Difference between revisions of "Feats Metamagic"

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Feats
name type description prerequisites
Acquatic Spell Metamagic You've trained to cast spells underwater. --
Burning Spell Metamagic You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor. --
Concussive Spell Metamagic You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor. --
Disruptive Spell Metamagic Your magical energies cling to enemies, interfering with their spellcasting. --
Echoing Spell Metamagic You have learned how to release most, but not all, of a spell's potential when you cast it. --
Ectoplasmic Spell Metamagic Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. --
Elemental Spell Metamagic You can manipulate the elemental nature of your spells. --
Empower Spell Metamagic You can increase the power of your spells, causing them to deal more damage. --
Enlarge Spell Metamagic You can increase the range of your spells. --
Extend Spell Metamagic You can make your spells last twice as long. --
Flaring Spell Metamagic You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor. --
Focused Spell Metamagic When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist. --
Heighten Spell Metamagic You can cast spells as if they were a higher level. --
Lingering Spell Metamagic You spell clings to existence, slowly fading from the world. --
Maximize Spell Metamagic Your spells have the maximum possible effect. --
Persistent Spell Metamagic You can modify a spell to become more tenacious when its targets resist its effect. --
Piercing Spell Metamagic Your studies have helped you develop methods to overcome spell resistance. --
Quicken Spell Metamagic You can cast spells in a fraction of the normal time. --
Reach Spell Metamagic Your spells go farther than normal. --
Sickening Spell Metamagic You can sicken creatures with your spells. --
Silent Spell Metamagic You can cast your spells without making any sound. --
Still Spell Metamagic You can cast spells without moving. --
Thanatopic Spell Metamagic Your spells can pierce wards against negative energy and even affect undead targets. Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Threnodic Spell Metamagic You can convert mind-affecting magic to necromantic power capable of controlling undead. Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Thundering Spell Metamagic You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects. --
Widen Spell Metamagic You can cast your spells so that they occupy a larger space. --

Descriptions

Aquatic Spell (Metamagic)
You can cast your spells under or into water.
Prereq: --
Benefit: An 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. An aquatic spell uses up a spell slot 1 level higher than the spell’s actual level.
Normal:
Special:
Burning Spell (Metamagic)
You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Prereq: --
Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 x the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level.
Normal:
Special:
Concussive Spell (Metamagic)
You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
Prereq: --
Benefit: With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell's actual level.
Normal:
Special:
Disruptive Spell (Metamagic)
Your magical energies cling to enemies, interfering with their spellcasting.
Prereq: --
Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Echoing Spell (Metamagic)
You have learned how to release most, but not all, of a spell's potential when you cast it.
Prereq: --
Benefit: When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell's actual level.
Normal:
Special:
Ectoplasmic Spell (Metamagic)
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Prereq: --
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.
Prereq: --
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special: You can gain this feat multiple times. Each time you must choose a different energy type.
Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Prereq: --
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
Normal:
Special:
Enlarge Spell (Metamagic)
You can increase the range of your spells.
Prereq: --
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged 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. An enlarged 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 benefit from this feat.
Normal:
Special:
Extend Spell (Metamagic)
You can make your spells last twice as long.
Prereq: --
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Flaring Spell (Metamagic)
You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.
Prereq: --
Benefit: The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity descriptor. A flaring spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Focused Spell (Metamagic)
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Prereq: --
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
Normal:
Special:
Heighten Spell (Metamagic)
You can cast spells as if they were a higher level.
Prereq: --
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Normal:
Special:
Lingering Spell (Metamagic)
You spell clings to existence, slowly fading from the world.
Prereq: --
Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet. A lingering spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Maximize Spell (Metamagic)
Your spells have the maximum possible effect.
Prereq: --
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.
Normal:
Special:
Persistent Spell (Metamagic)
You can modify a spell to become more tenacious when its targets resist its effect.
Prereq: --
Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
Normal:
Special:
Piercing Spell (Metamagic)
Your studies have helped you develop methods to overcome spell resistance.
Prereq: --
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Quicken Spell (Metamagic)
You can cast spells in a fraction of the normal time.
Prereq: --
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 fullround action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
Normal:
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.
Reach Spell (Metamagic)
Your spells go farther than normal.
Prereq: --
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modif ied by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Normal:
Special:
Sickening Spell (Metamagic)
You can sicken creatures with your spells.
Prereq: --
Benefit: You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell. A sickening spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
Normal:
Special:
Silent Spell (Metamagic)
You can cast your spells without making any sound.
Prereq: --
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special: Bard spells cannot be enhanced by this feat.
Still Spell (Metamagic)
You can cast spells without moving.
Prereq: --
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Thanatopic Spell (Metamagic)
Your spells can pierce wards against negative energy and even affect undead targets.
Prereq: Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Benefit: A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist. For example, you could cast a thanatopic vampiric touch or enervation spell on a target under the effects of death ward, and the target would suffer the normal effect of the spell. Saving throws and SR (if any) still apply. Undead are susceptible to spells augmented by this feat, as it retunes the negative energy to be harmful to them. A thanatopic spell that would kill a living creature (such as by giving it negative levels equal to its Hit Dice) destroys an undead (though undead such as ghosts, liches, and vampires may reform as normal). Undead affected by thanatopic spells that give negative levels automatically make their saving throws to remove negative levels after 24 hours. A thanatopic spell uses up a spell slot two levels higher than the spell's actual level.
Normal: Defenses such as death ward negate death effects, negative levels, and energy drain. Undead are immune to these attacks.
Special:
Threnodic Spell (Metamagic)
You can convert mind-affecting magic to necromantic power capable of controlling undead.
Prereq: Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Benefit: This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell uses up a spell slot two level higher than the spell's actual level.
Normal: Undead are immune to mind-affecting effects.
Special:
Thundering Spell (Metamagic)
You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.
Prereq: --
Benefit: You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. A thundering spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not inf lict damage do not benefit from this feat.
Normal:
Special:
Widen Spell (Metamagic)
You can cast your spells so that they occupy a larger space.
Prereq: --
Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.
Normal:
Special: