5.03.2004

Feats: Metamagic

ACCELERATE SPELL [Metamagic]
You cast spells spontaneously with the ease of a movement.
Prerequisites: Ability to cast spells spontaneously or without preparation.
Benefit: Casting an accelerated spell spontaneously or without preparation is a move-equivalent action. Unlike typical metamagic effects, Accelerate Spell does not increase the casting time of spells cast spontaneously or without preparation. You can perform any standard action, even casting another spell, in the same round as you cast an accelerated spell. A spell whose casting time is more than 1 full round cannot be accelerated. An accelerated spell uses up a spell slot four levels higher than the spell's actual level.
Special: You may cast only one accelerated, expedited, hastened, or quickened spell per round.


AIM SPELL [Metamagic]
Your ranged spells strike with less accuracy but more power.
Benefit: Any ranged spell that automatically strikes a single target can instead be cast as a spell requiring a ranged touch attack while enjoying a +2 bonus to its DC. An aimed spell takes up a spell slot of the spell's normal level.


ALIGN SPELL [Metamagic]
Your spells carry components of your alignment.
Benefit: You can cast any spell so that it carries a Descriptor corresponding to one or two components of your alignment, such as Chaos, Evil, or Good. You cannot add an alignment Descriptor to a spell that already carries the opposite alignment Descriptor, such as applying the Good component of your alignment to eyebite. An aligned spell uses up a spell slot one level higher than the spell's actual level when adding one Descriptor and two levels higher when adding two Descriptors.


ALTER SPELL [Metamagic]
You can alter metamagically your spells cast without preparation by instinct.
Prerequisites: Finesse Spell feat, Ability to cast spells spontaneously or without preparation.
Benefit: You can instinctively alter the spells you cast spontaneously or without preparation. You may apply to an altered spell the effects of any metamagic feat that changes the effective spell level by +2, such as Empower Spell or Target Spell, even if you do not know the relevant feat. An altered spell cannot carry a metamagic effect normally unavailable to spells cast spontaneously or without preparation or a metmagic effect that increases the spell's effective level by more than +2. An altered spell uses up a spell slot four levels higher than the spell's actual level.


ANY SPELL [Metamagic / Sorcerer]
You can shape your sorcery to effect any sorceror spell.
Prerequisites: Sorcerer level 10, Spellcraft 13.
Benefit: You can reshape a sorceror spell to replicate the effects of a lower-level sorcerer spell of the same school, even if you do not know the replicated spell. To replicate any sorcerer spell with this feat, you must know a spell from the same school - called the source spell - that is at least four levels higher than the replicated spell. For example, a 12th-level sorcerer who knows the 6th-level spells antimagic field, true seeing, and eyebite can use Any Spell to replicate any Abjuration, Divination, or Necromancy sorcerer spell of 2nd-level or lower. Any Spell uses up a spell slot four levels higher than the replicated spell's actual level, even if the source spell is of an even higher level.


AUGMENT SPELL [Metamagic]
You can augment metamagically your spells cast without preparation by instinct.
Prerequisites: Alter Spell feat, Finesse Spell feat, Ability to cast spells spontaneously or without preparation.
Benefit: You can instinctively augment the spells you cast spontaneously or without preparation. You may apply to an augmented spell the effects of any metamagic feat that changes the effective spell level by +3, such as Maximize Spell or Widen Spell, even if you do not know the relevant feat. An augmented spell cannot carry a metamagic effect normally unavailable to spells cast spontaneously or without preparation or a metmagic effect that increases the spell's effective level by more than +3. An augmented spell uses up a spell slot five levels higher than the spell's actual level.


EMBATTLE SPELL [Metamagic]
Your touch or ranged touch spells strike with less accuracy but more power.
Benefit: Any spell requiring a touch attack or ranged touch attack can instead be cast as a spell requiring a melee attack roll or melee ranged attack while enjoying with a +1 bonus to its DC. An embattled spell takes up a spell slot of the spell's normal level.


EXPEDITE SPELL [Metamagic]
You cast spells with the ease of a movement.
Benefit: Casting an expedited spell is a move-equivalent action. You can perform any standard action, even casting another spell, in the same round as you cast an expedited spell. A spell whose casting time is more than 1 full round cannot be expedited. An expedited spell uses up a spell slot three levels higher than the spell's actual level.
Special: You may cast only one accelerated, expedited, hastened, or quickened spell per round.


FINESSE SPELL [Metamagic]
You can finesse with metamagic your spells cast without preparation by instinct.
Prerequisites: Ability to cast spells spontaneously or without preparation.
Benefit: You can instinctively finesse the spells you cast spontaneously or without preparation. You may apply to a finessed spell the effects of any metamagic feat that changes the effective spell level by no more than +1, such as Enlarge Spell or Silent Spell, even if you do not know the relevant feat. A finessed spell cannot carry a metamagic effect normally unavailable to spells cast spontaneously or without preparation or a metmagic effect that increases the spell's effective level by more than +1. A finessed spell uses up a spell slot three levels higher than the spell's actual level.


HASTEN SPELL [Metamagic]
You cast spells spontaneously with the speed of thought.
Prerequisites: Ability to cast spells spontaneously or without preparation.
Benefit: Casting a hastened spell spontaneously or without preparation is a free action that does not provoke an attack of opportunity. Unlike typical metamagic effects, Hasten Spell does not increase the casting time of spells cast spontaneously or without preparation. You can perform another action, even casting another spell, in the same round as you cast a hastened spell. A spell whose casting time is more than 1 full round cannot be hastened. A hastened spell uses up a spell slot five levels higher than the spell's actual level.
Special: You may cast only one accelerated, expedited, hastened, or quickened spell per round.


MEDITATIVE SPELL [Metamagic]
You empower your divine spells with deep meditation.
Prerequisites: Ability to cast divine spells spontaneously or without preparation.
Benefit: Casting a meditative divine spell spontaneously or without preparation takes 1 full minute but increases the spell's DC and your effective caster level by +2. Unlike typical metamagic effects, Meditative Spell does not increase the casting time of divine spells cast spontaneously or without preparation. This feat cannot be applied to a spell whose casting time is more than 1 full round. A meditative spell uses up a spell slot of the spell's actual level.


MINIMIZE SPELL [Metamagic]
You can cast a vastly weakened version of more a powerful spell.
Benefit: All random variable numeric effects of a minimized spell are reduced to the lower possible result. A minimized spell deals only the minimum possible amount of damage, heals only the minimum number of hit points, affects only the minimum number of targets, etc. Saving throws and opposed rolls are not affected, nor are spells without random variables. A minimized spell takes up a spell slot two levels lower than the spell's actual level, to no lower than 1st level.


PROTRACT SPELL [Metamagic]
You can more carefully cast a more potent version of a spell.
Benefit: Casting a protracted spell takes 1 full round but increases the spell's DC by +1. This feat cannot be applied to a spell whose casting time is more than 1 standard action or to spells cast spontaneously or without preparation. A protracted spell uses up a spell slot of the spell's actual level.


REDUCE SPELL [Metamagic]
You can cast a less effective version of a more powerful spell.
Benefit: A reduced spell extends to only 50% its normal range, lasts only 50% as long as its normal duration, and - if the spell is a burst, emanation, line, or spread - affects only 50% of the normal area. Reduce Spell can only be applied to spells that have at least two of these three qualities - Range, Duration, and/or Area - that can be so reduced. A reduced spell takes up a spell slot one level lower than the spell's actual level, to no lower than 1st level.


TARGET SPELL [Metamagic]
Your ranged spells strike with unerring accuracy.
Benefit: Any ranged spell that requires a ranged attack roll can instead be cast as a spell that automatically strikes its target. A targeted spell takes up a spell slot two levels higher than the spell's normal level.


TENACIOUS SPELL [Metamagic]
Your spells cannot be resisted.
Benefit: Any spell that normally allows a saving throw can be cast instead as a spell with no saving throw allowed. A tenacious spell uses up a spell slot five levels higher than the spell's actual level.


TOUCH SPELL [Metamagic]
Your ranged spells become more potent touch spells.
Benefit: Any spell with a Close, Medium, or Long range can instead be cast on a single target as a spell with the range of Touch and with a +2 bonus to its DC. A touched spell takes up a spell slot of the spell's normal level.


WEAKEN SPELL [Metamagic]
You can cast a weakened version of more a powerful spell.
Benefit: All random variable numeric effects of a weakened spell are reduced by 50%. A weakened spell deals only half-damage, heals only half hit points, affects only half the possible number of targets, etc. Saving throws and opposed rolls are not affected, nor are spells without random variables. A weakened spell takes up a spell slot one levels lower than the spell's actual level, to no lower than 1st level.


WILL SPELL [Metamagic]
You can cast spells with only a thought.
Benefit: You can cast any spell without Material, Somatic, or Verbal components, as if under the effects of the Eschew Materials, Silent Spell, and Still Spell feats. A willed spell uses up a spell slot three levels higher than the spell's actual level.

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