Pathfinder Roleplaying Game Core Rulebook

As a spellcaster’s knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.

Prepared Spellcasters: Prepared spellcasters, like wizards and clerics, must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Cpontaneous Spellcasters: Spontaneous spellcasters, like sorcerers and bards, choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Converted Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature’s ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

Metamagic Feats

  • Bouncing Spell: You can direct a failed spell against a different target.
  • Dazing Spell: You can daze creatures with the power of your spells.
  • Disruptive Spell: Your magical energies cling to enemies, interfering with their spellcasting.
  • Ectoplasmic Spell: Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
  • Elemental Spell: You can manipulate the elemental nature of your spells.
  • Empower Spell: You can increase the power of your spells, causing them to deal more damage.
  • Enlarge Spell: You can increase the range of your spells.
  • Extend Spell: You can make your spells last twice as long.
  • Fleeting Spell: Your spells vanish with unusual speed.
  • Focused Spell: When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
  • Heighten Spell: You can cast spells as if they were a higher level.
  • Intensified Spell: Your spells can go beyond several normal limitations.
  • Lingering Spell: You spell clings to existence, slowly fading from the world.
  • Maximize Spell: Your spells have the maximum possible effect.
  • Merciful Spell: Your damaging spells subdue rather than kill.
  • Persistent Spell: You can modify a spell to become more tenacious when its targets resist its effect.
  • Quicken Spell: You can cast spells in a fraction of the normal time.
  • Reach Spell: Your spells go farther than normal.
  • Selective Spell: Your allies need not fear friendly fire.
  • Shadow Grasp: Your darkness spells have substance and bind your foes.
  • Sickening Spell: You can sicken creatures with your spells.
  • Silent Spell: You can cast your spells without making any sound.
  • Still Spell: You can cast spells without moving.
  • Studied Spell: You use your knowledge about the target to bypass its resistances and damage reduction.
  • Stylized Spell: You cast a spell in a distinctive manner.
  • Tenacious Spell: Your magic is difficult to unravel.
  • Tenebrous Spell: You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.
  • Thundering Spell: You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.
  • Trick Spell: The vengeful nature of your goddess flows through your magic, turning your enemies against themselves.
  • Umbral Spell: Targets of your darkness spells radiate darkness.
  • Widen Spell: You can cast your spells so that they occupy a larger space.

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Roleplaying Game Core Rulebook

SECTION 15

  • Pathfinder Roleplaying Game Core Rulebook, Copyright 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • The Book of Experimental Might, Copyright 2008, Monte J. Cook. All rights reserved.
  • Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  • Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
  • System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.