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DnD Metamagic Feats

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These feats include metamagic, and feats of the magical type. All of them require spell-casting or spell-like abilities of some kind.


Table: Metamagic Feats
NBoF
Balance
Feat Prerequisites Benefit
4.15 Arcane Power - You can infuse your damaging arcane spells with raw energy.
4.10 Arcane Admixture Arcane Power, One other metamagic feat, Knowledge (arcana) 5 ranks You can modify a spell that inflicts energy damage to mix in an equal amount of arcane damage.
4.36 Area Control - You can exactly control the spread of an area spell.
4.03 Bone Art Knowledge (Architecture and Engineering) 5 ranks, Ability to summon undead You can create weapons, armor and possibly siege equipment for your undead minions.
4.05 Channel Touch Spell - You can cast a touch spell through your melee weapon.
4.32 Concentration Spell - You can extend the duration of your spells through concentration.
  Consistent Spell Non-chaotic Average spell's variable, numeric effects.
5.00 Controlled Burst - You have greater control over burst and spread spells.
4.00 Deafening Spell - The sonic volume of your spells reaches deafening levels.
3.77 Delay Spell - You may delay the effect of a spell you cast.
4.52 Destructive Force - You can increase the damage limitations of certain spells.
4.34 Dual Energy Spell - You can interchange two types of energy for one another.
4.20 Efficient Spell - You can cast a spell as a move action. *
- Elemental Affinity Any other metamagic feat, Spellcraft 8 ranks Allows user to change any spell using elements to another element of a chosen type.
4.42 Expand Spell - You can cast spells with a larger area of effect.
4.40 Far Touch Spell - After set-up, you can cast a touch spell on a willing creature at long range.
4.24 Fast Spell - Cuts the casting time of your spells.
4.20 Force Spell - You can infuse your damaging arcane spells with force.
4.25 Ghost Spell - You can cast spells that are especially effective against incorporeal opponents.
4.24 Giveaway Spell - You give away control over a spell.
4.18 Greater Held Charge Con 13 You have mastered your body’s ability to hold a charge.
4.36 Hole In The Middle - You can create a hole in an area spell to avoid being affected
4.12 Improved Extend Spell Extend Spell You can greatly increase the duration of your spells.
3.48 Invisible Spell - You may make your spells invisible.
3.10 Learned Metamagic Int 13, Ability to cast Arcane spells without preparation, Any Metamagic feat, Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks Through hard work, study and dedication, you have learned to combine your arcane knowledge with your innate spellcasting ability, enabling you to prepare certain metamagic spells.
Mass Spell Caster level 9th. Your spells can benefit more targets.
4.30 Mass Effect Spell - Your spells can affect more targets.
4.10 Metaffinity Ability to cast Arcane spells without preparation, Any metamagic feat You are adept at casting metamagic Arcane spells without prior preparation.
4.64 Mindless Effort Spellcasting-related ability score of 13, Concentration 10 ranks You can continue to maintain a concentration spell for a limited time without concentrating on it.
- Parlour Tricks Int 13+, Ability to cast Prestidigitation You are permanently under the affects of the Prestidigitation spell and may weave its’ effects into other spells as you cast them.
- Improved Prestidigitation Parlour Tricks, Int 13+, Ability to cast Prestidigitation Your skill with prestidigitations is impressive, they last longer, are more believable, and awe other casters.
- Master Prestidigitator Parlour Tricks, Int 13+, Ability to cast Prestidigitation The arcane spellcaster has become an expert at using prestidigitations to bolster other spells.
- Sublime Prestidigitator Parlour Tricks, Master Prestidigitator, Int 13+, Ability to cast Prestidigitation The arcane spellcaster has gone beyond mere mastery of using prestidigitations to bolster other spells.
4.18 Powerless Spell - You can prepare or cast a spell for use as a counterspell.
4.50 Prismatic Energy Spell Any other metamagic feat, Knowledge (Arcana) 8 ranks You can change spells of one element type into any other element type.
3.63 Racial Spell Knowledge (arcana) 5 ranks You can protect or target one race or creature type from the effects of your spells.
4.40 Ritual Spell - You may reduce the power required for a spell by casting it as a six-hour ritual.
4.76 Signature Focus Eschew Materials You may replace many costly material components with a special focus item.
4.10 Slow Spell Any other metamagic feat You can cast spells more slowly to gain power.
- Spell Chain Spellcraft 16 ranks, Heighten Spell, any other metamagic feat. A spell modified by this feat counts as a Chain Spell.
- Spellsplit  ?? Allows the caster to split his high-level spells into multiple low-level ones.
4.55 Stable Spell - You need not concentrate to maintain spells.
4.80 Stylize Spell Access to the illusion school (or a lack of prohibition against using it) You can add illusionary elements to your spells that make them more spectacular, in order to impress people.
4.16 Subtle Spell Spellcraft 1 rank You know how to disguise the use of material, verbal, and somatic components; thus making your spell casting difficult to recognize.
3.60 Thundering Spell - Your electrical spells deal additional sonic damage.
3.82 Transfer Spell - You can cast personal effect spells on others as touch spells
4.18 Trick Spell Spell Focus Opposing spellcasters cannot identify your spells.

Top-level feats in this list are organized alphabetically

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