Kargin - Metamagic Notes
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Fiery Spell [Metamagic]
Your fire magic is bolstered, further scorching your enemies.
Benefit: A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. In addition, any creatures targeted with or caught in the area of effect of the spell must succeed on a DC 15 Reflex save or catch fire. This feat can be applied only to spells with the “Fire” descriptor.
A fiery spell uses up a spell slot one level higher than the spell’s actual level.
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Flash Frost Spell [Metamagic]
Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.
Benefit: This metamagic feat can be applied only to spells that have the “Cold” descriptor and that affect an area. A flash frost spell deals an extra 2 points of cold damage per level of the spell to all targets in the area.
In addition, the area of the spell is covered with a slippery layer of ice for 1 round. Anyone attempting to move through this icy area must make a DC 10 Balance check or fall prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid falling.
A flash frost spell uses up a spell slot one level higher than the spell’s actual level.
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Fork Ray [Metamagic]
You can affect two targets with a single ray.
Prerequisite: Any other metamagic feat.
Benefit: You can split spells that affect a single target and make a ranged touch attack. Only spells that deal damage can be affected by this feat. The forked ray affects any two targets that are both within the spell’s range and within 30 feet of each other. Each target takes half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target.
A split ray uses a spell slot of the spell’s normal level, modified by any other metamagic feats.
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Fortify Spell [Metamagic]
You cast spells that more easily penetrate spell resistance.
Benefit: A fortified spell is treated as having a higher caster level for the purpose of defeating a target’s spell resistance. You prepare and cast the spell in a higher-level spell slot than normal, with each additional level giving a +2 bonus on spell penetration checks for the altered spell. Spells that are not subject to spell resistance are not affected.
A fortified spell uses up a spell slot at least one level higher than the spell’s actual level.
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Innate Spell
( Forgotten Realms Campaign Setting, p. 36)[General]
You have mastered a spell so thoroughly you can now cast it as a spell-like ability.
Prerequisite
Quicken Spell (PH) , Silent Spell (PH) , Still Spell (PH) ,Benefit
Choose a spell you can cast. You can now cast this spell at will as a spell-like ability, once per round, without needing to prepare it. One spell slot eight levels higher than the innate spell is permanently used to power it. (Note that spell slots above 9th level can be achieved with the rules in the upcoming Epic-Level Campaigns book.) If the innate spell has an XP component, you pay the XP cost each time you use the spell-like ability. If the innate spell has a focus, you do not need the focus to use the spell-like ability. If the innate spell has a costly material component (see the spell description), you need an item worth 50 times that cost to use as the focus for the spell-like ability. If the innate spell has a material component with negligible cost, you do not need the material component to use the spell-like ability. Since an innate spell is a spell-like ability and not an actual spell, - a cleric cannot convert it to a cure spell or an inflict spell, nor can , it be converted to a signature spell (see the Signature Spell feat). Divine spellcasters who become unable to cast divine spells cannot use divine innate spells.Special
You can choose this feat more than once, selecting another spell each time. You have to pay the costs in spell slots, focuses, and material components for each innate spell you acquire. -
Maximize Spell [Metamagic]
You can cast spells to maximum effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed checks are not affected, nor are spells without random variables.
An empowered and maximized spell gains the separate benefits of each feat; the maximum result plus one-half the normally rolled result.
A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
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Ocular Spell [Metamagic]
Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells.
Prerequisite: Knowledge (dungeoneering) 4 ranks, two or more eyes.
Benefit: You can cast a spell with a casting time of 1 full round or less as an ocular spell. An ocular spell does not take effect immediately, but is instead held in one of your eyes for up to 8 hours.
You can store only two ocular spells in this fashion, even if you have more than two eyes. Only ray spells and spells with a target other than personal can be cast as ocular spells.
When you choose, you can then cast both of the ocular spells as a full-round action; the spells become brilliant blasts that shoot out from your eyes. You can choose different targets for the two ocular spells.
When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell.
An ocular spell uses up a spell slot two levels higher than the spell’s actual level.
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Quicken Spell [Metamagic]
You can cast a spell with a moment’s thought.
Benefit: Casting a quickened spell is a free action. You can perform another action, even cast another spell, in the same round that you cast a quickened spell. You can cast only one quickened spell per round. A spell whose casting time is longer than 1 round cannot be quickened.
Casting a quickened power does not provoke attacks of opportunity.
A quickened spell uses up a spell slot four levels higher than the spell’s actual level.
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Ray Burst [Metamagic]
You change the effect of a ray spell to a 30-foot radius burst centered on yourself.
Benefit: A ray burst automatically hits all targets (friend or foe) within 10 feet of you. Targets within 30 feet of you are allowed a Reflex save to avoid the burst. Any targets that do not avoid the burst are treated as if they were hit by the ray spell. Targets with total cover with respect to you are not affected.
A ray burst uses up a spell slot three levels higher than the spell’s actual level.
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Ray Cone [Metamagic]
You expand a ray spell to a 30-foot cone.
Benefit: A ray cone hits all targets within a 30-foot cone who fail a Reflex save to avoid the spell’s effect.
A coned ray spell uses up a spell slot two levels higher than the spell’s actual level.
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Ray Extension [Metamagic]
You maintain a ray spell for an additional round.
Benefit: When the extended ray spell is cast, you can use your next action to attack with the same ray. You can designate the same target or a new one. A successful ranged touch attack is required for the second ray, as normal. If you take any other actions or the spell is disrupted before your next turn, then you lose the extended spell (though any previous effects remain).
An extended ray uses up a spell slot one level higher than the spell’s actual level.
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Ray Splitting [Metamagic]
You can attack three adjacent targets with a ray spell.
Benefit: A split ray can affect three targets. A successful ranged touch attack is needed for each target, but each roll incurs a -4 penalty to hit. A target cannot be attacked more than once with a given ray.
A split ray uses a spell slot two levels higher than the spell’s actual level.
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Reach Spell [Metamagic]
You can cast touch spells without touching the spell recipient.
Benefit: You can cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch to bestow the spell upon a recipient.
A reach spell uses a spell slot two levels higher than the spell’s actual level.
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Repeat Spell [Metamagic]
You can cast a spell that repeats the following round.
Prerequisite: Any other metamagic feat.
Benefit: A repeated spell is automatically cast again at the beginning of your next turn. No matter where you are, the second spell originates at the same location and effects the same area as the original spell. You cannot use this feat on spells with a touch range. If the original spell designates a target, the repeated spell affects the same target if it is within 30 feet, otherwise the second spell fails.
A repeated spell uses up a spell slot three levels higher than the spell’s actual level.
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Sculpt Spell [Metamagic]
You can alter the shape of a spell’s area.
Prerequisite: Any other metamagic feat.
Benefit: You can modify an area spell by changing the area’s shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot radius spread). The sculpted power works normally in all respects except for its shape.
A sculpted spell uses a spell slot one level higher than the spell’s actual level.
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Smiting Spell [Metamagic]
You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent.
Prerequisite: Base attack bonus +1.
Benefit: You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges.
The target takes the normal damage and effects of a successful attack in addition to the spell’s effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly.
You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition.
A smiting spell uses up a spell slot one level higher than the spell’s actual leve
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Twin Spell [Metamagic]
You can cast a spell simultaneously with another spell just like it.
Prerequisite: Any other metamagic feat.
Benefit: You can twin a spell. Casting a spell altered by this feat causes the spell to take effect twice on the area or target, as if you were simultaneously casting the same spell twice on the same location or target. Any variables in the spell are the same for both of the resulting powers.
The target experiences all the effects of both spells individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned charm person, failing both saving throws results in redundant effects (although, in this example, an ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).
A twinned spell uses a spell slot four levels higher than the spell’s actual level.
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Widen Spell [Metamagic]
You can increase the area of your spells.
Benefit: You can alter a burst, emanation, line, or spread spell to increase its area. Spells that do not have an area of one of these four sorts are not affected by this feat. Any numeric measurements of the power’s area increase by 100%.
A widened spell uses a spell slot three levels higher than the spell’s actual level.
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Split Ray
( Tome and Blood: A Guidebook to Wizards and Sorcerers, p. 42)[Metamagic]
You can affect two targets with a single ray.
Prerequisite
Any other metamagic feat,Benefit
You can split spells that specify a single target and make a ranged touch attack. Only spells that deal damage can be affected by this feat. The split ray affect any two targets that are both within the spell’s range and within 30 feet of each other. Each target takes half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target. A split ray uses up a spell slot of the spell’s normal level, modified by any other metamagic feats.