Kargin - Metamagic Notes
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Searing Spell
( Sandstorm, p. 53)[Metamagic]
Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.
Prerequisite
Benefit
A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell’s actual level. -
Bitter Cold [Metamagic]
Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.
Benefit: A bitter cold spell is so cold that it ignores the resistance to cold of creatures affected by the spell, and affected creatures with immunity to cold still take half damage. This feat can be applied only to spells with the “Cold” descriptor.
Creatures with the “Fire” subtype take double damage from a bitter cold spell. Creatures affected by a bitter cold spell are still entitled to whatever saving throw the spell normally allows.
A piercing cold spell uses up a spell slot one level higher than the spell’s actual level.
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Born of the Three Thunders [Metamagic]
You have learned to marry the power of lightning and thunder in your electricity and sonic spells.
Prerequisites: Knowledge (nature) 4 ranks, Energy Substitution (electricity).
Benefit: When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage.
In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for I round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so.
A three thunders spell uses a spell slot of the spell’s normal level. In addition, its descriptor changes to include both energy types.
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Double Rays [Metamagic]
Your ray spells can affect an additional target.
Prerequisite: Any metamagic feat.
Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
A doubled ray spell uses a spell slot two levels higher than the spell’s actual level.
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Empower Spell [Metamagic]
You can cast spells to greater effect.
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed checks (such as the one you make when you cast dispel magic) 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.
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Energy Admixture [Metamagic]
You can modify a spell that uses one type of energy to mix in another type of energy.
Prerequisites: Energy Substitution, any other metamagic feat, Knowledge (arcana) 5 ranks.
Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic for which you have already selected for the Energy Substitution feat. You can modify a spell with the energy designator to add an equal amount of the chosen type of energy. The altered spell works normally in all respects except for the type of damage dealt. For example, a sonic admixed fireball cast by a 5th level wizard would deal 5d6 points of fire damage as well as 5d6 points of sonic damage.
Even opposed types of energy, such as fire and cold, can be combined using this feat.
An admixed spell uses a spell slot four levels higher than the spell’s actual level.
Special: You can gain this feat multiple times. Each time it applies to a different type of energy. You can use Energy Admixture to further alter a spell that has already been modified by Energy Substitution. You can also use Energy Admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice.
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Energy Substitution [Metamagic]
You can modify a spell that uses one type of energy to use another type of energy.
Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.
Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects except for the type of damage dealt.
A substituted uses a spell slot of the spell’s actual level, modified by any other metamagic feat.
Special: You can gain this feat multiple times. Each time it applies to a different type of energy.
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Explosive Spell [Metamagic]
You can cast spells that blast creatures off their feet.
Benefit: On a failed Reflex save, an explosive spell ejects any creature caught its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone.
Any creature moved in this manner takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.
This feat can be applied only to spells that allow Reflex saves and affect an area (a cone, cylinder, line, or burst).
An explosive spell uses up a spell slot two levels higher than the spell’s actual level.
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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.