Alignment Metamagic Feats

 

Chaotic Metamagic

Emancipate Spell [Metamagic]

Prerequisite: Any Chaotic Alignment

Benefit: A spell modified by this feat gains the Chaotic descriptor.  A purified spell increases the size of the dice a spell uses on size category.  If the target is neither Chaotic nor Lawful the creature is dealt half damage.  If the creature is Chaotic it is instead dealt no damage at all.  The dice size is increased an additional half step is dealt double to outsiders, undead, Atmans and Brahmins. Thus with this feat a fireball cast by a level 12 wizard would deal 10d8 x ½ against a Neutral character and 10d10 against a Deva.  This can not be applied spells which have the spell descriptor Lawful.

An emancipated spell uses up a spell slot two levels higher than the spell’s actual level

Liberate Spell [Metamagic]

Prerequisite: Any Chaotic Alignment

Benefit: A spell modified by this feat gains the Chaotic descriptor.  In addition, half the damage is intensely anarchic and cannot be stopped by any energy resistance.  This damage is only is only dealt to Lawful characters.  The Intensely anarchic damage is dealt double to Lawful outsider, Lawful undead, and Brahmin. While for Chaotic characters, the intensely anarchic damage is negated.  This can not be applied spells which have the spell descriptor Lawful.

A liberated spell uses up a spell slot one level higher than the spell’s actual level

Release Spell [Metamagic]

Prerequisite: Any Chaotic Alignment

Benefit: A spell modified by this feat gains the Chaotic descriptor.  A spell with this feat is deals half damage to Chaotic characters.  The spell is unchanged in how it affects neutral characters.  The spell deal 150% of the normal maximum damage to Lawful characters, if it is a Lawful outsider or Lawful undead the DC of any save increased by increased by +2.    This can not be applied spells which have the spell descriptor Lawful.

A Releaseted spell uses up a spell slot three levels higher than the spell’s actual level

Note: this does not stake with Maximize or Empower spell.

Rebellious Spell [Metamagic]

Prerequisite: Any Chaotic Alignment

Benefit: A spell modified by this feat gains the Chaotic descriptor.  If the target of this spell is Lawful, it is denied any spell resistance and if the creature has abilities such as evasion, which allow it to lessen the affect this is reduced one tier, for example a monk would lose his evasion but a rouge with improved evasion would retain his evasion.  There is a 50% chance a Lawful Outsider, Lawful Undead, or Brahmin will be denied any save.    This can not be applied spells which have the spell descriptor Lawful.

A rebellious spell uses up a spell slot two levels higher than the spell’s actual level

Wild Spell [Metamagic]

Prerequisite: Any Chaotic Alignment

Benefit: A spell modified by this feat gains the Chaotic descriptor.  This spell deals +1 point per dice of bonus damage, which is Tumultuous damage; and thus the bonus damage from this spell can only be healed on Canonized ground and by magical means.  This can not be applied spells which have the spell descriptor Lawful. 

A wilded spell uses up a spell slot six levels higher than the spell’s actual level

 

Evil Metamagic

Accurse Spell [Metamagic]

Prerequisite: Any evil Alignment

Benefit: A spell modified by this feat gains the evil descriptor.  A spell with this feat is deals half damage to evil characters.  The spell is unchanged in how it affects neutral characters.  The spell deal 150% of the normal maximum damage to good characters, if it is a good outsider or good undead the DC of any save increased by increased by +2.  This can not be applied spells which have the spell descriptor Good. 

An accursed spell uses up a spell slot three levels higher than the spell’s actual level

Note: this does not stake with Maximize or Empower spell.

Desecrate Spell [Metamagic]

Prerequisite: Any evil Alignment

Benefit: A spell modified by this feat gains the Evil descriptor.  In addition, half the damage is intensely unholy and cannot be stopped by any energy resistance.  This damage is only is only dealt to Good characters.  The Intensely unholy damage is dealt double to Good Outsider, Good undead (Deathless) and Saints. While for evil characters, the intensely unholy damage is negated. This can not be applied spells which have the spell descriptor Good.

A desecrated spell uses up a spell slot one level higher than the spell’s actual level

Profane Spell [Metamagic]

Prerequisite: Any evil Alignment

Benefit: A spell modified by this feat gains the evil descriptor.  A profaned spell increases the size of the dice a spell uses on size category.  If the target is neither evil nor good the creature is dealt half damage.  If the creature is evil it is instead dealt no damage at all.  The dice size is increased an additional step to good outsiders, good undead, and Saints. This can not be applied spells which have the spell descriptor Good.

Example: With this feat a fireball cast by a level 12 wizard would deal 10d8 x ½ against a Neutral character and 10d10 against an angel.

A profaned spell uses up a spell slot two levels higher than the spell’s actual level

Sinful Spell [Metamagic]

Prerequisite: Any evil Alignment

Benefit: A spell modified by this feat gains the evil descriptor.  If the target of this spell is good, it is denied any spell resistance and if the creature has abilities such as evasion, which allow it to lessen the affect this is reduced one tier, for example a monk would lose his evasion but a rouge with improved evasion would retain his evasion.  There is a 50% chance a Good Outsider, Good Undead, or Saint will be denied any save.  This can not be applied spells which have the spell descriptor Good.

A sinful spell uses up a spell slot two levels higher than the spell’s actual level

Unhallow Spell [Metamagic]

Prerequisite: Any evil Alignment

Benefit: A spell modified by this feat gains the evil descriptor.  This spell deals +1 point per dice of bonus damage, which is Corrupting damage; and thus the bonus damage from this spell can only be healed on hallowed ground and by magical means.  This can not be applied spells which have the spell descriptor Good. An unhallowed spell uses up a spell slot six levels higher than the spell’s actual level

 

Good Metamagic

Bless Spell [Metamagic]

Prerequisite: Any good Alignment

Benefit: A spell modified by this feat gains the good descriptor.  In addition, half the damage is intensely holy and cannot be stopped by any energy resistance.  This damage is only dealt to Evil characters.  The Intensely holy damage is dealt double to evil outsider, evil undead and Naifasts (Black Saints). While for good characters, the intensely holy damage is negated. This can not be applied spells which have the spell descriptor Evil.

A bless spell uses up a spell slot one level higher than the spell’s actual level

Cleanse Spell [Metamagic]

Prerequisite: Any good Alignment

Benefit: A spell modified by this feat gains the good descriptor.  A cleansed  spell increases the size of the dice a spell uses on size category.  If the target is neither good nor evil the creature is dealt half damage.  If the creature is good it is instead dealt no damage at all.  The dice size is increased an additional half step to Evil outsiders, Evil undead, and Naifasts (Black Saints). Thus with this feat a fireball cast by a level 12 wizard would deal 10d8 x ½ against a Neutral character and 10d10 against a demon. This can not be applied spells which have the spell descriptor Evil.

A cleansed  spell uses up a spell slot two levels higher than the spell’s actual level

Hallow Spell [Metamagic]

Prerequisite: Any good Alignment

Benefit: A spell modified by this feat gains the good descriptor.  This spell deals +1 point per dice of bonus damage, which is Righteous damage; and thus the bonus damage from this spell can only be healed on unhallowed ground and by magical means.   A hallowed spell uses up a spell slot six levels higher than the spell’s actual level. This can not be applied spells which have the spell descriptor Evil.

Righteous Spell [Metamagic]

Prerequisite: Any good Alignment

Benefit: A spell modified by this feat gains the good descriptor.  If the target of this spell is evil, it is denied any spell resistance and if the creature has abilities such as evasion, which allow it to lessen the affect this is reduced one tier, for example a monk would lose his evasion but a rouge with improved evasion would retain his evasion.  There is a 50% chance an Evil Outsider, Evil Undead, or Black Saint will be denied any save.  This can not be applied spells which have the spell descriptor Evil.

A righteous spell uses up a spell slot two levels higher than the spell’s actual level

Sanctify Spell [Metamagic]

Prerequisite: Any good Alignment

Benefit: A spell modified by this feat gains the good descriptor.  A spell with this feat is deals half damage to good characters.  The spell is unchanged in how it affects neutral characters.  The spell deal 150% of the normal maximum damage to evil characters, if it is an evil outsider or evil undead the DC of any save increased by increased by +2.  This can not be applied spells which have the spell descriptor Evil.

A sanctified spell uses up a spell slot three levels higher than the spell’s actual level

Note: this does not stake with Maximize or Empower spell.

 

Lawful Metamagic

Anoint Spell [Metamagic]

Prerequisite: Any Lawful Alignment

Benefit: A spell modified by this feat gains the Lawful descriptor.  An Anointed spell increases the size of the dice a spell uses on size category.  If the target is neither Lawful nor Chaotic the creature is dealt half damage.  If the creature is Lawful it is instead dealt no damage at all.  The dice size is increased an additional half step is dealt double to Romantic outsiders, Romantic undead, and Atmans. Thus with this feat a fireball cast by a level 12 wizard would deal 10d8 x ½ against a Neutral character and 10d10 against an Asura. This can not be applied spells which have the spell descriptor Chaotic.

An anointed spell uses up a spell slot two levels higher than the spell’s actual level

Canonize Spell [Metamagic]

Prerequisite: Any Lawful Alignment

Benefit: A spell modified by this feat gains the Lawful descriptor.  This spell deals +1 point per dice of bonus damage, which is Harmonious damage; and thus the bonus damage from this spell can only be healed on wilded ground and by magical meansA Canonized spell uses up a spell slot six levels higher than the spell’s actual level.  This can not be applied spells which have the spell descriptor Chaotic.

Confirm Spell [Metamagic]

Prerequisite: Any Lawful Alignment

Benefit: A spell modified by this feat gains the Lawful descriptor.  A spell with this feat is deals half damage to Lawful characters.  The spell is unchanged in how it affects neutral characters.  The spell deal 150% of the normal maximum damage to Chaotic characters, if it is a Chaotic outsider or Chaotic undead the DC of any save increased by increased by +2. 

A confirmed spell uses up a spell slot three levels higher than the spell’s actual level.  This can not be applied spells which have the spell descriptor Chaotic.

Note: this does not stake with Maximize or Empower spell.

Devout Spell [Metamagic]

Prerequisite: Any Lawful Alignment

Benefit: A spell modified by this feat gains the Lawful descriptor.  If the target of this spell is Chaotic, it is denied any spell resistance and if the creature has abilities such as evasion, which allow it to lessen the affect this is reduced one tier, for example a 4th level Martialist would lose his evasion but a 15th level rouge with improved evasion would retain his evasion.  There is a 50% chance a Chaotic Outsider, Chaotic Undead, or Atman will be denied any save. 

A devoted spell uses up a spell slot two levels higher than the spell’s actual level.  This can not be applied spells which have the spell descriptor Chaotic.

Ordain Spell [Metamagic]

Prerequisite: Any Lawful Alignment

Benefit: A spell modified by this feat gains the Lawful descriptor.  In addition, half the damage is intensely Axiomatic and cannot be stopped by any energy resistance.  This damage is only is only dealt to Chaotic characters.  The Intensely holy damage is dealt double to Chaotic outsiders, Chaotic undead and Atmans. While for Lawful characters, the intensely axiomatic damage is negated.

An ordained spell uses up a spell slot one level higher than the spell’s actual level.  This can not be applied spells which have the spell descriptor Chaotic.

 

Metamagic Augmentation Feats

 

Adept Metamagic [Metamagic]

Prerequisites: Ability to cast prepared 1st Lvl spells, one other metamagic feat

Benefit: You may choose one metamagic feat you possess, you may apply this metamagic feat spontaneously to a spell you have already prepared.  You may do this a number of times per day equal to your relevant ability modifier.  This does not use up a higher spell level but you still may not apply it to a spell if the spell slot it would have used is higher than that of the highest you can cast.

Special: you may take this feat multiple times, each time it applies to a different metamagic feat you possess.

 

Energized Metamagic [Metamagic]

Prerequisites: Ability to cast 3rd Level spells, Metamagic feat Empower spell plus any other two metamagic feats, 10 ranks in Spellcraft

Benefit: You when cast a spell with one or more metamagic feats for which the total increased spell slots is two or more the damage cap is increased by five for every two levels the spell is increased.  A spell affected in this way can still be counter by the normal version of that spell.

Example: an Maximized fire ball cast by a 15th level caster would deal 90 points fire damage.

 

Improvised Metamagic [Metamagic]

Prerequisites: Ability to spontaneously cast 1st Lvl spells, one other metamagic feat

Benefit: It no longer takes an extended period of time for you to apply metamagic feats to a spell you cast spontaneously, however the spell still takes up a higher spell slot.

 

Meta-affinity [Metamagic]

Prerequisites: Ability to cast 1st Lvl spells, One other metamagic feat, 5 ranks in Spellcraft

Benefit: Whenever you add a meta-magic feat which require a spell slot higher than normal you may reduce the over all spell slot by one.  No matter how many meta magic feats you add to a single spell this feat only allows you to reduce the total meta-magic cost by one.  This cannot reduce the cost beyond +1 level.

Example: a quickened maximized fire ball would be require be a level 7 spell slot instead of a level 8 spell slot.

Special: you may take this feat multiple times its affects stack; each time you must have 5 more ranks in Spellcraft.  In this way you may reduce cost of multiple meta magic feats applied to the same spell.

 

Metamagic Mastery [Metamagic][1]

Prerequisites: Ability to cast 1st level spells, one other metamagic feat, 6 ranks in Spellcraft

Benefit: You choose one meta-magic feat you already know.  You may reduce the increased spell slot used by one.  This cannot reduce the cost beyond +1 level.

Example: a wizard with meta-magic mastery quickened fire ball would be require be a level 6 spell slot instead of a level 7 spell slot.

Special: This feat does not stack with meta-affinity, however if you have meta-affinity and metamagic Mastery, you meta-affinity will affect any meta-magic feats you add to the spell other than the feat for which you have meta-magic mastery.

-Improved Metamagic Mastery [Metamagic]

Prerequisites: Ability to cast 4th level spells, metamagic mastery, one other metamagic feat, 12 ranks in Spellcraft

Benefit: You choose one meta-magic feat you already know, which you have taken metamagic mastery.  You may reduce the increased spell slot used by two.  This cannot reduce the cost beyond +1 level.  This replaces the benefits of metamagic mastery

Example: a wizard with meta-magic mastery quickened fire ball would be require be a level 5 spell slot instead of a level 7 spell slot.

Special: This feat does not stack with meta-affinity, however if you have meta-affinity and metamagic mastery, you meta-affinity will affect any meta-magic feats you add to the spell other than the feat for which you have meta-magic mastery.

--Greater Metamagic Mastery [Metamagic]

Prerequisites: Ability to cast 7th level spells, improved metamagic mastery, metamagic mastery, one other metamagic feat, 18 ranks in Spellcraft

Benefit: You choose one meta-magic feat you already know, which you have taken improved metamagic mastery.  You may reduce the increased spell slot used by three.  This cannot reduce the cost beyond +1 level.  This replaces the benefits of metamagic mastery

Example: a wizard with meta-magic mastery quickened fire ball would be require be a level 4 spell slot instead of a level 7 spell slot.

Special: This feat does not stack with meta-affinity, however if you have meta-affinity and metamagic mastery, you meta-affinity will affect any meta-magic feats you add to the spell other than the feat for which you have meta-magic mastery.

---Epic Metamagic Mastery [Epic, Metamagic]

Prerequisites: Ability to cast 10th level spells, greater metamagic mastery, improved metamagic mastery, metamagic mastery, one other metamagic feat, 24 ranks in Spellcraft

Benefit: You choose one meta-magic feat you already know, which you have taken greater metamagic mastery.  You may reduce the increased spell slot used by four.  This cannot reduce the cost beyond +0 level.  This replaces the benefits of metamagic mastery

Example: a wizard with meta-magic mastery quickened fire ball would be require be a level 3 spell slot instead of a level 7 spell slot.

Special: This feat does not stack with meta-affinity, however if you have meta-affinity and metamagic mastery, you meta-affinity will affect any meta-magic feats you add to the spell other than the feat for which you have meta-magic mastery.

 

Metamagic Synergy [Metamagic]

Prerequisites: Ability to cast 1st Lvl spells, Metamagic feat Heighten spell plus one other metamagic which increased the spell slot used, 8 ranks in Spellcraft

Benefit: You when cast a spell with a metamagic feat added to the spell which use up a spell slot higher than normal, the spell level increases as does the DC of any saving throw.  A spell affected in this way can still be counter by the normal version of that spell.

Normal: 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.

Example: a maximized fire ball would have a DC 10+6(the new spell level)+ the relevant ability modifier.  Maliee a level 17 wizard has an intelligence of 21 and casts a stilled silent quickened shatter using metamagic synergy would have a save DC of 23, she could still heighten the spell one more level, to make the spell a ninth level spell and have a DC of 24

-Spell Expertise [Metamagic]

Prerequisites: Ability to cast 1st Lvl spells, Metamagic Synergy, Metamagic feat Heighten spell plus one other metamagic which increased the spell slot used, 12 ranks in Spellcraft

Benefit: You pick one spell you can prepare or one spell you know the DC for that spell becomes 10+½caster level+Ability Modifier..

Special: you may take this multiple times each time choosing a different spell.

-Expert Caster [Epic, Special]

Prerequisites: 25 in Relevant ability for DCs, Spell Heighten spell, Spell Expertise (any 4 spells) Metamagic synergy, plus one other metamagic which increased the spell slot used, ability to cast 10th level spells

Benefit:  the DC for all spells becomes 10+½caster level+Ability Modifier.

 

General Metamagic Feats

 

Destructive Force [Metamagic]

Prerequisites: +13 in the relative Ability for spellcaster class, 5 ranks in spell craft

Benefit: You can raise the damage cap of capped spells by two dice (assuming you are of sufficient level to do so).  Takes up a spell slot one level higher.

Example: Fireball is normally capped at 10d6, but could be raised to 12d16 by a 12th-level caster with this feat

 

Encircling Spell [Metamagic]

Prerequisites: Twined Spell, Quicken spell, any other Metamagic feat

Benefit: this feat can only be applied to a spell which normally only affects one creature.  An encircling spell affect one creature which it normally affects plus one creature per two caster levels, no two of which may be more than 30 ft.  An encircling spell that normally has a range of melee touch gains a range of 25ft+5ft/2levels.  The spell now uses up a spell slot four levels higher than the actual spell.

 

Greater Destructive Force [Metamagic]

Prerequisite: Destructive Force, Improved Destructive Force, 19+ in the relative Ability for spellcaster class, 15 ranks in spell craft

Benefit: You can Remove damage cap of capped spells (assuming you are of sufficient level to do so).  Takes up a spell slot four levels higher.

Example: Burninghands is normally capped at 5d4, but could be raised to 17d4 by a 17th-level caster with this feat, when cast as a 5th level spell; or fireball with this metamagic feat applied may be cast as a 7th level spell by a 18th level caster for 18d6 damage additionally the metamagic feat empower maybe applied thus a level 18 sorcerer may cast a fireball as an 9th level spell dealing 27d6 fire damage.

 

Improved Destructive Force [Metamagic]

Prerequisite: Destructive Force,15+ in the relative Ability for spellcaster class, 10 ranks in spell craft

Benefit: You can double the damage cap of capped spells (assuming you are of sufficient level to do so).  This can only be applied to spell that increase the damage dice by the level of the caster.  Takes up a spell slot two levels higher.

Example: Burninghands is normally capped at 5d4, but could be raised up to 10d4 by a 10th-level caster with this feat

 

Invisible Spell [METAMAGIC]

Benefit: An invisible spell can be cast with no visible manifestation. Spells without a visible manifestation are not affected. The DC of a reflex save of an invisible spell is 2 points higher than the DC of a visible spell.  You gain a +2 on any ray attacks of an invisible spell.  There is a 50% chance that a creature is caught unaware by an invisible spell and so would be denied a reflex save if any.  Characters with evasion are not denied evasion but do not gain the benefit of the evasion.  Characters with improved evasion do not gain the benefit of improved evasion but retain the benefits of evasion.  An invisible spell with a ray or ranged touch attack with visible manifestation such as lesser orb of acid has a 50% chance of catching the target flat footed.  A character with uncanny dodge always receives his or her reflex save and is never caught flat footed unless the caster has a caster level four levels higher than the class levels which grant the target uncanny dodge.  An invisible adds +4 to spell craft checks to determine the spell being cast.  An invisible spell uses up a spell slot four levels higher than the spell’s actual level.

 

Life Energy Substitution [Metamagic]

Prerequisite: Ability to spontaneously cast cure or inflict wound spells, 10 ranks knowledge (religion), any metamagic feat

Benefit: You may cast spells with a spells with an energy descriptor but by substituting the energy with positive or negative energy.  You can only substitute the energy for the same type of energy you can spontaneously cast.  – For example when Jo’ii the Cleric of Pelor who can spontaneously cast cure spells could only substitute positive energy.  The spell losses the spell descriptor and changes schools to conjuration (healing) if it deal positive damage or necromancy if negative.  Any creature that is dealt damage by the spell receives a willpower save to cut any of this damage in half, regardless of any save normal to the spell. – for example Jo’ii casts her Flame Strike with Life Energy Substitution. The spell would read:

 Flame Strike

Conjuration (Healing)

Saving Throw: Reflex half; Willpower half

This uses up a spell slot one level higher than the spell's actual level.

 

Overpower spell [Metamagic]

You deal 150% of maximum damage

Prerequisite: Empower Spell, Maximize Spell, any other meta magic feat

Benefit: All variable, numeric effects of a spell modified by this feat are maximized then multiplied by 1.5. Saving throws and opposed rolls are not affected, nor are spells without random variables. An overpowered spell uses up a spell slot five levels higher than the spell’s actual level. 

Example: an overpowered lightning bolt cast by a 10 level caster or better would deal 90 points of damage.

Special: An overpowered spell can’t also be empowered or maximized.

-Super empower spell [Epic, Metamagic]

You deal 300% more damage than normal

Prerequisite: Empower Spell, Maximize Spell, Destructive force, Overpower spell, any other meta magic feat, 25 in the relevant ability score

Benefit: All variable, numeric effects of a spell modified by this feat are multiplied by 3. Saving throws and opposed rolls are not affected, nor are spells without random variables. A super empowered spell uses up a spell slot seven levels higher than the spell’s actual level. 

Example: A superpowered fireball cast by a 10 level caster or better would deal 30d6 points of fire damage.

Special: A super empowered spell can’t also be empowered, maximized, or overpowered.

--Supreme power spell [Epic, Metamagic]

You deal 500% more damage than normally possible

Prerequisite: Epic spell, Empower Spell, Super empower spell, Maximize Spell, Destructive force, Overpower spell, any other meta magic feat, 29 in the relevant ability score

Benefit: All variable, numeric effects of a spell modified by this feat are maximized and then multiplied by 5. Saving throws and opposed rolls are not affected, nor are spells without random variables. A super empowered spell uses up a spell slot ten levels higher than the spell’s actual level. 

Example: A superpowered fireball cast by a 10 level caster or better would deal 300 points of fire damage.

Special: A supreme power spell can’t also be empowered, maximized, overpowered or super empowered.

 

PIERCING COLD [METAMAGIC]

Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.

Benefit: You can only apply this metamagic feat to spells with the cold descriptor. Piercing cold spells are so horribly cold that they are capable of damaging creatures normally unharmed by or resistant to cold. Piercing cold spells completely ignore any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance). Creatures normally immune to cold can be damaged by piercing cold spells as well. Piercing cold spells deal half damage to these creatures (or one-quarter on a successful saving throw).  

For example, Mialee casts a piercing cold cone of cold at a night hag, a creature normally immune to cold. She makes her level check to penetrate the night hag’s spell resistance, but the night hag makes her Reflex save against the spell. Mialee rolls the dice, and her cone of cold deals 42 points of cold damage; since the night hag made her save, the damage is halved to 21 points. This damage is then halved again (since the night hag is normally immune to cold), and 10 points of cold damage are actually dealt to the night hag, who is both shocked and enraged at this unexpected turn of events.

Creatures with the cold subtype can tell that a piercing cold spell is colder than normal, but they remain undamaged by the attack.

Creatures with the fire subtype who are damaged by a piercing cold spell take double normal damage instead of the usual +50%.

A piercing cold spell uses up a spell slot one level higher than the spell’s actual level.

DEEPER COLD [METAMAGIC]

Your cold spells are so cold that they can damage any creatures.

Prerequisite: Piercing Cold, Heighten spell   

Benefit: You can only apply this metamagic feat to spells with the cold descriptor. Deeper cold spells are so horribly cold that they are capable of damaging creatures normally unharmed by or resistant to cold. Deeper cold spells completely ignore any resistance to cold a creature possesses. Creatures normally immune to cold can be damaged by deeper cold spells as well, ignoring this immunity and dealing damage to the target as if it did not possess any resistance to cold at all. They too are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).

Creatures with the cold subtype can be damaged by deeper cold spells tell that a deeper cold spell is colder than normal, but they remain undamaged by the attack. Deeper cold spells deal half damage to these creatures (or one-quarter on a successful saving throw).  

For example, Mialee casts a deeper cold cone of cold at an old white dragon, a creature normally immune to cold. She makes her level check to penetrate the old white dragon’s spell resistance, but the old white dragon makes her Reflex save against the spell. Mialee rolls the dice, and her cone of cold deals 42 points of cold damage; since the old white dragon made her save, the damage is halved to 21 points. This damage is then halved again (since the old white dragon is normally immune to cold), and 10 points of cold damage are actually dealt to the old white dragon, who is both shocked and enraged at this unexpected turn of events.

Creatures with the fire subtype who are damaged by a deeper cold spell take double normal damage instead of the usual +50%, creatures with the fire subtype suffer a –5 on any saving throw, and finally creatures with the fire subtype and spell resistance.

A Deeper cold spell uses up a spell slot three levels higher than the spell’s actual level.

ABSOLUTE ZERO [METAMAGIC]

Your cold spells are so cold that they can damage any creatures.

Prerequisite: Deeper cold, Heighten spell, Piercing cold

Benefit: You can only apply this metamagic feat to spells with the cold descriptor. Absolute zero spells are as cold can be and as such are capable of damaging any creature. Absolute zero spells completely ignore any immunity or resistance to cold a creature possesses. Even creatures with the cold subtype have no protection from this spell.  Any creature affected by this spell is denied any saving throw normally allowed to avoid cold damage, although if the spell has any other affect saving throws to avoid the other affects still apply.  

For example, Mialee casts an Absolute zero cone of cold at an old white dragon, a creature normally immune to cold. She does not have to make a level check to penetrate the old white dragon’s spell resistance, nor is the old white dragon allowed to make Reflex save against the spell. Mialee rolls the dice, and her cone of cold deals 42 points of cold damage the white dragon takes the damage, and is very surprised.

Creatures with the fire subtype who are damaged by an Absolute zero spell take double normal damage instead of the usual +50%.

An absolute zero spell uses up a spell slot five levels higher than the spell’s actual level.

 

Reach Spell [Metamagic]

Prerequisite: Ability to cast first level spells

Benefit: You may cast a spell that normally has a range of “touch” at any distance up to 30 feet.  Spell becomes a ray and you must succeed at a ranged touch attack. 

Uses up a spell slot two levels higher than the spell's actual level.

 

SEARING SPELL [METAMAGIC]

Your fire spells are so hot that they can damage creatures normally resistant or immune to fire.

Benefit: You can only apply this metamagic feat to spells with the fire descriptor. Searing spells are so intensely hot that they are capable of damaging creatures normally unharmed by or resistant to fire. Searing spells completely ignore any resistance to fire a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to fire at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).

Creatures normally immune to fire can be damaged by searing spells as well. Searing spells deal half damage to these creatures (or one-quarter on a successful saving throw).

For example, Mialee casts a searing spell fireball at a bone devil, a creature normally immune to fire. She makes her level check to penetrate the bone devil’s spell resistance, but the bone devil makes her Reflex save against the spell. Mialee rolls the dice, and her fireball deals 35 points of fire damage; since the bone devil made her save, the damage is halved to 17 points. This damage is then halved again (since the bone devil is normally immune to fire), and 8 points of fire damage are actually dealt to the bone devil, who is both shocked and enraged at this unexpected turn of events. Creatures with the fire subtype can tell that a searing spell is hotter than normal, but they remain undamaged by the attack.

Creatures with the cold subtype who are damaged by a searing spell take double normal damage instead of the usual +50%.

A searing spell uses up a spell slot one level higher than the spell’s actual level.

TOUCHED BY HELLFIRE [METAMAGIC]

Your fire spells are so fire that they can damage any creatures.

Prerequisite: Heighten spell, Searing spell

Benefit: You can only apply this metamagic feat to spells with the fire descriptor. Touched by hellfire spells are so horribly fire that they are capable of damaging creatures normally unharmed by or resistant to fire. Touched by hellfire spells completely ignore any resistance to fire a creature possesses. Creatures normally immune to fire can be damaged by touched by hellfire spells as well, ignoring this immunity and dealing damage to the target as if it did not possess any resistance to fire at all. They too are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).

Creatures with the fire subtype can be damaged by touched by hellfire spells tell that a touched by hellfire spell is vastly hotter than normal, but they remain undamaged by the attack. Touched by hellfire spells deal half damage to these creatures (or one-quarter on a successful saving throw).  

For example, Mialee casts a touched by hellfire fireball at an old white dragon, a creature normally immune to fire. She makes her level check to penetrate the old white dragon’s spell resistance, but the old white dragon makes her Reflex save against the spell. Mialee rolls the dice, and her fireball deals 35 points of fire damage; since the old white dragon made her save, the damage is halved to 17 points. This damage is then halved again (since the old white dragon is normally immune to fire), and 8 points of fire damage are actually dealt to the old white dragon, who is both shocked and enraged at this unexpected turn of events.

Creatures with the cold subtype who are damaged by a touched by hellfire spell take double normal damage instead of the usual +50%, creatures with the fire subtype suffer a –5 on any saving throw, and finally creatures with the fire subtype and spell resistance.

A Touched by hellfire spell uses up a spell slot three levels higher than the spell’s actual level.

INFUSED WITH HELLFIRE [METAMAGIC]

Your fire spells are so fire that they can damage any creatures.

Prerequisite: Heighten spell, Searing spell, Touch by hellfire

Benefit: You can only apply this metamagic feat to spells with the fire descriptor. Infused with hellfire spells are as fire can be and as such are capable of damaging any creature. Infused with hellfire spells completely ignore any immunity or resistance to fire a creature possesses. Even creatures with the fire subtype have no protection from this spell.  Any creature affected by this spell is denied any saving throw normally allowed to avoid fire damage, although if the spell has any other affect saving throws to avoid the other affects still apply.  

For example, Mialee casts an Infused with hellfire fireball at an old red dragon, a creature normally immune to fire. She does not have to make a level check to penetrate the old red dragon’s spell resistance, nor is the old red dragon allowed to make Reflex save against the spell. Mialee rolls the dice, and her fireball deals 35 points of fire damage the red dragon takes the damage, and is very surprised.

Creatures with the cold subtype who are damaged by an infused with hellfire spell take double normal damage instead of the usual +50%.

An infused with hellfire spell uses up a spell slot five levels higher than the spell’s actual level.

 

Tripled Spell [Metamagic]

Prerequisites: Twined Spell, Quicken spell, Any other Metamagic feat

Benefit: This functions exactly like Twined spell except it grants a third duplication of the spell and takes up a spell slot Six levels higher than the actual spell.

Special: You can not cast a quickened spell in the same round you cast a tripled spell.

 

 

©2006-2009 Daniel John Malone



[1] Inspired by James

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