct a blast of the attack at one target for every 5’ of the cone’s maximum length. Thus, if a breath weapon had a maximum width of 25’, up to five creatures could be targeted with this feat. This feat does not increase the range of the spell or breath weapon–all targets must still be within the spell’s range.

All targets are allowed saves and are otherwise treated exactly as if they had been caught in the blast of a cone spell or breath weapon. Preparing a spell with this feat uses up a spell slot one level higher than the spell’s original level; if this feat is used to enhance a breath weapon, it doubles the amount of time that must pass between uses of the breath weapon.

 

Demesne Spell

(Metamagic)

The character can cast a demesne spell to protect an area.

Demesne spells are an ancient class of magic used to protect areas (usually cities or strongholds). They are most often used to ward structures within the city against fire, water, and decay. Less common are protections against lightning and cold. Most demesne spells have a duration of centuries.

Prerequisite: Extend Spell, Widen Spell, Extend Spell

Benefit: The Demesne Spell feat affects spells as follows: Level: +7; Components: V, S, M (2,000gp); Casting Time: 1 day; Area: 300 yard radius; Duration: 25 years per caster level; Saving Throw: None or Will negates (harmless); Spell Resistance: Yes.

Demesne spells affect all non-magical items and structures within the area of effect. Items brought within the area are protected, while those brought outside the area are not. Magical items and structures are not affected by the demesne spell and must be protected individually or by other means.

The most common use of the Demesne Spell feat is in conjunction with endure elements, providing 5 points of resistance per round versus the appropriate energy. (For purposes of the Demesne Spell, water and flood damage is considered acid). Each additional energy type protected against with a Demesne Spell increases the lifespan of objects within the area of effect by a factor of two; ie a house affected one type would stand for twice as long as one unprotected, and one protected against three elements would last six times as long.

The following spells can be used with the Demesne Spell feat: endure elements, faerie fire, magical aura, protection from arrows, resist elements.

A demesne spell requires a spell slot of 7 levels higher than normal.

 

Disguise Spell

(Metamagic)

Prerequisites: Bardic music, Perform 12 ranks; or Silent Spell and Still Spell

Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can’t be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell’s actual level.

 

Laden Spell

Metamagic

You can cast metamagiced spells without increasing the spell’s level.

Benefit: Instead of increasing a spell’s level by one, you can chose to expend two spell slots instead of one. You cannot doubly laden a spell, but you can increase the laden spell’s level to add additional effects (a silent ladened sleep spell would use two first level slots; a silent and stilled ladened sleep spell would use two second level slots.)

 

Modify Casting

Metamagic

You can modify your spells to eliminate the verbal, material, or somatic components.

Benefit: You can cast a spell without a verbal, somatic, or material component of up to 50 gp worth. Each component left out increases the spell’s level by one.

 

Modify Duration

Metamagic

You can make your spells last longer.

Benefit: You can alter the duration of your spells. You can double the duration by increasing the spell level by one. You can change the duration of any spell with a fixed or Personal range to 24 hours by increasing the spell level by four. You can shorten the duration of any spell that normally lasts at least 2 rounds to 1 round by lowering the spell level by one. Spells with a duration of concentration, instantaneous, or permanent cannot be affected by this feat.

 

Modify Reach

Metamagic

You can cast spells with a longer range than normal.

Benefit: You can alter a spell with a range of touch to a ray with a range of 30 ft., or you can alter a spell with a range of close, medium, or long to increase its range by 100%. An modified reach spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. A modified reach spell uses up a spell slot one level higher than the spell’s actual level.

 

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

 

Persistent Spell

(Metamagic)

Prerequisite: Extend Spell.

Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence or the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six levels higher than the spell’s actual level.

 

Reach Spell

(Metamagic)

Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.

 

Repeat Spell

(Metamagic)

Prerequisites: Any other metamagic feat.

Benefit: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell

designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell’s actual level. Repeat Spell cannot be used on spells with a range of touch.

 

Subdual Substitution

(Metamagic)

Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.

Benefit: When employing a spell from the acid, cold, electricity, fire, or sonic disciplines, you can modify the spell to deal subdual damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell’s normal level.

 

The altered spell works normally in all respects except the type of damage dealt.

 

Use Truename

Metamagic

You can use a truename to increase the potency of your spell against the named creature.

Prerequisite: Ability to cast 1st-level arcane spells.

Benefit: This feat negates the level penalties of other metamagic feats. Use Truename negates one level penalty per three caster levels, rounded up (lvl 1-3:1, 4-6:2, 7-9:3, 10-12:4, 13-15:5, 16-18:6, 19-20:7). Any spell memorized or cast with this feat occupies a slot one level higher than usual; this penalty cannot be negated by this feat.

Comments (0)

You don't have permission to comment on this page.