Template:FeatsSummaryMetamagic

From Tenebrae
Revision as of 19:22, 1 September 2015 by MediaWiki default (talk | contribs)
Jump to navigation Jump to search
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. --