Metamagic Feats

As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is 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.

Prepared Spellcasters

Wizards, clerics, and other spellcasters which must prepare their spells in advance must apply metamagic feats during their daily spell preparation. The character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Spontaneous Spellcasters

Sorcerers, bards, and other spellcasters which choose spells as they cast them can choose whether to apply their metamagic feats to improve their spells as they cast them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the spontaneous spellcaster 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 1 standard action, casting a metamagic version is a full-round action when casting spells spontaneously.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

This longer casting time also applies to clerics, druids, and other prepared spellcasters who can spontaneously convert a prepared spell into a different type of spell.

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 as a higher-level spell. 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. However, 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.

Metamagic Feats List

Metamagic Feats

Benefit

Disguise SpellYou can disguise your spells as part of your performance.
Empower SpellYou can cast spells to greater effect.
Energy SubstitutionYou can change the type of energy damage a spell causes.
Enlarge SpellYou can cast spells farther than normal.
Extend SpellYou can cast spells that last longer than normal.
Persistent SpellYour spells last for 24 hours.
Maximize SpellYou can maximize the output of your spells.
Nonlethal SubstitutionYou can cast spells that deal only nonlethal damage.
Profane SpellYou can infuse a spell with profane power, bypassing energy resistance.
Quicken SpellYou can cast a spell in the blink of an eye.
Reach SpellYou can cast touch spells at range.
Repeat SpellYou can cast a spell twice, with the second instance beginning in the next round.
Sacred SpellYou can infuse a spell with sacred power, bypassing energy resistance.
Silent SpellYou can cast spells without reciting verbal components.
Still SpellYou need not use gestures to cast spells.
Widen SpellYou can increase the area affected by your spells.