Bouncing Spell (Metamagic)
You can direct a failed spell against a different target.
Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner.
Using this feat increases the magic point cost of the spell by 2. The spell’s total cost cannot exceed your caster level.
Burning Spell (Metamagic)
You cause creatures to take extra damage when you affect them with a spell that has the fire or earth descriptor.
Benefit: The earth or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes earth or fire damage from the affected spell, that creature takes damage equal to 2x 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 earth descriptor, the caster chooses what kind of damage is dealt by the burning spell effect.
Using this feat increases the magic point cost of the spell by 3. The spell’s total cost cannot exceed your caster level.
Ectoplasmic Spell (Metamagic)
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures.
Using this feat increases the magic point cost of the spell by 2. The spell’s total cost cannot exceed your caster level.
Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented spells can also be empowered (multiply 1-½ times the damage total of the augmented power). Saving throws and opposed checks are not affected, nor are powers without random variables.
Using this feat increases the magic point cost of the spell by 3. The spell’s total cost cannot exceed your caster level.
Enlarge Spell (Metamagic)
You can increase the range of your spells.
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.
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.
Using this feat increases the magic point cost of the spell by 1. This spell’s total cost cannot exceed your caster level.
Extend Spell (Metamagic)
You can make your spells last twice as long.
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.
Using this feat increases the magic point cost of the spell by 2. This spell’s total cost cannot exceed your caster level.
Flaring Spell (Metamagic)
You dazzle creatures when you affect them with a spell that has the fire, light, or lightning descriptor.
Benefit: The lightning, 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, light or lightning damage from the affected spell to become dazzled for a number of rounds equal to half the base MP cost of the spell, rounding down. A flaring spell only affects spells with a fire, light, or lightning descriptor.
Using this feat increases the magic point cost of the spell by 2. This spell’s total cost cannot exceed your caster level.
Lingering Spell (Metamagic)
Your spell clings to existence, slowly fading from the world.
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.
Using this feat increases the magic point cost of the spell by 2. This spell’s total cost cannot exceed your caster level.
Maximize Spell (Metamagic)
Your spells have the maximum possible effect.
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 randomized variables
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.
Using this feat increases the magic point cost of the spell by 5. This spell’s total cost cannot exceed your caster level.
Merciful Spell (Metamagic)
Your damaging spells subdue rather than kill.
Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as water) inflict nonlethal damage of that same type.
Using this feat does not increase the magic point cost of the spell.
Persistent Spell (Metamagic)
You can modify a spell to become more tenacious when its targets resist its effect.
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.
Using this feat increases the magic point cost of the spell by 3. This spell’s total cost cannot exceed your caster level.
Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Quicken Spell (Metamagic)
You can cast spells in a fraction of the normal time.
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 full-round action cannot be quickened. Casting a quickened spell does not provoke an attack of opportunity.
Using this feat increases the magic point cost of the spell by 7. This spell’s total cost cannot exceed your caster level.
Reach Spell (Metamagic)
Your spells go further than normal.
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.
Using this feat increases the magic point cost of the spell by 2. This spell’s total cost cannot exceed your caster level.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Rime Spell (Metamagic)
Creatures damaged by your spells with the water or ice descriptor become entangled.
Benefit: The frost of your ice or water spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes ice or water damage from the spell to become entangled for a number of rounds equal to half the base MP cost of the spell, rounded down
Using this feat increases the magic point cost of the spell by 2. This spell’s total cost cannot exceed your caster level.
Selective Spell (Metamagic)
Your allies need not fear friendly fire.
Prerequisites: Spellcraft 5 ranks or 1 metamagic feat
Benefit: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to your casting ability score modifier. These targets are excluded from the effects of your spell.
Using this feat increases the magic point cost of the spell by 2. This spell’s total cost cannot exceed your caster level.
Spells that do not have an area of effect or a duration of instantaneous do not benefit from this feat.
Still Spell (Metamagic)
You can cast spells without moving.
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
Using this feat increases the magic point cost of the spell by 3. This spell’s total cost cannot exceed your caster level.
Thanoptic Spell (Metamagic)
Your spells can pierce wards against negative energy and even affect undead targets.
Prerequisites: 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.
Using this feat increases the magic point cost of the spell by 4. This spell’s total cost cannot exceed your caster level.
Normal: Defenses such as death ward negate death effects, negative levels, and energy drain. Undead are immune to these attacks.
Widen Spell (Metamagic)
You can cast your spells so that they occupy a larger space.
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%. Spells that do not have an area of one of those four sorts are not affected by this feat.
Using this feat increases the magic point cost of the spell by 5.





