Showing posts with label Metamagic Feats. Show all posts
Showing posts with label Metamagic Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Fell Weaken

Fell Weaken [Metamagic]
Living foes damaged by your spell are also weakened.
   Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a -4 penalty to Strength for 1 minute. Strength penalties from multiple spells enhanced by Fell Weaken do not stack. A fell weakening spell uses up a spell slot one level higher than the spell's actual level.

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General Rules: Feats - Acid Lattice

Acid Lattice [Metamagic]
You can increase the damage your spells deal by crossing them with caustic energy.
   Prerequisite: Any two metamagic feats.
   Benefit: You can enhance your damage dealing spells with caustic energy. In addition to the spell's normal effect, you inflict an additional 1d6 points of acid damage per spell level. This additional damage follows the same rules for saving throws and spell resistance of the original spell. An acid lattice spell takes up a spell slot one level higher than the spell's actual level.

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General Rules: Feats - Increased Arcane Affinity

Increased Arcane Affinity [Metamagic]
You are attuned to your own magic spells so well you can prepare them with little rest.
   Prerequisites: Wisdom 15+, Arcane Affinity, wizard level st+.
   Benefit: You only need 6 hours of rest each day before preparing spells from your spellbook. In addition, you can abandon a previously prepared spell and replace it with a new one of the same level. This process takes 15 minutes for 0th-level spells, and 30 minutes for all other spells.
   Normal: A character need s clear mind and 8 hours of rest to prepare her spells. Once prepared, their spells cannot be changed with less than another 8 hours of rest.

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General Rules: Feats - Expand Spell

Expand Spell [Metamagic]
You can expand the perimeters of a spell.
   Prerequisites: Enlarge Spell, Encompass Spell, Grow Spell.
   Benefit: An expanded spell's area of effect increases to 1 mile. A spell whose area of effect is determined by its range, or whose target is personal or a single creature is not affected. An expanded spell uses up a spell slot four levels higher than the spell's actual level.

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General Rules: Feats - Bounce Spell

Bounce Spell [Metamagic]
You can use other creatures' bodies as the source of any spell you cast.
   Prerequisites: Enlarge Spell.
   Benefit: When you cast a spell at a primary target within the spell, the target becomes the new source of the casting. From there, a secondary target is chosen and the spell releases from the primary target, calculating range and line of effect from that point. You must still be able to see the secondary target. A bounced spell uses up a spell slot two levels higher than the spell's actual level.
   Special: The primary target is normally an ally. If the primnary target is hostile, he is allowed a save against the spell (if applicable). If successful, the spell is negated.

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General Rules: Feats - Fell Frighten

Fell Frighten [Metamagic]
Living foes damaged by your spell are also shaken.
   Benefit: You can alter a spell that deals damage to foes so that any creature subject to fear effects and mind-affecting spells and abilities that is dealt damage also becomes shaken for 1 minute. A fell frightening spell uses up a spell slot two levels higher than the spell's actual level.

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General Rules: Feats - Restrain Spell

Restrain Spell [Metamagic] (from Dragon Magic: Power Incarnate)
You can make your combat spells have nonlethal effects.
   Prerequisite: Spellcraft 8+ ranks.
   Benefit: You can make any of your spells that deal hit point damage deal nonlethal damage instead. A restrained spell uses up a spell slot one level higher than the spell's actual level.

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General Rules: Feats - Sculpt Spell

Sculpt Spell [Metamagic]
You can alter the area of your spells.
   Prerequisites: Any metamagic feat.
   Benefit: You can modify an area spell by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. A sculpted spell works normally in all respects except for its shape. A sculpted spell takes up a spell slot one level higher than the spell's normal level.

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General Rules: Feats - Repeat Spell

Repeat Spell [Metamagic]
You can cast a spell that repeats on the following round.
   Prerequisites: Any metamagic feat.
   Benefit: A repeated spell is automatically cast again at the beginning of your turn in the following round. No matter where you might have moved in the previous round, the second spell originates from the same location and affects the same area as the original spell. If the original spell designates a ranged target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise, the second spell fails. Touch range spells cannot be affected by this feat. A repeated spell uses up a spell slot three levels higher than the spell's actual level.

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General Rules: Feats - Fell Drain

Fell Drain [Metamagic]
Living foes damaged by your spell also gaina negative level.
   Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15). A fell draining spell uses up a spell slot two levels higher than the spell's actual level.

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General Rules: Feats - Imbue Weapon

Imbue Weapon [Metamagic]
You may transfer the power of your touch spells through a melee weapon.
   Prerequisites: BAB +3 or higher, Weapon Focus (Any), spellcaster level 1st+.
   Benefit: When casting a spell with a range of touch, you may instead cast it through a melee weapon to deliver the spell effect. The effect is instantaneous, allowing you to cast the spell and attack in the same round. If the attack hits, you deal normal damage and the spell effect. If you miss, compare your attack result to your opponent's touch Armor Class. If you hit their touch Armor Class, the effect is triggered, but weapon damage is not. This feat only works on spells that require you to physically touch a target, not ones that require a ranged touch attack. An imbued weapon spell uses up a spell slot one level higher than the spell's actual level.

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General Rules: Feats - Exaggerate Spell

Exaggerate Spell [Metamagic]
Your spells are louder, bigger, and more damaging.
   Benefit: All variable, numeric elements of an exaggerated spell are increased by 3 points per die. An exaggerated spell deals 3 extra points of damage, heals 3 extra damage, or targets 3 additional subjects. Saving throws and opposed rolls, such as those made when casting dispel magic, are not affected. Spells without random variables are not affected. An exaggerated spell uses up a spell slot two levels higher than the spell's actual level.

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General Rules: Feats - Bloodcasting

Bloodcasting [Metamagic]
You may exceed your daily number of spells by sacrificing your health.
   Prerequisites: Constitution 13+, must be able to cast arcane spells of 3rd level or higher.
   Benefit: You may cast one more spell up to your highest known level. This spell does not have to be prepared, but must be among those known. Immediately after casting, you suffer temporary points of Constitution damage equal to the spell level. You may use this feat as many times a day as you like, but Constitution damage is suffered each time. Death or unconsciousness do not interfere with the spell's function, but you do suffer the effects immediately after casting the spell.
   Special: A spellcaster dying from such overexertion may only be brought back to life by a resurrection, reincarnation, or true resurrection spell. Damage taken by using the Bloodcasting feat does not heal naturally.

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General Rules: Feats - Improvise Counterspell

Improvise Counterspell [Metamagic]
You may counterspell your opponent's magic, even if you cannot cast the spell you are trying to counter.
   Prerequisites: Ability to cast arcane spells without prepareation.
   Benefit: You may counterspell a spell without casting your opponent's chosen spell. Once you have successfully identified your opponent's spell with a Spellcraft check DC 15 + the spell's level, you may counterspell the effect by casting any spell that is at least two levels higher than your opponent's spell.
   Normal: A character may only counterspell a spell being cast by casting the correct spell.

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General Rules: Feats - Maximize Spell

Maximize Spell [Metamagic]
Your spells are more effective against specific targets.
   Benefit: All variable, numeric effects of a mixmized spell are maximized. A mazimized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Spells without random variables are not affected. A maximized spell uses up a spell slot three levels higher than the spell's actual level.
   An empowered, maximized spell gains the separate benefits of each feat: The maximum result plus one-half the normally roplled result.

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General Rules: Feats - Fell Animate

Fell Animate [Metamagic]
Living foes slain by your spell may rise as zombies.
   Benefit: You can alter a spell that deals damage to foes. Any living creature that could normally be raised as zombies and that does not possess more than double your Hit Dice, when slain outright by a fel animated spell, rises as a zombie under your control at the beginning of your next action. Even if you kill several cratures with a fell animated spell, you cannot create more Hit Dice of undead than twice your caster level. The standard rules for cntrolling undead (see animate dead, page 198 of the Player's Handbook) apply to newly created undead gained through this metamagic feat. A fell animated spell uses up a spell slot three levels higher than the spell's actual level.

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General Rules: Feats - Blood Power

Blood Power [Metamagic]
You are able to use your life force to power arcane spells, enabling you to cast more spells per day in exchange for physical damage.
   Prerequisites: Arcane spellcaster level 3rd+, 10+ hit points.
   Benefit: You may cast extra spells by dealing damage to yourself. When using this ability, the spell is cast normally, including casting time, concentration checks, and attacks of opportunity. If the spell is successfully cast, the spellcaster takes 5 hit points of damage per level of the spell cast, including modifiers for using a metamagic feat, but does not expend a spell slot. Death or unconsciousness doe not interfere with the spell's function, but you do suffer the effects immediately after casting the spell.
   Special: A spellcaster dying from such overexertion may only be brought back to life by a resurrection, reincarnation, or true resurrection spell. Damage taken by using the Blood Power feat does not heal naturally.

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General Rules: Feats - Arcane Shaper

Arcane Shaper [Metamagic]
You can shape a prepared spell into another effect.
   Prerequisite: Quicken Spell.
   Benefit: You can change any prepared spell into another spell that you know (but do not necessarily have prepared). The new spell must be at least two levels lower than the spell you are shaping.

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General Rules: Feats - Invisible Spell

Invisible Spell [Metamagic]
You can make your spell effects invisible.
&nbeps;  Prerequisites: Any metamagic feat.
   Benefit: You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. Note that this feat has no bearing on any components required to cast the enhanced spell, so the spell's source might still be apparent, depending on the situation, despite its effects being unseen. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell. An invisible spell takes up a spell slot of the spell's normal level.

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General Rules: Feats - Identify Item

Identify Item [Metamagic]
You may identify magic items without fail by drawing upon your understanding of magic.
   Prerequisites: Intelligence 17+, Wisdom 15+, any three metamagic feats, Spellcraft 12+ ranks.
   Benefit: You may cast the spell identify at will. In addition, the casting time for the spell is cut in half and the material component cost is waived.

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