Kargin - Metamagic Notes
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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
-
This post is deleted! -
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.
-
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.
-
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. -
Practiced Spellcaster
( Complete Divine, p. 82)[General]
Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite
Spellcraft 4 ranks,Benefit
Your caster level for the chosen spellcasting class increases by +4. This can’t increase your caster level beyond your HD. However, even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells.Special
You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.and
Improved Caster Level
You raise your caster level.Prerequisite: Ability to cast spells.
Benefit: Your effective caster level in all spellcasting classes is increased by 4, but no higher than your character level.
Special: You can take this feat multiple times; its effects stack.
[Reference: Kobold Press, The Complete Advanced Feats, Pg 20] -
Irresistible Spell [Metamagic]
(Kingdoms of Kalamar)Nobody can resist your spells.
Prerequisite: Spellcaster level 7+, Envelope the Wall, Maximize Spell.
Benefit: Spells you cast that normally allow a saving throw do not allow a saving throw. An irresistible spell uses up a spell slot four levels higher than the spell’s actual level. -
Mass Effect Spell (Metamagic)
Your spells can affect more targets.
Benefit: A spell that normally affects a single target now affects 1 target /caster level, no two of which can be more than 30 ft. apart. A mass effect spell uses up a spell slot 4 levels higher than the spell’s actual level.
Special: If used with a touch spell, all targets must be in physical contact with one another. This feat does not work on spells with a range of “personal.”
-
@halfgiant said in Kargin - Metamagic Notes:
Persistent Spell
( Deities and Demigods, p. 51)[Metamagic]
The deity makes one of its spells last all day.
Prerequisite: Extend Spell (PH) ,
Benefit
A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range (comprehend languages or detect magic, for example). The deity is still required to concentrate on spells such as detect magic and detect thoughts to use their effects. Concentrating on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell’s actual levelaccording to complete arcane (p81) this is a +6 add for us mere mortals
Dregnoth glances probingly at Kargin to see if he’s stashed some Godsblood in his platemail -
@halfgiant said in Kargin - Metamagic Notes:
Innate Spell [Metamagic]
You have mastered a spell so thoroughly that you can now cast it as a spell-like ability.
Prerequisites: Quicken Spell, Silent Spell, Still Spell.
Benefit: Choose a spell you can cast. You may now use this spell three times per day as a spell-like ability. If the innate spell has an XP cost, you pay the cost each time you use the spell. If it has a focus, you must have it to use the spell in this manner. If the innate spell has a costly material component, you need an item worth 50 times that amount to use as a focus for the spell-like ability. Otherwise, you need no components to use the innate spell as a spell-like ability.
You must permanently assign one spell slot of the appropriate spell level to the innate spell. You cannot use this spell slot for anything else.
Special: You can select this feat multiple times, selecting a new innate spell each time.
this is the little weenie version of the Fcheat… better one is in Complete Arcane p80
-
@dwarf said in Kargin - Metamagic Notes:
@halfgiant said in Kargin - Metamagic Notes:
Innate Spell [Metamagic]
You have mastered a spell so thoroughly that you can now cast it as a spell-like ability.
Prerequisites: Quicken Spell, Silent Spell, Still Spell.
Benefit: Choose a spell you can cast. You may now use this spell three times per day as a spell-like ability. If the innate spell has an XP cost, you pay the cost each time you use the spell. If it has a focus, you must have it to use the spell in this manner. If the innate spell has a costly material component, you need an item worth 50 times that amount to use as a focus for the spell-like ability. Otherwise, you need no components to use the innate spell as a spell-like ability.
You must permanently assign one spell slot of the appropriate spell level to the innate spell. You cannot use this spell slot for anything else.
Special: You can select this feat multiple times, selecting a new innate spell each time.
this is the little weenie version of the Fcheat… better one is in Complete Arcane p80
Actually, the complete arcane version takes a spell slot 8 level higher than the spell. Meaning it can only be use don 1st and second level spells.
Otherwise, I do not see a difference.