gr8artist
2014-05-17, 11:01 AM
Post Index
Effortless (+0) Metamagics
Calculated Spell: Makes spells more volatile or more dependable.
Simple (+1) Metamagics
Burdening Spell: Spells weigh down the injured creatures.
Bursting Spell: Targeted spells affect 5' bursts.
Consuming Spell: Subsequent spells deal extra damage.
Potent Spell: Spell's variable effects are mildly increased.
Punishing Spell: Spell is less harmful to similarly aligned creatures.
Sacrificial Spell: Spend hit points to increase several aspects of the spell.
Scattered Spell: Divide rays and lines into multiple rays with shorter range.
Spreading Spell: Spell's area gets bigger over time.
Sweeping Spell: Spell has reduced range but a wider area.
Challenging (+2) Metamagics
Bane Spell: Spell is more effective against a certain creature type.
Barring Spell: Spell restricts summoning and extra-planar travel for a short time.
Battering Spell: Spell pushes creatures away.
Beam Spell: Makes a line into a wider line.
Bombarding Spell: Spell deals damage to creatures near the summoned effect.
Disjointed Spell: Spell comes from somewhere other than you.
Held Spell: Grants you a touch version of the spell, in addition to regular effects.
Juggernaut Spell: Cast spell easily as part of a charge.
Linear Spell: Rays become lines.
Shredding Spell: Spell damages armor.
Vampiric Spell: Spell heals the caster.
Weaponized Spell: Spell becomes a lasting weapon, rather than normal effects.
Other Information
Order of Operations for feats which change variable effects.
Template for posting metamagic
Changelog
Calculated Spell (Metamagic)
You can adjust the potency of your spells to be either more volatile, or more dependable.
Benefit: When you cast the modified spell, you may choose to increase or decrease the size of the dice used to calculate the spell's variable effects by one step, as follows: d2, d4, d6, d8, d10, 2d6, 2d8, 2d10, 4d6, etc. If you choose to increase the die size, then the spell's effects are reduced by 1 per die rolled, to a minimum of 0. If you choose an increased die size, then the spell's effects are increased by 1 per die rolled.
Level Increase: +0
This feat is applied after any other effects that would change the dice used in the modified spell, such as the consuming spell metamagic feat. The points per die gained or lost are factored after any effects which would maximize or minimize the results of a spell's variables.
Burdening Spell (Metamagic)
The effects of your magic cling to your victims, literally weighing them down.
Benefit: Creatures that take damage from the modified spell are considered to be carrying extra weight equal to the damage they took, in pounds. This extra weight is temporary, and fades after 1 minute. This effect stacks with itself if multiple burdening spells affect a creature or if a single burdening spell affects a creature more than once. This feat has no benefit on a spell that does not deal hit point damage.
Level Increase: +1
Bursting Spell (Metamagic)
Just as your spell effects reach their destination, they explode into small bursts to potentially affect additional creatures.
Benefit: A bursting spell affects the targeted creatures normally, but also affects creatures within 5 feet of the target creatures. If the spell deals damage, then the creatures caught in the resulting effect may attempt a reflex save for half damage. If the original spell allows a fortitude or will save, then it functions as normal. If the spell has a duration greater than 1 round, then the creatures caught in the secondary effect are affected for half the time as the original targets of the spell. Only spells which target one or more specific creatures, such as rays, touch attacks, and magic missiles, may gain the benefits of this feat.
Level Increase: +1
If a bursting spell is modified so that it affects an area, rather than specific creatures, it loses the benefits of this feat. However, a widened bursting spell affects all creatures within 10 feet of the spell's original subjects.
Consuming Spell (Metamagic)
You magic captures the essence of those it slays, gaining power with each defeated foe.
Benefit: If the modified spell slays at least one creature, then all damage dice for your future spells are increased by one step as follows: 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 4d6, etc. This benefit lasts until after you cast a spell which does not slay at least one living creature. This benefit also stacks with itself if you cast additional consuming spells while it lasts, and it has no effect on a spell that does not deal hit point damage.
Level Increase: +1
The first modified spell deals no additional damage. If it slays at least one creature, then the next spell improves by 1 step.
If the second spell has been modified with this feat, and it also slays at least one creature, then the next spell improves by 2 steps. A third spell granting this benefit would give the next spell a 3 step improvement, and so forth.
Potent Spell (Metamagic)
Your spell has a moderately improved effectiveness.
Benefit: All variable, numeric effects of a potent spell are increased by +1 per die. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +1
This benefit is multiplied by the empowered spell metamagic feat, and is in addition to the maximum damage of a maximized spell metamagic feat.
Punishing Spell (Metamagic)
The spell you cast deals less damage to creatures of a similar alignment to your own, while still striking creatures of an opposed alignment with full force.
Benefit: When you cast the modified spell, you may choose to apply either the [good] or [evil] descriptor to that spell. You cannot choose a descriptor that is opposed to your own alignment or to the descriptor already possessed by that spell. A modified spell with the [good] descriptor deals no damage to creatures with a good alignment (LG, NG, CG), and half damage to creatures that are neither good nor evil. A modified spell with the [evil] descriptor deals no damage to creatures with an evil alignment (LE, NE, CE), and half damage to creatures that are neither good nor evil. This spell has no effect on spells that do not deal hit point damage.
Level Increase: +1
Sacrificial Spell (Metamagic)
With an offering of fresh blood, you increase the potency of a spell.
Benefit: As part of the casting of the modified spell, you may injure yourself to increase the potency of the spell. The increase is proportionate to the number of hit points you lose, as follows. If your injury deals at least 1 point of damage per caster level you possess, then the spell's variable effects are increased by +1 per die. If your injury deals at least 3 points of damage per caster level you possess, then the spell's variable effects are increased by +2 per die and the spell's DC (if any) is increased by +1. If your injury deals at least 5 points of damage per caster level you possess, then the spell's variable effects are increased by +3 per die, the spell's save DC is increased by +2, and you get a +5 bonus to your effective caster level to overcome spell resistance. This feat has no benefit on spells that do not have a variable, numeric component.
Level Increase: +1
These effects are not cumulative; by sacrificing 5 health per caster level, you get a total increase of +3 per die and a +2 to the DC.
Scattered Spell (Metamagic)
You divide the range and power of a spell into shorter increments to affect more targets.
Benefit: You may divide the normal effect of this spell into several shorter rays. The total range of all rays cannot be greater than the range of the original spell, and the duration and potency of the original effect is divided among all the rays created. Roll once for all variable effects, and divide the result equally among all rays before comparing each ray to its target's defenses. Each ray checks against touch AC, spell resistance, and saves as though it were entirely separate from the other rays created by the modified spell. Only spells which create one or more rays or lines may be modified by this feat.
Level Increase: +1
Spells which create multiple attacks, such as scorching ray, divide the total distance of the old rays between the new rays created, but no single ray may have a longer range than the original spell.
Spreading Spell (Metamagic)
Your spell effects continue to grow in rounds after their initial casting, covering a larger and larger area with each passing round.
Benefit: When you cast the modified spell, you may choose to begin concentration on it, if it did not require concentration already. Each round in which you concentrate in this way, the spell's area increases to include all squares adjacent to its previous area of effect. You may not continue such concentration beyond the duration of the spell, and the area increase occurs at the end of each of your turns, excluding the turn in which the spell is cast. When the area expands to include additional creatures, those creatures are treated as though they'd just stepped into the affected area. Only spells which affect an area and have a duration greater than instantaneous can benefit from this feat.
Level Increase: +1
A widened spreading spell increases its affected area by 10 feet in each direction, rather than simply including adjacent squares.
Sweeping Spell (Metamagic)
You divide the power of your spell over a wider area, at the cost of reach and distance.
Benefit: You can alter a line or cone-shaped spell to increase the area covered, though the range is reduced. A line spell can be altered into a cone with half the original range, or a circular burst with a range one-quarter the original range. A cone spell can be altered into a circular burst with half the original range.
Level Increase: +1
A widened, sweeping spell receives the benefits of each feat. Increase its range by 100% before dividing as a result of this feat.
Bane Spell (Metamagic)
Your hatred toward a certain type of creature makes your spells more harmful to them.
Benefit: When you first gain this feat, choose one creature type (or subtype of humanoid or outsider) from the ranger's favored enemy list. Whenever you modify a spell with this feat, the spell has increased effects against creatures of that type. If the spell deals hit point damage to any creatures of the chosen type, then those creatures take an additional 2d6 damage + 1 damage per die. Any save DC's required by the spell are increased by +2 for creatures of the chosen type, and you get a +5 bonus on checks to overcome the spell resistance of such creatures.
Level Increase: +2
You may select this feat more than once, choosing a different creature type each time. A single spell cannot benefit from this feat more than once.
Barring Spell (Metamagic)
Your spell confuses extraplanar travel, preventing the arrival and movement of summoned creatures.
Benefit: A barring spell has varying effects, depending on the subject and target of the spell. If the spell targets one or more creatures specifically, then those creatures cannot use any spell or ability from the summoning subschool for a number of rounds equal to the spell's original level. A successful will save reduces this inhibition to 1 round. If the spell has no effect on the target creature, such as from spell resistance, then the creature ignores this inhibition entirely. If the modified spell targets an area, then creatures cannot be summoned into that area, and summoned creatures cannot pass through that area, for a number of rounds equal to the spell's original level. Summoned creatures that are within the area at the time of casting must succeed a Fortitude save or are pushed away from the spell's point of origin until they are outside the area of the spell. If they succeed on this save, then they may remain within the affected area, but the duration of the effect that summoned them is reduced by 2 additional rounds for every round in which they remain. The DC for these saves is the same as the DC for the modified spell. If the modified spell already requires a similar save, then only one save is required for all effects.
Level Increase: +2
The spell's effects apply to Eidolons, as well as summoned monsters and animals summoned via the summon nature's ally spells.
Battering Spell (Metamagic)
Creatures caught in the wake of your spell are pushed away from the point of origin.
Benefit: The impact of this spell is strong enough to push targets away from the spell's point of origin. If a creature takes damage from the modified spell or fails its saving throw against it, make a bull-rush check against that creature, using your caster level plus your casting ability score bonus. This does not provoke any attacks of opportunity against you, though the subjects of the spell may provoke if you have the greater bull rush feat. This bull rush is made from the point of origin of the spell, rather than from your position, and affects creatures closest to the point of origin first.
Level Increase: +2
Beam Spell (Metamagic)
Your spell covers a wider path than normal, affecting up to twice as many creatures.
Benefit: You can alter a line-shaped spell to increase its width to 10 feet. Its range remains unaffected.
Level Increase: +2
Spells which do not affect a line do not benefit from this feat. A widened beam spell has a width of 20 feet, and its range is increased as normal for the widened spell feat.
Bombarding Spell (Metamagic)
Your spells rip through planar boundaries, dealing damage as you conjure their effects.
Benefit: When you cast the modified spell, all creatures within 10 feet of the target or point of origin for that spell take 3d6 damage. They may attempt a reflex save to reduce this damage by half. You may choose whether to have the target or effect of the spell take this damage. Only spells of the conjuration sub school benefit from this feat.
Level Increase: +2
The point of origin for spells which create, summon, or call objects or creatures is considered to be the square(s) that subject occupies.
Disjointed Spell (Metamagic)
Your magic reaches out, to spawn from a nearby point in space.
Benefit: When you cast the modified spell, you may choose a square within 30 feet, to which you have line of effect, and cast the spell as if you were standing there. The spell cannot exceed its maximum range from you or from this square, though you use only this square when determining line of effect. This feat has no effect on a spell with a range less than 30 feet. If the modified spell requires an attack roll, then you must have line of sight to the defending creature or suffer all the normal penalties for attacking a creature you cannot see, such as concealment or needing to pinpoint their location. Spells which only require you to choose a direction (such as lines, cones, and similar effects) may be cast without difficulty even if you have do not have vision of the intended area of effect.
Level Increase: +2
Held Spell (Metamagic)
You divide the magical energy for your spell, holding some of it in your hand for later use.
Benefit: When you cast the modified spell, the range (if any) is reduced by half and the area (if any) is also reduced by half. However, after casting the spell, you gain a melee touch attack which has all the same effects on the creature hit as the original spell had on its subjects. You must have two hands free to cast this spell. You may hold the charge as normal, though you must hold it in your off hand if the modified spell gives you a touch attack.
Level Increase: +2
This allows you to dual-wield a touch spell, striking once with it with each hand.
Juggernaut Spell (Metamagic)
Your spell's verbal and somatic components are replaced with a war-cry and a fervent dash, allowing you to cast the spell while charging.
Benefit: The modified spell loses its somatic components, and must be cast as a swift action immediately prior to beginning a charge. You gain the normal benefits and penalties of a charge made in this way, though you must make the spell's touch attack at the end of it. You provoke attacks of opportunity from the charge, though not from the casting of the spell, and at the end of your turn you lose any charge still held in your hand. Only spells which require a melee attack roll may benefit from this feat.
Level Increase: +2
If you have the ability to deliver touch spells through a weapon, you may do so at the end of the charge, gaining the normal benefits of the charge on the weapon's attack.
Linear Spell (Metamagic)
Your ray does not stop at the first subject affected, but can continue onward to affect additional targets.
Benefit: You can alter a ray or ranged touch spell to affect a line with the same range. If the spell deals hit point damage and does not allow a reflex save, it now allows a Reflex save for half damage. If the spell allows a Fortitude or Will save, it continues to function as normal.
Level Increase: +2
A linear spell may be modified by any feat or effect that can modify a line, such as the sweeping spell or beam spell metamagic feats. If a linear spell collides with an object which would block line of effect, it continues past that object if it deals enough damage to destroy it.
Shredding Spell (Metamagic)
Your spell scratches away at the armor of its victims, making them more susceptible to mundane attacks.
Benefit: When the modified spell deals damage to a creature or a creature's armor, that creature's armor gains the broken condition, unless it succeeds at a Fortitude save, with a DC equal to the DC of the modified spell. Broken armor subjected to this effect is instead destroyed if it fails its Fortitude save. This metamagic has no effect on a spell that does not deal hit point damage, though it does function on a spell that can affect objects, if the spell targets a creature's armor.
Level Increase: +2
Vampiric Spell (Metamagic)
There is a hunger in your spell, which transfers the suffering of one creature to you as a revitalizing boon.
Benefit: You gain temporary hit points equal to 1/2 the damage your spell deals to a target creature. If the spell deals damage to multiple creatures, then the creature nearest the spell's point of origin is the subject of this effect. You can't gain more than the subject's current hit points + the subjects constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later. Only spells which deal hit point damage may benefit from this feat.
Level Increase: +2
If applied to the vampiric touch spell, then the temporary health gained from this feat stacks with the temporary health gained from the spell.
Weaponized Spell (Metamagic)
Your spell takes the form of a melee weapon, allowing you to use it in physical combat
Benefit: A weaponized spell takes the form of a melee weapon of your choosing, and remains in this form for the spell's duration + 1 round (or 1 round if the spell is instantaneous). Wielding a weaponized spell is the same action as holding a charge with a touch spell, and imposes the same penalties. Attacks with a weaponized spell are touch attacks, and have a base critical value of 19-20/x2, which can be modified by feats like improved critical. When you hit with a weaponized spell, the spell deals damage to the victim as though they'd just been exposed to the spell's normal effect, and the remaining duration of the weaponized spell is reduced by 1 round. Spells which allow a Reflex save for reduced damage grant no save when used as a weaponized spell, though spells which allow Fortitude or Will saves function as normal. Only a spell which deals hit point damage can gain the benefits of this metamagic feat.
Level Increase: +2
If you are able to make multiple attacks in a full-round action, you may use a weaponized spell multiple times, though the duration is reduced after each successful hit. A weaponized spell modified by the held spell metamagic feat becomes a weapon in the main hand and a held charge in the off hand. Weapon-specific feats and bonuses, such as a fighter's weapon training or the weapon focus or weapon specialization feats grant their benefits to weaponized spells in the appropriate form(s).
When applying multiple effects which modify the variable effects of a spell, apply them in this order:
Effects which modify die size, such as the consuming spell feat.
Effects which allow you to change the die size, such as the calculated spell feat.
Effects which maximize or minimize a spell's variable effects, such as the maximized spell feat.
Effects which add or subtract points per die, such as the potent spell feat.
Effects which multiply variable effects, such as the empowered spell feat, though maximized and minimized dice are still rolled to determine the value to be multiplied.
Enemy defenses, such as energy resistance.
Spell (Metamagic)
Benefit:
Level Increase: +
Text
Updates prior to 5/27 added the following:
Burdening Spell (+1)
Spreading Spell (+1)
Bane Spell (+2)
Juggernaut Spell (+2)
Shredding Spell (+2)
Vampiric Spell (+2)
Update 5/27 added the following:
Punishing Spell (+1)
Barring Spell (+2)
Bombarding Spell (+2)
Update 5/30 added the following:
Sacrificial Spell (+1)
Held Spell (+2)
Effortless (+0) Metamagics
Calculated Spell: Makes spells more volatile or more dependable.
Simple (+1) Metamagics
Burdening Spell: Spells weigh down the injured creatures.
Bursting Spell: Targeted spells affect 5' bursts.
Consuming Spell: Subsequent spells deal extra damage.
Potent Spell: Spell's variable effects are mildly increased.
Punishing Spell: Spell is less harmful to similarly aligned creatures.
Sacrificial Spell: Spend hit points to increase several aspects of the spell.
Scattered Spell: Divide rays and lines into multiple rays with shorter range.
Spreading Spell: Spell's area gets bigger over time.
Sweeping Spell: Spell has reduced range but a wider area.
Challenging (+2) Metamagics
Bane Spell: Spell is more effective against a certain creature type.
Barring Spell: Spell restricts summoning and extra-planar travel for a short time.
Battering Spell: Spell pushes creatures away.
Beam Spell: Makes a line into a wider line.
Bombarding Spell: Spell deals damage to creatures near the summoned effect.
Disjointed Spell: Spell comes from somewhere other than you.
Held Spell: Grants you a touch version of the spell, in addition to regular effects.
Juggernaut Spell: Cast spell easily as part of a charge.
Linear Spell: Rays become lines.
Shredding Spell: Spell damages armor.
Vampiric Spell: Spell heals the caster.
Weaponized Spell: Spell becomes a lasting weapon, rather than normal effects.
Other Information
Order of Operations for feats which change variable effects.
Template for posting metamagic
Changelog
Calculated Spell (Metamagic)
You can adjust the potency of your spells to be either more volatile, or more dependable.
Benefit: When you cast the modified spell, you may choose to increase or decrease the size of the dice used to calculate the spell's variable effects by one step, as follows: d2, d4, d6, d8, d10, 2d6, 2d8, 2d10, 4d6, etc. If you choose to increase the die size, then the spell's effects are reduced by 1 per die rolled, to a minimum of 0. If you choose an increased die size, then the spell's effects are increased by 1 per die rolled.
Level Increase: +0
This feat is applied after any other effects that would change the dice used in the modified spell, such as the consuming spell metamagic feat. The points per die gained or lost are factored after any effects which would maximize or minimize the results of a spell's variables.
Burdening Spell (Metamagic)
The effects of your magic cling to your victims, literally weighing them down.
Benefit: Creatures that take damage from the modified spell are considered to be carrying extra weight equal to the damage they took, in pounds. This extra weight is temporary, and fades after 1 minute. This effect stacks with itself if multiple burdening spells affect a creature or if a single burdening spell affects a creature more than once. This feat has no benefit on a spell that does not deal hit point damage.
Level Increase: +1
Bursting Spell (Metamagic)
Just as your spell effects reach their destination, they explode into small bursts to potentially affect additional creatures.
Benefit: A bursting spell affects the targeted creatures normally, but also affects creatures within 5 feet of the target creatures. If the spell deals damage, then the creatures caught in the resulting effect may attempt a reflex save for half damage. If the original spell allows a fortitude or will save, then it functions as normal. If the spell has a duration greater than 1 round, then the creatures caught in the secondary effect are affected for half the time as the original targets of the spell. Only spells which target one or more specific creatures, such as rays, touch attacks, and magic missiles, may gain the benefits of this feat.
Level Increase: +1
If a bursting spell is modified so that it affects an area, rather than specific creatures, it loses the benefits of this feat. However, a widened bursting spell affects all creatures within 10 feet of the spell's original subjects.
Consuming Spell (Metamagic)
You magic captures the essence of those it slays, gaining power with each defeated foe.
Benefit: If the modified spell slays at least one creature, then all damage dice for your future spells are increased by one step as follows: 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 4d6, etc. This benefit lasts until after you cast a spell which does not slay at least one living creature. This benefit also stacks with itself if you cast additional consuming spells while it lasts, and it has no effect on a spell that does not deal hit point damage.
Level Increase: +1
The first modified spell deals no additional damage. If it slays at least one creature, then the next spell improves by 1 step.
If the second spell has been modified with this feat, and it also slays at least one creature, then the next spell improves by 2 steps. A third spell granting this benefit would give the next spell a 3 step improvement, and so forth.
Potent Spell (Metamagic)
Your spell has a moderately improved effectiveness.
Benefit: All variable, numeric effects of a potent spell are increased by +1 per die. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +1
This benefit is multiplied by the empowered spell metamagic feat, and is in addition to the maximum damage of a maximized spell metamagic feat.
Punishing Spell (Metamagic)
The spell you cast deals less damage to creatures of a similar alignment to your own, while still striking creatures of an opposed alignment with full force.
Benefit: When you cast the modified spell, you may choose to apply either the [good] or [evil] descriptor to that spell. You cannot choose a descriptor that is opposed to your own alignment or to the descriptor already possessed by that spell. A modified spell with the [good] descriptor deals no damage to creatures with a good alignment (LG, NG, CG), and half damage to creatures that are neither good nor evil. A modified spell with the [evil] descriptor deals no damage to creatures with an evil alignment (LE, NE, CE), and half damage to creatures that are neither good nor evil. This spell has no effect on spells that do not deal hit point damage.
Level Increase: +1
Sacrificial Spell (Metamagic)
With an offering of fresh blood, you increase the potency of a spell.
Benefit: As part of the casting of the modified spell, you may injure yourself to increase the potency of the spell. The increase is proportionate to the number of hit points you lose, as follows. If your injury deals at least 1 point of damage per caster level you possess, then the spell's variable effects are increased by +1 per die. If your injury deals at least 3 points of damage per caster level you possess, then the spell's variable effects are increased by +2 per die and the spell's DC (if any) is increased by +1. If your injury deals at least 5 points of damage per caster level you possess, then the spell's variable effects are increased by +3 per die, the spell's save DC is increased by +2, and you get a +5 bonus to your effective caster level to overcome spell resistance. This feat has no benefit on spells that do not have a variable, numeric component.
Level Increase: +1
These effects are not cumulative; by sacrificing 5 health per caster level, you get a total increase of +3 per die and a +2 to the DC.
Scattered Spell (Metamagic)
You divide the range and power of a spell into shorter increments to affect more targets.
Benefit: You may divide the normal effect of this spell into several shorter rays. The total range of all rays cannot be greater than the range of the original spell, and the duration and potency of the original effect is divided among all the rays created. Roll once for all variable effects, and divide the result equally among all rays before comparing each ray to its target's defenses. Each ray checks against touch AC, spell resistance, and saves as though it were entirely separate from the other rays created by the modified spell. Only spells which create one or more rays or lines may be modified by this feat.
Level Increase: +1
Spells which create multiple attacks, such as scorching ray, divide the total distance of the old rays between the new rays created, but no single ray may have a longer range than the original spell.
Spreading Spell (Metamagic)
Your spell effects continue to grow in rounds after their initial casting, covering a larger and larger area with each passing round.
Benefit: When you cast the modified spell, you may choose to begin concentration on it, if it did not require concentration already. Each round in which you concentrate in this way, the spell's area increases to include all squares adjacent to its previous area of effect. You may not continue such concentration beyond the duration of the spell, and the area increase occurs at the end of each of your turns, excluding the turn in which the spell is cast. When the area expands to include additional creatures, those creatures are treated as though they'd just stepped into the affected area. Only spells which affect an area and have a duration greater than instantaneous can benefit from this feat.
Level Increase: +1
A widened spreading spell increases its affected area by 10 feet in each direction, rather than simply including adjacent squares.
Sweeping Spell (Metamagic)
You divide the power of your spell over a wider area, at the cost of reach and distance.
Benefit: You can alter a line or cone-shaped spell to increase the area covered, though the range is reduced. A line spell can be altered into a cone with half the original range, or a circular burst with a range one-quarter the original range. A cone spell can be altered into a circular burst with half the original range.
Level Increase: +1
A widened, sweeping spell receives the benefits of each feat. Increase its range by 100% before dividing as a result of this feat.
Bane Spell (Metamagic)
Your hatred toward a certain type of creature makes your spells more harmful to them.
Benefit: When you first gain this feat, choose one creature type (or subtype of humanoid or outsider) from the ranger's favored enemy list. Whenever you modify a spell with this feat, the spell has increased effects against creatures of that type. If the spell deals hit point damage to any creatures of the chosen type, then those creatures take an additional 2d6 damage + 1 damage per die. Any save DC's required by the spell are increased by +2 for creatures of the chosen type, and you get a +5 bonus on checks to overcome the spell resistance of such creatures.
Level Increase: +2
You may select this feat more than once, choosing a different creature type each time. A single spell cannot benefit from this feat more than once.
Barring Spell (Metamagic)
Your spell confuses extraplanar travel, preventing the arrival and movement of summoned creatures.
Benefit: A barring spell has varying effects, depending on the subject and target of the spell. If the spell targets one or more creatures specifically, then those creatures cannot use any spell or ability from the summoning subschool for a number of rounds equal to the spell's original level. A successful will save reduces this inhibition to 1 round. If the spell has no effect on the target creature, such as from spell resistance, then the creature ignores this inhibition entirely. If the modified spell targets an area, then creatures cannot be summoned into that area, and summoned creatures cannot pass through that area, for a number of rounds equal to the spell's original level. Summoned creatures that are within the area at the time of casting must succeed a Fortitude save or are pushed away from the spell's point of origin until they are outside the area of the spell. If they succeed on this save, then they may remain within the affected area, but the duration of the effect that summoned them is reduced by 2 additional rounds for every round in which they remain. The DC for these saves is the same as the DC for the modified spell. If the modified spell already requires a similar save, then only one save is required for all effects.
Level Increase: +2
The spell's effects apply to Eidolons, as well as summoned monsters and animals summoned via the summon nature's ally spells.
Battering Spell (Metamagic)
Creatures caught in the wake of your spell are pushed away from the point of origin.
Benefit: The impact of this spell is strong enough to push targets away from the spell's point of origin. If a creature takes damage from the modified spell or fails its saving throw against it, make a bull-rush check against that creature, using your caster level plus your casting ability score bonus. This does not provoke any attacks of opportunity against you, though the subjects of the spell may provoke if you have the greater bull rush feat. This bull rush is made from the point of origin of the spell, rather than from your position, and affects creatures closest to the point of origin first.
Level Increase: +2
Beam Spell (Metamagic)
Your spell covers a wider path than normal, affecting up to twice as many creatures.
Benefit: You can alter a line-shaped spell to increase its width to 10 feet. Its range remains unaffected.
Level Increase: +2
Spells which do not affect a line do not benefit from this feat. A widened beam spell has a width of 20 feet, and its range is increased as normal for the widened spell feat.
Bombarding Spell (Metamagic)
Your spells rip through planar boundaries, dealing damage as you conjure their effects.
Benefit: When you cast the modified spell, all creatures within 10 feet of the target or point of origin for that spell take 3d6 damage. They may attempt a reflex save to reduce this damage by half. You may choose whether to have the target or effect of the spell take this damage. Only spells of the conjuration sub school benefit from this feat.
Level Increase: +2
The point of origin for spells which create, summon, or call objects or creatures is considered to be the square(s) that subject occupies.
Disjointed Spell (Metamagic)
Your magic reaches out, to spawn from a nearby point in space.
Benefit: When you cast the modified spell, you may choose a square within 30 feet, to which you have line of effect, and cast the spell as if you were standing there. The spell cannot exceed its maximum range from you or from this square, though you use only this square when determining line of effect. This feat has no effect on a spell with a range less than 30 feet. If the modified spell requires an attack roll, then you must have line of sight to the defending creature or suffer all the normal penalties for attacking a creature you cannot see, such as concealment or needing to pinpoint their location. Spells which only require you to choose a direction (such as lines, cones, and similar effects) may be cast without difficulty even if you have do not have vision of the intended area of effect.
Level Increase: +2
Held Spell (Metamagic)
You divide the magical energy for your spell, holding some of it in your hand for later use.
Benefit: When you cast the modified spell, the range (if any) is reduced by half and the area (if any) is also reduced by half. However, after casting the spell, you gain a melee touch attack which has all the same effects on the creature hit as the original spell had on its subjects. You must have two hands free to cast this spell. You may hold the charge as normal, though you must hold it in your off hand if the modified spell gives you a touch attack.
Level Increase: +2
This allows you to dual-wield a touch spell, striking once with it with each hand.
Juggernaut Spell (Metamagic)
Your spell's verbal and somatic components are replaced with a war-cry and a fervent dash, allowing you to cast the spell while charging.
Benefit: The modified spell loses its somatic components, and must be cast as a swift action immediately prior to beginning a charge. You gain the normal benefits and penalties of a charge made in this way, though you must make the spell's touch attack at the end of it. You provoke attacks of opportunity from the charge, though not from the casting of the spell, and at the end of your turn you lose any charge still held in your hand. Only spells which require a melee attack roll may benefit from this feat.
Level Increase: +2
If you have the ability to deliver touch spells through a weapon, you may do so at the end of the charge, gaining the normal benefits of the charge on the weapon's attack.
Linear Spell (Metamagic)
Your ray does not stop at the first subject affected, but can continue onward to affect additional targets.
Benefit: You can alter a ray or ranged touch spell to affect a line with the same range. If the spell deals hit point damage and does not allow a reflex save, it now allows a Reflex save for half damage. If the spell allows a Fortitude or Will save, it continues to function as normal.
Level Increase: +2
A linear spell may be modified by any feat or effect that can modify a line, such as the sweeping spell or beam spell metamagic feats. If a linear spell collides with an object which would block line of effect, it continues past that object if it deals enough damage to destroy it.
Shredding Spell (Metamagic)
Your spell scratches away at the armor of its victims, making them more susceptible to mundane attacks.
Benefit: When the modified spell deals damage to a creature or a creature's armor, that creature's armor gains the broken condition, unless it succeeds at a Fortitude save, with a DC equal to the DC of the modified spell. Broken armor subjected to this effect is instead destroyed if it fails its Fortitude save. This metamagic has no effect on a spell that does not deal hit point damage, though it does function on a spell that can affect objects, if the spell targets a creature's armor.
Level Increase: +2
Vampiric Spell (Metamagic)
There is a hunger in your spell, which transfers the suffering of one creature to you as a revitalizing boon.
Benefit: You gain temporary hit points equal to 1/2 the damage your spell deals to a target creature. If the spell deals damage to multiple creatures, then the creature nearest the spell's point of origin is the subject of this effect. You can't gain more than the subject's current hit points + the subjects constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later. Only spells which deal hit point damage may benefit from this feat.
Level Increase: +2
If applied to the vampiric touch spell, then the temporary health gained from this feat stacks with the temporary health gained from the spell.
Weaponized Spell (Metamagic)
Your spell takes the form of a melee weapon, allowing you to use it in physical combat
Benefit: A weaponized spell takes the form of a melee weapon of your choosing, and remains in this form for the spell's duration + 1 round (or 1 round if the spell is instantaneous). Wielding a weaponized spell is the same action as holding a charge with a touch spell, and imposes the same penalties. Attacks with a weaponized spell are touch attacks, and have a base critical value of 19-20/x2, which can be modified by feats like improved critical. When you hit with a weaponized spell, the spell deals damage to the victim as though they'd just been exposed to the spell's normal effect, and the remaining duration of the weaponized spell is reduced by 1 round. Spells which allow a Reflex save for reduced damage grant no save when used as a weaponized spell, though spells which allow Fortitude or Will saves function as normal. Only a spell which deals hit point damage can gain the benefits of this metamagic feat.
Level Increase: +2
If you are able to make multiple attacks in a full-round action, you may use a weaponized spell multiple times, though the duration is reduced after each successful hit. A weaponized spell modified by the held spell metamagic feat becomes a weapon in the main hand and a held charge in the off hand. Weapon-specific feats and bonuses, such as a fighter's weapon training or the weapon focus or weapon specialization feats grant their benefits to weaponized spells in the appropriate form(s).
When applying multiple effects which modify the variable effects of a spell, apply them in this order:
Effects which modify die size, such as the consuming spell feat.
Effects which allow you to change the die size, such as the calculated spell feat.
Effects which maximize or minimize a spell's variable effects, such as the maximized spell feat.
Effects which add or subtract points per die, such as the potent spell feat.
Effects which multiply variable effects, such as the empowered spell feat, though maximized and minimized dice are still rolled to determine the value to be multiplied.
Enemy defenses, such as energy resistance.
Spell (Metamagic)
Benefit:
Level Increase: +
Text
Updates prior to 5/27 added the following:
Burdening Spell (+1)
Spreading Spell (+1)
Bane Spell (+2)
Juggernaut Spell (+2)
Shredding Spell (+2)
Vampiric Spell (+2)
Update 5/27 added the following:
Punishing Spell (+1)
Barring Spell (+2)
Bombarding Spell (+2)
Update 5/30 added the following:
Sacrificial Spell (+1)
Held Spell (+2)