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APPENDIX A: Metamagic Rules

As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different
from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such
a way is harder than normal but, thanks to metamagic feats, at least it is 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.

Editor: Greeting fellow investigators into the sanity shattering study of metamagic. Herein is contained
both conventional wisdom as well as personal observations by some of the most learned men on the
subject. There are those who view metamagic feats with distain and remark that it is simply possible, if
not more desirable to research a new spell that does what you want, rather than to modify an existing
spell with metamagic.
While it is true, metamagic feats fall far below expectations at times, there are methodologies and
techniques that can reduce the cost of metamagic feats as well as offer solutions to problems that
simple cannot be researched. So, we not only present a complete guide to the use and abuse of
metamagic, but we also include examples and personal observations so as to help guide you, the
wielder of the art, into seeking out the best possible use of these magic-warping feats.
Most people assume that when it comes to applying meta-magic to spells, more is better. Most
people don't realize that on top of certain feats working well with certain spells. There are diminishing
returns on certain spells. For example, Burning Hands maxes out its damage at caster level 5. This
means that a given wizard who adds feats to Burning Hands maxes out the damage when it moves to a
3rd level spot.
On the other hand, since Magic Missile maxes out at 9th level, you can add up to 4 levels of feats
to the spell and you won't max out the damage. While you may think this only applies to magic items,
it should also influence what spells you prepare as you advance in level. Ice Storm, while area of
effect, has lousy damage for 4th level spell at caster level 11. An empowered Scorching Ray would
take up the slot much better.
It's by applying these concepts that allows us to maximize our spells at a given level as well as
caster level. It's a good idea for you to consider what it would cost to make a given spell as a potion,
wand, or scroll. Then compare the gold to damage by dividing the gold piece cost by average hit point
damage. You should calculate this out to 2 decimal places to represent silver and copper costs.
There are other factors and spells as well, for example most people consider level drain should be
just a power reducer. As a debuff spell, its useful as a way of killing someone who has otherwise
proven resistant to hit point damage. Considering metamagic feats like Fell Drain can add level drain
to any damage causing spell, you should think about how many hit points the target is losing as he
loses that level. Maybe adding it to Disintegrate is a bad idea. Maybe Magic Missile would be better.
While it isn't much, a few points of damage here or there could add up dramatically when you start
stacking on damage over time, multipliers like twin and empower, or increasing the number of targets.
While in some examples that will be presented later in the spell section are rather detailed, it's
important for each individual spellcaster to keep in mind what he has and where he's going as he
advances in level.
Some people say, "Why that's not in character!" They complained that too much emphasis is put
on optimization and not on role-playing. While I agree with that in theory, in practice the problem
always is this: if you have an ineffective character, the rest of the party has to carry you. If you were
the only one paying for your mistakes, then it wouldn't matter. Most people forget when they're
building their character they aren't the only ones playing. This doesn't mean that you need to sit down
and make sure everything you do works perfectly with everyone else. It does mean that what you do
you should do as effectively as possible.

Wizards and Divine Spellcasters


Wizards and divine spellcasters 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).

Spontaneous Spell Casting


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. But 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 1 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.) This also applies to clerics defaulting to cure/inflict
wounds and druids defaulting to summon nature's ally spells. For a spell with a longer casting time, it takes
an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats


A cleric spontaneously casting a cure or inflict 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.

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 as
a higher-level spell. 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. However, 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. Casting time penalties for
spontaneous casters do not accumulate, instead it is a one-time penalty. The order that the feats are applied
is up to the spellcaster. For example, when applying maximize and empower to the same spell, you apply
empower first, and then maximize. The other way around would not be allowed.

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. You can apply the effect of metamagic feats that you know to spells from a runestaff, but
you must expend a spell whose level equals or exceeds the adjusted level of the affected spell.
Editor: This of course, begs the question, “What about a Staff?” There are no known examples of any staff
with a metamagic version of a spell. There is nothing forbidding the use, but there is nothing saying
you can do it, either. So I have to assume that you are not allowed to do it with staves.

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.

Sudden Metamagic Feats


Sudden Metamagic feats are a new kind of metamagic feat. You choose whether to apply a sudden
metamagic feat to a spell as you cast the spell. You can apply a sudden metamagic feat to a spell of any
level, and it does not affect the spell's level for the purpose of determining which spell slot it occupies. You
can apply a sudden metamagic feat to a spell that has already been enhanced by a regular metamagic feat.
However, the sudden metamagic feat cannot be the same type as the regular metamagic feat (for instance,
you can't use sudden extend on a spell that has already been extended.). A sudden metamagic feat doesn't
require a full-round action from casters who choose spells as they cast them, such as sorcerers and bards.

Terms
Name: Each entry begins with the feat name, it's source, then a summary of the feat. The name of the spell
is color coded to indicate what feats are useful and what feats is a waste of space. The color scheme is
as follows, using colors in the following order: Below Average Feat (Orange), Average (Green), An
Above Average Feat (Blue), You’d be a fool not to take this (Purple)
Spell Level: This is the level that is added to a given spell to determine the spell level. Some feats have
Variable, which means the amount the spell level is altered is variable and thus has variable effects.
Some feats are listed as Meta-Metamagic. These feats do not modify spells, but modify metamagic
feats. They do not count as metamagic feats, but are included because they are closely related.
Prerequisites: You must have this to learn the feat.
Benefit: This is what you gain from the feat
Normal: This is what happens if you don't have the feat.
Condition: When a feat imposes a condition on you or the target, the condition is included here for
reference.
Example: This is an example of how to use the feat.
Editor: Comments from the editor on the feat. Number crunching and power gaming.
Recommended Spells: These are spells that work well with this feat.
Rod: Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered
spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an
attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is
permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only
the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to
use the given feat a specified number of times per day. A sorcerer still must take a full-round action
when using a metamagic rod, just as if using a metamagic feat he possesses. Normal metamagic rods
can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower,
while greater rods can be used with spells of 9th level or lower. All rods can be used three times a day.
Since Metamagic Rods modify spells, information on available metamagic rods is included under the
description of the feat.

APPENDIX B: Metamagic Feats


The following are the metamagic feats that appeared in published WotC books under 3.5. If a feat was
printed in multiple volumes, we present the feat from the most current printing by date. If a feat remained
the same from 3.0 to 3.5, but the name changed, we are using the latest name. If you are playing with a DM
who only allows ‘official’ metamagic feats, then this is as official as it gets.

BEND SPELL
- DRAGON COMPENDIUM (3.5)
Cover does little to reduce the effectiveness of your spells.
Spell Level: +1
Prerequisites: None
Benefit: You reduce all benefits from cover for creatures affected by one of your spells. Target creatures
gain no cover bonuses to Armor Class against a bent spell, and any saving throws made by creatures in
its area of effect gain no cover bonuses. This feat does not allow your spell to affect any target that
would not normally be affected (for example, a target with total cover still cannot be affected).
Editor: How often does cover come up in your game? Use an area effect instead. Maybe a ray specialist
might want this. Is it worth a +1 level adjustment to do so? A campaign specific feat if I ever saw one.
There are a few situations it might be valuable, but if you have a lazy DM who plays combat fast and
loose, this feat is worthless.

BLACK LORE OF MOIL


- COMPLETE ARCANE (3.5)
Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil
makes your necromancy spells especially potent.
Spell Level: +0
Prerequisites: Spell Focus (necromancy), caster level 7th.
Benefit: Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points
of negative energy damage +1d6 per two spell levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-
level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative
energy damage on a successful save, regardless of the outcome of the save on the spell’s normal effect.
In addition to its normal spell components, a Moilian spell requires the creation and expenditure of
a Moilian runebone—a small human bone (often a finger bone) scribed with carefully prepared arcane
markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone,
which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative
energy damage to be generated.
Example: A runebone capable of adding 3d6 points of negative energy damage to a spell costs 75 gp to
craft. While the maximum negative energy damage dealt by a Moilian spell is based on the spell’s
level, the actual damage is limited by the runebone.
Example: If a sorcerer casts Finger of Death (a 7th-level spell, so normally +4d6) with a 75-gp (3d6)
runebone, the spell deals only 3d6 points of additional negative energy damage.
Example: If you add this to Vampiric Touch, the way the spell reads you gain temporary hit points equal to
the damage inflicted, and this spell adds 1d6 per level. So, a 5th level caster can normally drain 2d6 or
can spend 75 gp to drain 5d6.
Editor: This feat can only be applied to necromancy. At first glance, it looks like a good deal, if you want
to play a necromancer. It can give you extra damage, but doesn't add to the level of the spell. The
major disadvantage of this feat is that it is most effective with necromancy spells that cause damage. If
you combine this feat with a curse or a drain, it's nice to have additional damage, but you are splitting
your attention. To take down a target, you want to focus your damage on the target using the same type
of attack for maximum effect. There is one sweet spot, however, Vampiric Touch (see example).
This feat also opens up a whole new world of possibilities because there are a number of other
metamagic feats (any Fell feat, for example) that are only usable with spells that do damage.
And finally, there comes a point in any career where you just need to do just a little more damage
and cost is no object. When you reach mid to high levels, this feat really comes into it’s own. This feat
is a must for any necromancer, middling use to anyone else.
Recommended Spells: Vampiric Touch

BLISTERING SPELL
- PLAYERS HANDBOOK 2 (3.5)
Your fire spells sear the flesh from your enemies’ bones, leaving them wracked with pain.
Spell Level: +1
Prerequisites: None
Benefit: This metamagic feat can be applied only to a spell that has the fire descriptor. A blistering spell
deals an extra 2 points of fire damage per level of the spell. In addition to the spells normal effect, any
creature that fails its save against a blistering spell takes a –2 penalty on attack rolls and checks until
the beginning of your next turn.
Editor: There are better feats to take. It only increases the damage by the level of the spell, not by the level
of the caster. So a Burning Hands spell is cast at 2nd level, but only does an extra +2 points of damage.
A Fireball is +6. Of course, combining this with Empower increases the damage by a multiple of 1.5.
A blistering empowered Fireball is an average damage of 61.25 where as a maximized Fireball is a
flat 60. More damage for the same spell slot, but it requires 2 feats instead of 1.
On the other hand, it could create a good bit of synergy with someone who uses other feats to
change the energy descriptor spells to fire. The call goes to the player. If you were making a mage who
specializes in fire, this would be a good feat to have when you get into the higher levels.

BORN OF THE THREE THUNDERS


- COMPLETE ARCANE (3.5)
You have learned to marry the power of lightning and thunder in your electricity and sonic spells.
Spell Level: +0
Prerequisites: Knowledge (nature) 4 ranks, Energy Substitution (electricity).
Benefit: When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit
point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt
as electricity damage and half dealt as sonic damage.
In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage
from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone
unless they succeed on a Reflex save (both saves at the same DC as the base spell). Channeling the
three thunders is costly, though, and you are automatically dazed for 1 round after doing so. In
addition, its descriptor changes to include both energy types.
Condition, Dazed: Unable to act normally. A dazed character can take no actions, but has no penalty to
AC.
Condition, Prone: Lying on the ground. An attacker who is prone has a –4 penalty on melee attack rolls
and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to
Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Condition, Stunned: A stunned creature drops everything held, can’t take actions, takes a –2 penalty to
AC, and loses his Dexterity bonus to AC (if any).
Example: A lightning bolt of the three thunders is an evocation [electricity, sonic] spell.
Editor: As far as metamagic feats go, this one doesn't have a lot of kick, although it is the only way to give
an energy spell the sonic descriptor, but dazes you in the process. This feat becomes useful when
giving energy damage spells a reflex save so you can stack explosive onto it. When one runs the
numbers for that particular combo, there is no serious combat application, but sometimes you just want
to do something strange. Should you be someone who is immune to being dazed, like an undead or
something, the feat becomes green. Otherwise you should leave this feat to the NPCs.
Recommended Spells: Flaming Sphere, Sonic Snap.

CHAIN SPELL
- TOME AND BLOOD (3.0)
- COMPLETE ARCANE (3.5)
You can cast spells that arc to other targets in addition to the primary target.
Spell Level: +3
Prerequisites: Any metamagic feat.
Benefit: Any spell that specifies a single target and has a range greater than touch can be chained so as to
affect that primary target normally, and then arc to a number of secondary targets equal to your caster
level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within
30 feet of the primary target, and none of which can be affected more than once. You can choose to
affect fewer secondary targets than the maximum. If the chained spell deals damage, the secondary
targets each take half as much damage as the primary target (rounded down) and can attempt Reflex
saving throws for half damage (whether the spell allows the original target a save or not). For spells
that don’t deal damage, the save DCs against arcing effects are reduced by 4.
FAQ Entry: To use the Chain Spell metamagic feat on a ray, the spell you are applying it to must have a
target entry in its spell description. Most rays do not have a target entry and cannot have the feat
applied to them.
Example: If a 10th-level wizard normally casts cause fear at DC 14, a chained cause fear could target a
goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10.
Editor (Reach/Chain): We have a quandary. Any touch spell that has reach on it is now ranged, and most
of them specify a single target. But on the target line, the majority of them specify, “X touched” on the
target line. So while the range is greater then touch, the target line is not changed, so technically it is
still touch. If the WotC FAQ did not specifically state that some rays can be chained, if they have a
target line, then I would have to state that reach and chain do not work together. However, as there are
some rays that chain works with (Any ray with a target line and a single target), and touch spells
modified with Reach Spell are now a ranged touch attack (thus satisfying the condition of “X
touched”.) So we can conclude touch spells with reach on them, which specify a single target, can be
chained.
Editor (Damage): Damage is transferred based on half the damage of the primary. If the primary target is
not hit, no damage is transferred. If the primary spell has a save other then reflex, the secondary targets
do not get to make a save on top of the reflex save (But only in the case of damage.) If the primary
attack isn’t a damaging type spell, the secondary targets receive exactly the same save as the primary
target receives, but can attempt the save at -4 DC to avoid the effect completely.
Ability damage is halved, whereas ability penalties are success or fail. Level drain is avoided
entirely by a saving throw, or transfer completely. Penalties are not damage, thus not subject to half
damage if the save is made only the -4 DC penalty applies.
This feat is best used with ranged single target no save, damage spells. Even though secondary
targets get a reflex save, the issue here is how much the first target takes. You don’t reroll for every
secondary target. If the first target takes 10, everyone else is taking 5. It doesn't matter if you rolled 10
1’s on 10d8, or if he’s got damage reduction that applies. The damage is what the original damage is
rolled, not how many hit points he actually lost.
Editor (Healing): Also, it’s important to note that the spell reads “if the chained spell deals damage, the
secondary targets each take half.” As that reads, it does not apply to chained healing spells. Healing
spells are not halved, but some DMs rule that they are halved since they can damage targets (undead),
and thus such a ruling would be applicable to Inflict Wound X spells as well. It isn’t clear either way,
check with your DM. Personally, mass cure spells are better then chain cure spells. The one exception
would be close wounds. You should look at that spell for details.
Editor (Energy Resistance): There is also the issue of what happens when the primary target has enough
energy resistance to overcome the damage. The energy resistance to the primary target is applied
AFTER the spell deals damage to all targets. So if the primary takes 30 hp of fire damage, all
secondary targets will take 15 hp of fire damage, THEN fire resistance will apply.
Editor (Damage vs SR): There is an issue regarding the use of chain lightning and chain missile in
comparison to Chain Spell. In Chain Missile, from Spell Compendium, if the primary target
successfully resists the spell using Spell Resistance, no secondary targets are effected by the spell.
There is no such explicit provision for such an event for chain lightning. Furthermore, it is unknown if
that extends to Non-Damaging effects. So after much argument, it seems to have come down to the
following four viewpoints:
Viewpoint (Extreme): The extreme viewpoint is that because Chain Missile is the latest example of a
Chain effect, that all Chain spells end if the primary resists with SR. The editor of this book does not
agree with this viewpoint. It is more of a DM interpretation of RAI then anything based on actual rules.
Viewpoint (Damage Limited Only): In the case of DLO, Damage is limited, but non-damage effects
continue along. This argument hinges basically on the line in the PHBI that “The defender’s spell
resistance is like an Armor Class against magical attacks.” The actual argument is much more in depth,
but it boils down to this, “Would you roll damage if you tried to hit someone and missed?”
Considering SR is like “missing”, then you roll no damage. If you roll no damage, you cause no
damage, so the secondary targets take 0 damage. All other Non-damage effects continue on to the
secondary target. Chain Missile would be an exception to this rule, but only because it explicitly says
so. The editor advocates for this viewpoint, but believes he is in the minority. Alas, there is enough
wiggle room for the RAW to go either way. It hinges on the intended meaning of words that the
original writers took little time to consider the implication thereof.
Viewpoint (All In): The All In viewpoint believes that the SR entry that states, “Spell resistance prevents
a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a
magical effect from another creature or negates a spell’s effect on another creature.” Holds sway. The
DLO viewpoint is that damage is never rolled. All In believes that damage is rolled before overcoming
spell resistance, so the effect (or damage) moves on and does half damage to all secondary targets.
Basically, the difference is when do you roll damage, before spell resistance, or after. If you roll after,
then you are DLO. If you roll before SR, then you are All In. This appears to be the majority
viewpoint, but the editor cautions that the RAW regarding this matter is up for debate.
Viewpoint (Wing It): The Wing It viewpoint is rather simple. The chances of this coming up in actual
play is practically non-existent. The point of arguing such details is pointless, so just burn that bridge
when you come to it. However, this guide is about arguing such details, so if you plan on using Chain
Spells, we suggest you ask your DM which viewpoint he holds before taking the feat.
Recommended Spells: Alibi, Backbiter, Close Wounds, Greater Magic Fang, Greater Magic Weapon,
Keen Edge, Levitate, Magic Mouth, Make Whole, Mind Blank, Misdirection, Reduce Person, Sending,
Vampiric Touch (Reach)
Rod: The chaining rod is one of the best rods you can buy, if you can find someone to sell it. Use reach
spell with Vampiric Touch then chain it. Gain a hundred hit points from your enemies. It's expensive,
but worth it. Even a lesser rod remains useful at high levels, letting you chain buffs as needed. 14,000
gp (lesser), 54,000 gp (normal), 121,500 gp (greater)
CITY MAGIC
- CITYSCAPE (3.5)
You can use the city itself to shape and enhance your spellcasting.
Spell Level: +0
Prerequisites: Caster level 3rd.
Benefit: You can modify any damaging spell you cast to incorporate the urban environment. When casting
an offensive spell with an energy subtype— acid, cold, electricity, fire, or sonic—you can invest the
spell with a portion of the city’s spirit. In most cases, this investment is gritty and spectacular, drawing
dirt, gravel, nails, and other nearby detritus into the spell effect. In other cases, the investiture is much
more subtle, often merely changing the look of the spell. Only half the damage from a spell with the
appropriate subtype is considered energy damage, and is thus subject to resistances or immunities. The
remainder comes from the city itself, and is not subject to spell or energy resistances or immunities.
This investiture only occurs for spells cast within urban environments, defined as any area above the
size of a small.
Example: A wizard uses City Magic to cast a fireball at a creature with resistance to fire 15. The damage
roll is 20, half of it fire damage and half “city”. Thus, the target takes 10 points of “city” damage
instead of 5 points of fire damage. This feat is useless to spellcasters who cast their spells in a non-
urban environment as defined above
Editor: If you are a wizard who spends a lot of time in a city setting and find your targets are energy
resistant, then this would be useful. There is no defense against "city" damage. However, most
adventures tend to be dungeon crawls. Its usefulness is campaign specific. If you are one to craft a
wide number of magic items that you only wanted to be used by the city watch, for example, then this
feat would serve well to keep said items inside the city limits. Chances are, however, you are a
dungeon crawler. Leave this feat for the NPCs.

COERCIVE SPELL
- DROW OF THE UNDERDARK (3.5)
Living foes damaged by your spell become more pliable and vulnerable to your commands.
Spell Level: +1
Prerequisites: None
Benefit: You can alter a spell that deals damage to foes so that any living creature dealt damage by the
spell takes a –2 penalty on Will saves for 3 rounds. Penalties from multiple coercive spells do not
stack.
Editor: Useful for spell casters who deal in enchantments and illusions. Added to spells that never miss,
like a magic missile, it could make or break a follow up spell like charm monster. However, how often
do you really need to lower someone’s will save? Is this a constant problem? If so, maybe you should
just take Spell Focus and avoid the extra effort.
Recommended Spells: Magic Missile

CONSECRATE SPELL
- COMPLETE DIVINE (3.5)
- BOOK OF EXALTED DEEDS (3.5)
You can imbue your spells with the raw energy of good.
Spell Level: +1
Prerequisites: Any good alignment.
Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals
damage, half that damage (rounded down) results from divine power and can’t be reduced by
resistance or immunity to energy-based attacks.
Example: If a consecrated lightning bolt cast by a 7th level wizard deals 24 points of damage, 12 points of
that is electricity damage and the other 12 points is not. Thus, a non-good creature immune to
electricity still takes 12 points of damage if it fails its Reflex save.
Editor: A situation specific spell. If you find yourself frequently fighting evil creatures that are immune to
various energy descriptors, then there is a great advantage to this feat. If you don't, then it's worthless.
Seriously, pass on this feat. If it came in a rod, I would consider it, but it doesn’t.
COOPERATIVE SPELL
- TOME AND BLOOD (3.0)
- COMPLETE ARCANE (3.5)
You can cast spells to greater effect in conjunction with the same spell cast by another individual.
Spell Level: +0
Prerequisites: Any metamagic feat.
Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can
simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of
cooperatively cast spells and +1 to caster level checks to beat the target’s spell resistance (if any),
using the higher base DC and level check of either caster.
For each additional caster with this feat casting the same cooperative spell simultaneously, the
spell’s save DC and the bonus on the caster level check both increase by 1. When more than two
spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters involved in
the casting.
Example: Two wizards and two sorcerers standing in a circle all have Cooperative Spell. The first three in
the initiative order ready an action to cast fireball, casting the spell when the fourth does. The base DC
of the spell’s save is equal to the highest save DC among the cooperative casters (as determined by
relevant ability scores, other feats, special abilities, or items) +4 (+2 for the first cooperative caster and
+1 for each of the other two). As well, whoever has the highest caster level determines the base caster
level check, which gains a +3 bonus (+1 for each cooperative caster).
Editor: For most parties, this feat is worthless. It is unlikely that you will have multiple spell casters who
can work together to make this worth the feat slot that all casters must give up to take this feat. Instead
have someone scribe a scroll with this feat and the given spell you want to use. Then, in unison, have
your army of spellcasting hirelings cast a flight of extended Fireballs across the battlefield. You,
however, should avoid this feat like the plague.
As a DM, however, you should look long and hard at this feat. If everyone in the Tower of Magic
and Woe had this feat, you could really cast some impressive scrying spells. You could Pound on the
players hard because, hey, they live in a tower. What else they got to do?
Rod: The Cooperation rod is a useful magic item that makes this feat more useful. You could hand off a
few rods and suddenly have your own cabal of mages to help you with a few select spells. 2,700 gp
(lesser), 10,500 gp (normal), 24,300 gp (greater)

CORRUPT SPELL
- BOOK OF VILE DARKNESS (3.0)
- CHAMPIONS OF RUIN (3.5)
- COMPLETE DIVINE (3.5)
You can transform one of your spells into an evil version of itself.
Spell Level: +1
Prerequisites: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the
damage (rounded down) results directly from divine power and is therefore not subject to be reduced
by resistance or immunity to energy-based attacks.
Editor: See Consecrate Spell.

DEAFENING SPELL
- DROW OF THE UNDERDARK (3.5)
You can modify a spell so it deafens targets.
Spell Level: +1
Prerequisites: None
Benefit: You can alter a spell that deals damage to foes so that any living creature dealt damage by the
spell is also deafened for 1 round. The effects from multiple deafening spells do not stack.
Condition, Deafened: Unable to hear. A deafened character takes a –4 penalty on initiative checks,
automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal
components.
Editor: Unless you are dealing with critters that use blindsight that depends on sound, this feat is of
dubious use. Maybe it’ll screw up a spellcaster. Maybe it makes hearing orders problematic. Perhaps it
would be useful against stopping a bard from buffing people by singing. All of these are a stretch. You
have better feats to take.

DECEPTIVE SPELL
- CITYSCAPE (3.5)
You can cast spells that seem to come from somewhere other than where they should.
Spell Level: +1
Prerequisites: None
Benefit: A deceptive spell appears to come from any direction you choose. For instance, a magic missile
might shoot from a nearby doorway, rather than from your own finger, or a lightning bolt might
emerge from the floor rather than from you. You cannot use this feat to gain a bonus to hit, to
circumvent cover, to flank, or in any other way to gain a numeric or mechanical advantage on any
attack rolls. Its purpose is to disguise the source of the spell, preventing anyone who did not actively
observe you casting it from recognizing you as its caster. You cannot apply Deceptive Spell to any
spell with a range of touch or a target of you.
Editor: If you are an illusionist, this feat ranks up there with silent spell and still spell. The ability to
misdirect and confuse your enemies, which makes it dovetail nicely with illusionist. An illusion of a
guard lightning bolting the king is so much more effective if the lightning bolt actually comes from the
guard's location. If you don’t care who knows you are the ultimate badass, then this feat is worthless.
Recommended Spells: Disintegrate, Fireball, Magic Missile.

DELAY SPELL
- TOME AND BLOOD (3.0)
- PLAYER’S GUIDE TO FAERUN (3.5)
- COMPLETE ARCANE (3.5)
You can cast spells that take effect after a short delay of your choosing.
Spell Level: +3
Prerequisites: Any metamagic feat.
Benefit: When casting a spell, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot
be changed once set; the spell activates just before your turn on the round you designate. Only area,
personal, and touch spells can be affected by this feat.
Any decisions you would make about the spell (including attack rolls, designating targets, or
determining or shaping an area) are decided when the spell is cast, with any of its effects (including
damage and saving throws) decided when the spell triggers. If conditions change during the delay
period in ways that would make the spell impossible to cast (the target you designate moves beyond
the spell’s range, for example), the spell fails. During the delay period, a delayed spell can be dispelled
normally, and it can be detected in the area or on the target (as applicable).
Editor: The spell level adjustment is quite high. A saboteur may find advantages that could be useful
specific situations. For example, using the hide skill and a rod of silent spell. It could prove deadly
when used in conjecture with Time Stop. Using the skill trick that disguises casting as praying, or
singing in a foreign language might help as you hide among the faithful. Use bluff to make them think
you're a mage on their side and you're casting divinations. By knowing how far they can run in 30
seconds, have a rogue lure them to the 'kill box' at the exact right moment. A use would be timing
several spells to go off exactly at the instant a Forcecage expires. However, all these combos are
crippled by the +3 level adjustment. Wait until you can cast time stop, then think about it.
I think why this is a +3 is because of Delayed Blast Fireball. Someone thought that DBF is 4
levels over Fireball, so the feat should be +3, because you lose a little. Well, you lose allot. DBF has a
higher save DC and double the max damage as a regular Fireball. If this feat gave you +3 DC and
+5d6 max damage, I might come around.

DISGUISE SPELL
- SONG AND SILENCE (3.0)
- DEITIES AND DEMIGODS (3.0)
You can cast spells without observers noticing.
Spell Level: +1
Prerequisites: Bardic music ability, 12+ ranks in Perform.
Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic
components into your performances so skillfully that others rarely catch you in the act. Like a silent,
stilled spell, a disguised spell can’t be identified through a Spellcraft check. Your performance is
obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell
visibly emanates from you or observers have some other means of determining its source, they don’t
know where the effect came from.
Editor: A 3.0 feat. This feat may not be allowed by your DM. This spell didn’t make it to 3.5, and I think
there is a reason for that. Damned if I can figure it out.

DISRUPTING SPELL
- FAITHS AND PANTHEONS (3.0)
- FIENDISH CODEX 2: TYRANTS OF THE NINE HELLS (3.5)
You can cast spells that disrupt other caster’s magical capabilities.
Spell Level: +2
Prerequisites: None
Benefit: You can alter a spell so it interferes with one or more targets’ supernatural and spell-like abilities,
as well as any spells they cast. A disrupting spell temporarily reduces the save DC of any spell, spell-
like, or supernatural ability the affected creature or creatures can cast or use by 2. The effect of a
disrupting spell lasts for a number of rounds equal to the spell’s unmodified level. Multiple disrupting
spells do not stack. A disrupting spell has no effect on magic items.
Editor: A 3.0 Feat. This feat may not be allowed by your DM. It use is limited. It is far better to kill the
target casting spells you don't like, then making it easier to resist said spells.

EARTHBOUND SPELL
- PLAYERS HANDBOOK 2 (3.5)
You bind a spell into the rock and soil, leaving it there until an opponent stumbles across it. At that
time, the spell releases its energy.
Spell Level: +2
Prerequisites: None
Benefit: When you cast an earthbound spell, you place it within a square adjacent to you. You must specify
all effects, options, and other relevant variables when you cast the spell. The next creature to enter the
warded square triggers the spell. If the spell affects an area, that square is the center of the area or the
point at which the area begins. For a cone, line, or similar area, you must designate the direction in
which the cone or line extends. An earthbound spell that does not affect an area targets the creature
that triggered it. You cannot apply the Earthbound Spell metamagic feat to a spell with a range of
personal. An earthbound spell remains in place for 1 hour or until it is triggered. A Search check (DC
25 + the spell’s level) reveals its presence, as does detect magic and similar abilities. A character with
trapfinding can make a Disable Device check (DC 25 + the spell’s level) to remove an earthbound
spell (as if it is a magic trap). A dispel magic effect can also remove an earthbound spell, thus
preventing it from functioning.
Editor: Far superior to Delay spell, this feat allows the caster to booby trap a corridor or archway and leave
a few surprises behind while fleeing, or while planning an ambush. An interesting variant is a cleric
using this to leave behind "healing squares" That other PCs could move into when they needed it.
Remember, defaulting to a cure spell is a spontaneous casting, thus a metamagic feat can be applied
with a full round action.
A broken way to use this feat is available to the druid. You can spontaneously cast a summon
nature's ally spell, thus allowing you to place it in a square that is triggered when entered. You can
specify that the summon creature does nothing and to await your command. It can't be summoned in
the square that was just entered, so the creature has to appear next to the square. You can choose which
square it appears in at the time you set this up. Then place another earthbound summoning spell in the
square the creature is supposed to appear in. Repeat with as many summoning spells as you wish.
Then, within the next hour, step on the first square and the chain of triggered spells will give you a line
of summoned creatures awaiting your commands.
Alas, as cool as the feat is, it’s worth more to a spontaneous spellcaster then one who has to
memorize. So, over all, we must make this an average feat.

ECHOING SPELL
- SECRETS OF XEN’DRIK (3.5)
Your spell returns to your memory an hour after you cast it with lessened effects.
Spell Level: +3
Prerequisites: Spellcraft 12 ranks, ability to prepare spells
Benefit: First, An echoing spell is cast as normal. After 1 hour, the spell then returns to you as if it had
been prepared an additional time, and can be cast again at any time. However, the second time the
echoing spell is cast, you treat your caster level as four lower for the purpose of effect, area, range,
duration, and overcoming spell resistance. This process repeats itself every time the spell is cast,
reducing your effective caster level by four until your effective raster level is no longer high enough to
cast the original spell (at which point the spell is not regained). You must expend any material or XP
components for an echoing spell each time it is cast. An echoing spell that is counterspelled as it is
being cast does not return to the caster. This feat can be applied only to prepared spells. Spells cast
spontaneously cannot benefit from this feat.
Example: A 9th-level wizard has an echoing Melf's Acid Arrow prepared. She casts the spell the first lime
at 9th level, giving her maximum long range and dealing acid damage for 4 rounds (1 round + 1 round
per three levels). After 1 hour, she can cast the spell again as a 5th-level caster, reducing its range and
dealing acid damage for 2 rounds. The spell cannot be regained a third time. However, because her
effective caster level of 1 is would be below the minimum level needed to cast the spell.
Editor: Ooo! It looks so shiny! I really want to like this feat, but unless you find yourself running out of
spells on an adventure, this feat isn’t worth your time. Chances are, by the time you can cast anything
you’d want to echo, running out of spells isn’t your problem. If it was a 1-minute delay, I might
consider it useful.
That said, there a sweet spot for clerics, and that’s 5th level spells. There aren’t many useful
healing spells for 5th level, so an echoing cure moderate wounds or close wounds might be useful.
Otherwise, I wouldn’t bother.

EMPOWER SPELL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can cast spells to greater effect.
Spell Level: +2
Prerequisites: None
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered
spell deals half again as much damage as normal, cures half again as many hit points, affects half again
as many targets, and so forth, as appropriate. Any attack roll, saving throw, skill check, dispel check,
or any other d20 roll required to adjudicate a spell’s success or failure is not considered a “variable,
numeric effect” of the spell and thus is unaffected by Empower Spell.
Example: An empowered magic missile deals x1.5 times its normal damage (roll 1d4+1 and multiply the
result by 1- 1/2 for each missile).
Editor: Empowerment takes place after non-variable effects are modified. For example, an empowered ray
of frost does (1d4 + 1) × 1.5 damage. That is, rolling a 3 gives (3+1)×1.5 = 6 damage, not 3×1.5 = 4.5,
truncated to 4, plus 1 for 5 damage. “Variable” numeric effects are defined as "numbers that are not
known before the spell is cast." That is, it means the result of dice rolls, not numbers based on the
caster level. The "opposed rolls" are not affected by this feat (in addition to the already-mentioned
dispel checks) include touch attack rolls, special attack rolls (e.g. Bigby's Forceful Hand), skill checks,
spell resistance rolls, and opposed checks.
Rolls made only indirectly as a result of a spell — such as rolls resulting from a spell's effect but
being directly caused by an attack — are not affected by this feat. This includes the chance for an
attacker to miss due to concealment, damage inflicted by a polymorphed creature, bonus damage from
an item property (c.f. Darkfire), and damage inflicted by a damage shield (i.e. Death Armor, Elemental
Shield, or Acid Sheath).
Empower Spell is one of the most useful ways to increase your mage’s damage output. Without
Empower Spell, about the only ways to break past the 1d6 damage per caster level are Disintegrate —
which is severely handicapped with a successful saving throw inflicting less than one quarter damage
— and Scorching Ray — which only exceeds that cap by one die, and then only at levels, 3, 7, and 11.
If you want to deal damage that will strike fear into the hearts of your foes, you need to use metamagic
like Empower Spell to do so.
Empower Spell has some competition in this department. For 3 levels, maximize spell will
eliminate the need to roll dice and automatically deal maximum damage. Empower spell is by far the
better choice, however. While it does not increase damage by quite as much as maximize spell, it
requires a smaller increase in spell level. At low levels, this enables empower spell to be useful where
maximize Spell isn’t. An empowered Burning Hands or shocking grasp is a good use of a 3rd level
spell slot at 5th level. By 7th level, they are not a good use of a third-level spell slot, much less being
useful maximized in a 4th-level slot. Empowered Scorching Ray is available at 7th level, but a
maximized scorching ray isn’t available until 9th level.
At very high levels, maximized Cones of Cold and Chain Lightnings deal more damage than the
average possible from an empowered spell but that is somewhat misleading because delayed blast
fireball has an area that is much easier to control than Cone of Cold and, unlike Chain Lightning, deals
full damage to all of its targets. Empower Spell is also more widely useful than Maximize Spell.
Because Empower Spell multiplies the die modifiers as well as the dice, Empower is actually better on
spells with large modifiers. The average damage of an empowered Magic Missile is identical to the
average damage of a maximized magic missile. The average penalty inflicted by an empowered caster
level 10 Ray of Enfeeblement (12.5) is higher than the penalty inflicted by a maximized caster level 10
Ray of Enfeeblement (11 points). Similarly, an empowered caster level 10 False Life grants more
temporary hit points on average (23) than a maximized False Life (20).
Empower Spell, like all metamagic feats, is more effective when applied to front end damage like
Scorching Ray than to back end damage like Fireball. An empowered and maximized Scorching Ray is
no easier to dodge than Disintegrate or Polar Ray. On the other hand, an empowered Fireball will
have a lower save DC than Cone of Cold.
For clerics, it’s another story. Clerical damage tends to be much less random, healing as well. For
he most part, unless you are using a rod or a sudden, empower doesn’t work well for a cleric.
Editor (Sorcerers): I find this to be a false economy the majority of the time. Two spell levels later, you
can generally find something far more damaging. There are certain exceptions, such as when the
damage is of a particularly rare type, or the damage affects the person's well-being in ways more than
mere physical damage. Examples of this would be Magic Missile, which deals Force damage, and
never miss, so the guaranteed damage may be worth the 3rd level spell normally reserved for
something like a Fireball; and Enervation, which does negative levels, making it an exceptionally nasty
spell indeed. Other than these rare exceptions, however, I find it not nearly as valuable as some of the
others.
Recommended Spells: Acid Breath, Burning Hands, Magic Missile, Ray of Enfeeblement, Shocking
Grasp, False Life, Scorching Ray, Fireball, Lightning Bolt, Vampiric Touch, Enervation, Fire Shield,
Cone of Cold, Chain Lightning, Delayed Blast Fireball.
Rod: In bang for the buck, this is one of the best rods. From levels 1-10, it will be an invaluable addition to
your repertoire. The ability to empower spells that you would not otherwise be able to empower
changes the function of damage dealing spells from dropping foes into Cleave range for your warriors
to simply dropping them yourself. Unfortunately, the lesser rod is limited to third-level spells, so by
12th level the rod is beginning to run out of steam. At that point, an empowered Fireball or Lightning
Bolt is no longer the most impressive spell you can cast and, in a few more levels, a lesser rod may
find itself relegated to empowering your daily False Life and being loaned to the cleric to make cure
spells more effective. A normal rod of empower spell has a less severe drop off in utility; it ceases to
be as dramatically effective by level 15 when you could cast empowered sixth-level spells without the
rod if you wanted to. The greater rod will allow you to do more damage than is normally possible by
empowering horrid wilting or meteor swarm. 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp
(greater).
ENERGIZE SPELL
- LIBRIS MORTIS (3.5)
Your spells channel positive energy to deal extra damage to undead creatures, but are less effective
against other opponents.
Spell Level: +1
Prerequisites: Non-evil alignment.
Benefit: Your spells are infused with positive energy. An energized spell deals an extra 50% damage to
undead creatures, but deals 50% less damage to non-undead creatures and to objects. A character that
has the ability to channel negative energy to rebuke or command undead cannot select this feat.
Editor: Bang for your buck, you can't beat this for stomping undead. It's only a +1 but gives you the same
effect as Empower, but better. It doesn’t matter if the damage is variable or not. You can’t empower a
Heal spell, but you can energize it, assuming you are trying to kill undead with it. As a bonus, if you
frequently have to drop a Fireball on your own front line fighters, it doesn't hurt them as much if they
fail their save. Combined with empower, this would do double damage to undead for the same cost as
maximize. However, if your campaign lacks undead or only encounters it infrequently, this feat
becomes a waste of space.

ENERGY ADMIXTURE
- TOME AND BLOOD (3.0)
- COMPLETE ARCANE (3.5)
You can modify a spell that uses one type of energy to add an equal amount of another energy type.
Spell Level: +4
Prerequisites: Energy Substitution.
Benefit: Choose one type of energy (acid, cold, electricity, or fire) that matches an energy type you have
selected for substitution via the Energy Substitution feat. You can then modify any spell with an
energy descriptor by adding an equal amount of the chosen type of energy to the spell’s normal effects.
The altered spell works normally in all respects except for the type and amount of damage dealt,
with each type of energy counting separately toward the spell’s damage cap. Thus, an acid fireball cast
at 6th level deals 6d6 points of fire damage and 6d6 points of acid damage (rolled separately), while
the same acid fireball cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of
acid damage. Even opposed types of energy (such as fire and cold) can be combined using this feat. As
well, the spell’s descriptor changes to include both energy types present in the spell.
The type of energy selected with this feat must match a type of energy you have also selected for
substitution via the Energy Substitution feat (so you can select cold as your energy type with Energy
Admixture if you have selected cold as your Energy Substitution energy type). You can use Energy
Admixture to further alter a spell that has already been modified with Energy Substitution, and you can
also admix your chosen energy type with a spell that already uses the same type, in effect doubling its
normal damage dice. You can gain this feat multiple times, choosing a different type of energy each
time. If you apply maximize to an admixture modified spell both sets of damage are maximized.
Example: The acid fireball described above is an evocation [acid, fire] spell.
Editor: In effect this spell allows you to double damage. However, it requires that you also take another
feat to qualify, which requires any other metamagic feat as well. You also can only double spells with
an energy descriptor. In comparison, Twin does the same thing, only requires any other metamagic
feat, and can be applied to many more situations. Furthermore, the damage curve usually maxes out on
most spells. A 3rd level spell with this feat usually can only do a total of 20d6 as a 7th level spell slot.
Where as a 5th level spell empowered does 22.5d6 as a 7th level spell slot. While it looks impressive,
there are better feats you can get that will be far more useful over all. People looking to modify
metamagic costs may have more use out of this, but the casual metamagic user should move on.

ENERGY SUBSTITUTION
- TOME AND BLOOD (3.0)
- DEITIES AND DEMIGODS (3.0)
- MAGIC OF FAERUN (3.0)
- COMPLETE ARCANE (3.5)
You can modify an energy-based spell to use another type of energy instead.
Spell Level: +0
Prerequisites: Knowledge (arcana) 5 ranks, any metamagic feat.
Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an
energy descriptor to use the chosen type of energy instead. The spell’s descriptor changes to the new
energy type.
Example: A fireball composed of cold energy is an evocation [cold] spell.
Special: You can gain this feat multiple times, choosing a different type of energy each time.
Editor: Energy Affinity (3.0) was subsumed by this feat. Alas, this feat excludes the one energy descriptor
that I want, which is Sonic. If you were a specialty energy wizard, this feat would allow you to use
whatever modifiers you have on any type of energy spell you possess. The feat is a prerequisite for a
number of other feats, so you might wind up with it, like it or not. This feat does not ADD an energy
descriptor it CHANGES the energy descriptor. If you have four energy descriptions on the same spell,
they all go to your new description. You cannot pick and choose. It is all or nothing. If it has no energy
descriptor, it cannot be changed. You cannot use energy substitution more then once on a spell,
regardless of how many versions you have. For example, you cannot make an Acid Splash fire energy,
apply blistering spell, and then change the energy type to cold so you can add flash frost. You could
add blistering to a fireball, change it to cold energy, then add flash frost, but that’s as far as you are
going to get.
Rod: The rod is keyed to a specific type of energy at time of creation. 2,700 gp (lesser), 10,500 gp
(normal), 24,300 gp (greater)

ENERVATE SPELL
- LIBRIS MORTIS (3.5)
Your spells channel negative energy to deal extra damage to living creatures, but are less effective
against unliving opponents.
Spell Level: +2
Prerequisites: Non-good alignment
Benefit: Your spells are infused with negative energy. An enervated spell deals an extra 50% damage to
living creatures, but deals 50% less damage to constructs, undead, and objects. A character that has the
ability to channel positive energy to turn undead cannot select this feat.
Editor: The flip side of Energize Spell, this feat is a weaker version of Empower. However, it stacks with
empower, which you can use as a sudden or a rod. If you are a necromancer, this spell starts to look
better and better, especially when you wish to blast your living foes with area effect and while
minimizing damage to your undead servants. Most importantly, it does 50% more damage, not 50%
more variable damage. It will work with Harm, for example, when empower won’t. For the most part,
leave this one to the NPCs until you run out of good feats to take.

ENLARGE SPELL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can cast spells farther than normal.
Spell Level: +1
Prerequisites: None
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An
enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells
have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Spells
whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or
long, do not have increased ranges.
Editor: Doubling the range of a spell at the cost of one caster level is generally a poor tradeoff. A sorcerer
with a focus on close range ranged touch spells like ray of enfeeblement and scorching ray might
occasionally make effective use of this feat, but there are generally much better things to do with a
feat.
The one exception to this is battlefield magic. On an open battlefield, range is a very important
consideration and being able to put a wall of fire in front of a thousand enemy archers when you’re in
their third or fourth range increment is much better than being able to do it when you’re in their first or
second range increment. If you regularly fight on battlefields that are larger than two to three hundred
feet, Enlarge Spell will be very useful.
Editor (Sorcerers): While keeping foes with sharp pointy things well away from you is always a good
thing, this isn't as effective at doing it as one might think. Consider a moment that it does not work on
spells you have to touch to cast, and that even the newest Sorcerer on the block can cast Close range
spells up to thirty feet away.
Recommended Spells: Alibi, Caltrops
Rod: In rod form, this is actually almost worthwhile. Every now and then you want a bit of extra range and
for 3,000 gp a lesser rod will let your ray of enfeeblement or magic missile go a lot further. Those
situations are few and far between in most games, but when you have 200,000 gp worth of gear, it
might be worth a few thousand to be prepared for those contingencies. 3,000 gp (lesser), 11,000 gp
(normal), 24,500 gp (greater).

ENTANGLING SPELL
- CHAMPIONS OF RUIN (3.5)
Your spell releases residual eldritch power that entangles your enemies.
Spell Level: +2
Prerequisites: None
Benefit: The feat can be applied to any instantaneous spell that deals acid, cold, electricity, fire, or sonic
damage, such as fireball or lightning bolt. After the spell is cast, lingering tendrils of raw energy
persist; creatures damaged by the spell are entangled for 1 round. The spell is considered to be in effect
during this time and can be dispelled normally.
Condition, Entangled: Ensnared. Being entangled impedes movement, but does not entirely prevent it
unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled
creature moves at half speed, cannot run or charge, and takes a –2 penalty on attack rolls and a –4
penalty to its effective Dexterity score. An entangled character that attempts to cast a spell must make
a Concentration check (DC 15 + the spell’s level) or lose the spell.
Editor: On one hand, the idea of being able to cast burning hands over and over while my enemies just lie
there and take it is appealing. On the other, I could cast fireball and kill them on the first shot. There
are far more effective feats to take.

EXPLOSIVE SPELL
- UNAPPROACHABLE EAST (3.5)
- COMPLETE ARCANE (3.5)
You can cast spells that blast creatures off their feet.
Spell Level: +2
Prerequisites: None
Benefit: On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a
location outside the nearest edge of that area, dealing additional damage and further knocking creatures
prone. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet
moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some
obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped
and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the
distance moved before then). In any event, this movement does not provoke attacks of opportunity.
Explosive Spell can be applied only to spells that allow Reflex saves and affect an area (a cone,
cylinder, line, or burst).
Condition, Prone: Lying on the ground. An attacker who is prone has a –4 penalty on melee attack rolls
and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to
Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Editor: As it stands, it's situational specific. Unless you catch someone 'just' right, you'll never line up the
perfect shot and the additional damage will never equal what you could do if you just spent the same
+2 adjustment to empower the damn thing. Also, Explosive Spell says "any creature" so, no, you can't
affect houses unless they happen to be alive ... like the dread gazebo.
Explosive spell is not all that well written. I don't think they contemplated how this would affect
you in three dimensions. Some spells might stick low to the ground, thus making it so the closest edge
would be straight up. When I think of an explosion, I think of it coming from a single point. So, to that
end, I present the non-cannon, suggested addendum to Explosive Spell. It’s completely optional. Have
your DM approve.
Addendum
1. Targets too large to fit inside the area of an explosive spell, or are only partially inside an explosive
spell are immune to the explosive effects, but still affected by the spell's primary effect.
2. If you are on a corner square, you will always travel diagonally away from the point of origin.
3. The player cannot 'hook it' and try to direct the blast, nor can he put 'English' on it, nor spin, or any
way shape or form direct the blast, other then unleash it. The DM has final say on what direction the
blast takes a target.
4. Maximum damage is 10d6
Cone: You get thrown back to the far end of the cone from the point of origination. The direction is
measured from the corner of the point of origin, to the target, and then the DM makes a rough
estimate where the target lands, either randomly or by eyeballing it.
Cylinder: This is the only explosion that goes up and down. If it is located near a source of gravity, the
cylinder is always perpendicular to the gravity well. If there is no gravity (i.e. Astral Plane), then
orientation and direction of force are at the whim of the player. Some spells have a clear direction of
force (i.e. flame strike) others do not. The DM rules if a given spell has a given orientation or not. If
you are using the sculpt spell metamagic feat, you still are limited to being perpendicular to the plane
of gravity, but the direction of force is reversible according to the caster's wishes.
If it’s coming down, the target stays in the same square but takes 1d6 from hitting the ground if
the spell is targeting someone on a stable surface. If the target is flying, 1d6 for every 10 feet in the
air the target was flying, and an additional 1d6 if he is forced to hit the ground. If the blast is going
up, the target flies up into the air. If he can fly, he takes no damage from the explosion; he just is
moved the required distance. If there is a ceiling, he takes damage per normal explosion rules. If he
can't fly, he takes falling damage from whatever point he falls from, next round. He is assumed to be
'hovering' for one round, and then he falls at the beginning of your action in the next round. Unless
he can fly, he is considered 'prone' and cannot take any action he could not do while prone. He can
attempt a tumbling check equal to DC 20 to become 'standing' as a move action.
One could, in theory, use an explosive cylinder to propel them up to a higher level. The DM is
encouraged to make such an act a tumbling check at a DC of about 20 to remain orientated properly.
Next he needs to make a jump check to actually jump. It's a judgment call as to what the DC is.
Simply trying to get blown up through a hole in the roof might be a DC 20 jump. Running off a cliff,
jumping, then having a series of sculpted cylinder explosive fireballs go off so you can jump from
one to the next across a lava filled chasm like Mario trying to find the princess should be about a 30.
Each. Use your best judgment.
Line: Because a line is very narrow, the first target hit with the attack makes his saving throw first. If he
fails, he moves back to the end of the line, assuming there are no other targets. If there is a second
target in line, when the first target impacts the second target, the first target takes 1d6 for every 10
feet and an additional 1d6 upon impact. There is no damage to the second, at this point. The next
target then makes a reflex save. If the second target makes it, everything stops. If he fails, the first
target falls prone in the second target's square and the second target goes flying back. Repeat process
until the end.
Example: You hit someone with a widened Sculpted Line of explosive Burning hands. You catch him
right in front of you. He fails the saving throw. You just happen to be outdoors. He goes back 235
feet and you time it so he hits a tree. He should take 23d6 + 1d6 for impact, but takes 10d6 (max
damage) instead.
Example: You hit three goblins in a row with a sculpted line of explosive burning hands. 10 feet away, 40
feet away, and 100 feet away. The first fails his reflex save. He goes back 30 feet, takes 3d6 + 1d6
for impact for a total of 4d6. The second one fails his saving throw. He flies back 60 feet, takes 6d6
and another 1d6 for the impact with the third target for a total of 7d6. The third target makes his
reflex save and takes no explosive damage. The first two take the full 5d4 from the burning hands.
The third one only takes half. If the last one failed, he'd have gone back 20 feet for only 2d6, but no
impact damage.
Example: You use a widened, sculpted explosive Burning Hands in a 10' corridor thirty feet to the far
wall of a T-bone intersection. The corridor is packed 1 goblin to a square. Your Line is 10 wide and
240' long, but the corridor stops it at 30 feet. On the left side of the corridor, the first goblin saves,
nothing happens to the left side. The right side, everyone fails. Because the corridor is packed, the
right side goblins all fall back one square, taking no distance damage (less then 10 feet movement)
but all take 1d6 impact damage. Two goblins are prone in the same square up against the far wall
and cannot fight effectively until one of them exits the square. Everyone on the left takes half
damage from the burning hands. Everyone on the right takes full damage.
Example: You Widen Sculpt explosive burning hands and hit an Adult Red Dragon square in the face. He
laughs so hard he accidentally collapses the roof of the cave and kills you.
Sphere: All creatures in the area of an explosive fireball that fail their saving throws not only take full
damage but are pushed to the closest square outside the perimeter of the spell’s 20-foot-radius
spread.
Squares: You are thrown to the closest edge from the center of each square. Because squares are only 10
on a side, you will never take distance damage, but you can still take 1d6 of impact damage with a
wall or another creature. If you are caught between two squares and would be pushed from one to
the other, then back again, the two squares cancel each other out and the target goes no where, takes
no damage from the explosion, but will fall down and go prone.
If a square is widened to 20 feet on a side, it is possible to move 15 feet, so you could take 1d6
explosive, but if you are caught between two exploding squares, you stop inside the edge of the
square you started in and take damage based on how far you moved (5 feet or 10 feet, depending on
the point you started at), then fall prone.

EXTEND SPELL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can cast spells that last longer than normal.
Spell Level: +1
Prerequisites: None
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.
Editor: The chief use of this feat is to make hour/level duration spells last all day. At higher levels, it can
also be used to turn 10 min/level duration spells into effectively all day spells. There are several handy
tricks you can employ when using Extend Spell. Frankly, if you plan on using any buff spells, this is
the one feat you cannot live without.
Editor (Sorcerers): I find this to be sub-par in my experience. You see, once you gain a moderate amount
of magical prowess, your spells with a duration of hours/level will practically last all adventuring day,
using either the humble Rope Trick or the upgraded Mordikain's Magnificent Love Shack to keep
yourself safe once the spells have expired. During combat, the duration is almost pointless, as combat
will almost certainly be over before you spell is. In your younger days, when you need it the most, you
are least able to afford the price tag associated with it.
Using Extend Spell to leverage your spell slots: A sorcerer who has unused slots at the end of the day can
spend a portion of those unused slots on extended long-duration buff spells and effectively get free
buffs on the next day. For instance, an 8th-level sorcerer with mage armor and greater magic weapon
as known spells could spend two 4th-level slots on extended greater magic weapon and four 2nd-level
slots on extended mage armor, giving the party mage armor and +2 weapons for the next sixteen hours
without any cost in spell slots. Wizards can duplicate some of this ability by leaving slots open during
the day and casting long-duration spells if there is no cause to fill those open slots. For instance, a 12 th
level wizard might leave a third and two fourth level slots open and, on any day when he has not
needed to use those slots, prepare an extended false life and two extended greater magic weapon spells
in those slots. In that way, he can have false life and his party can have greater magic weapon for all of
the next day and the wizard will still have all of his spells available.
Synergy: An empowered, extended false life is a very good way to spend an unused 5th-level slot at the
end of the day.
Recommended Spells: alarm, charm person, floating disk, endure elements, mage armor, unseen servant,
darkvision, false life, misdirection, obscure object, resist energy, see invisibility, daylight, flame
arrow, greater magic weapon, heroism, keen edge, magic circle vs. evil, nondetection, phantom steed,
suggestion, tongues, charm monster, detect scrying, stoneskin, dominate person, false vision, overland
flight, telepathic bond, contingency, geas/quest, mage’s private sanctum, power word: blind, mind
blank, moment of prescience, power word: stun.
Rod: For a mage on a budget, this is the rod to get. Even a lesser rod of extend spell doesn’t fade in
usefulness but actually grows more useful over time. By 20th level, a lesser rod will allow you to
nearly double the amount of weapons you keep enhanced with greater magic weapon since the
extended version will last nearly two days, enabling you to keep two weapons enhanced at the cost of
one spell slot per day. Similarly, it will enable a single see invisibility to last nearly a full day of travel
— changing it from a spell that you can keep active through a small dungeon to a spell you can keep
active in general. Both Heroism and Magic Circle against Evil benefit similarly from the rod. A
normal rod would apply to Stoneskin, Mnemonic Enhancer, Detect Scrying, False Vision, Overland
Flight, and Contingency. A major rod is pricey, but could be used to keep mind blank on an entire
party of four at the cost of two spell slots per day. It could also extend extremely long-duration effects
like dimensional lock. 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).

FELL ANIMATE
- LIBRIS MORTIS (3.5)
Living foes slain by your spell may rise as zombies.
Spell Level: +3
Prerequisites: None
Benefit: You can alter a spell that deals damage to foes. Any living creature that could normally be raised
as a zombie and that does not possess more than double your Hit Dice, when slain outright by a fell
animated spell, rises as a zombie under your control at the beginning of your next action. Even if you
kill several creatures with a single fell animated spell, you can’t create more Hit Dice of undead than
twice your caster level. The standard rules for controlling undead apply to newly created undead
gained through this metamagic feat.
Editor: For a necromancer this feat has a lot of potential, but mostly from a psychological viewpoint. You
need to target foes that are weak so you are assured of killing the target and resulting in zombies. If the
targets are that weak, then the zombies you create are unlikely to be needed. On the other hand, seeing
a fireball give rise to a hoard of crispy zombies that used to be your front line fighters is sure to give
your enemies pause. There are certainly more useful metamagic feats with a +3 level adjustment.
The one sweet spot is when you add this to something like Acid Splash, a zero level spell.
Normally Animate Dead costs 25 gp/HD. But if your acid splash is the last hp of damage, your target
rises as a zombie. The problem is timing, but it could be a cost saver.

FELL DRAIN
- LIBRIS MORTIS (3.5)
Living foes damaged by your spell also gain a negative level.
Spell Level: +2
Prerequisites: None
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).
Condition, Negative Level: For each negative level gained, a creature takes a –1 penalty on all attack rolls,
saving throws, skill checks, and ability checks, loses 5 hit points, and takes a –1 penalty to effective
level. (That is, whenever the creature’s level is used in a die roll or calculation, reduce its value by 1
for each negative level.) In addition, a spellcaster loses one spell or spell slot from the highest spell
level the target can cast. If two or more spells fit this criterion, the caster decides which one becomes
inaccessible.
Editor: This spell mixes different types of attacks, level drain with a damaging attack. As a rule, it is far
better to focus on one type then to spread yourself thin. That being said, combining this with a never
miss attack, like magic missile, and you can drain a wide number of targets. Level loss with no save
also tends to terrify most high-level targets. PCs tend to freak when they lose levels, because they
never know how long it is for.
It’s important to note that the way this feat reads, it only gives one negative level per casting. A
spell that does damage over time (i.e. Melf’s Acid Arrow) only grants the negative level on the first
round. Something like Acid Cloud would give the penalty the first time someone passed through,
regardless if it was the first round or the fifth. A wand of fell drain Magic Missiles would be a scary
thing.
Recommended Spells: Caltrops, Magic Missile, Sonic Snap

FELL FRIGHTEN
- LIBRIS MORTIS (3.5)
Living foes damaged by your spell are also shaken.
Spell Level: +2
Prerequisites: None
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.
Condition, Shaken: Mildly fearful. A shaken character takes a –2 penalty on attack rolls, saving throws,
skill checks, and ability checks.
Editor: The negatives for being shaken are only -2. For a +2 level adjustment, this doesn't compare to
empower. It may have uses when combined with certain fear-based spells, but personally it seems like
too much effort. It may be worth it if you could effect a wide number of targets at the same time, or
just really need your target to fail a skill check.

FELL WEAKEN
- LIBRIS MORTIS (3.5)
Living foes damaged by your spell are also weakened.
Spell Level: +1
Prerequisites: None
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 the
Fell Weakening feat do not stack.
Editor: There is an interesting synergy when a damage spell with this feat is used in conjunction with a
Ray of Exhaustion or Ray of Enfeeblement. You can quickly reduce a target to zero strength, which is
just as good as killing them, and in some cases, better. A Bestow Curse with black lore of moil (BloM)
damage and this feat could drop someone to zero strength in one shot.
Recommended Spells: Bestow Curse (w/BloM), Ray of Enfeeblement (w/BloM), Ray of Exhaustion
(w/BloM)

FIERY SPELL
- SANDSTORM (3.5)
Your fire magic is bolstered, further scorching your enemies.
Spell Level: +1
Prerequisites: None
Benefit: A fiery spell deals an extra point (+1) of fire damage for each die of damage the spell deals. This
feat can be applied only to spells with the fire descriptor.
Example: If a 9th-level wizard with this feat casts a fiery fireball, the fireball deals 9d6+9 points of
damage. A fiery spell uses up a spell slot one level higher than the spell’s actual level.
Editor: Ironically, I almost want to label this one ‘Kill It With Fire’. This feat is the redheaded stepchild of
Blistering Spell. True, it adds an extra +1 damage per die, but at low levels it’s a trap, and at higher
levels there are better feats. Still, some mages just want to watch the world burn and with the right
feats, you can make this a +0 level adjustment. It’s not totally useless, but the keyword is ‘totally’.
Leave this to the fire specialist.

FLASH FROST SPELL


- PLAYERS HANDBOOK 2 (3.5)
Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.
Spell Level: +1
Prerequisites: None
Benefit: This metamagic feat can be applied only to spells that have the cold descriptor and that affect an
area. A flash frost spell deals an extra 2 points of cold damage per level of the spell to all targets in the
area. When you cast such a spell, the area of the spell is covered with a slippery layer of ice for 1
round. Anyone attempting to move through this icy area must make a DC 10 Balance check or fall
prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid
falling.
Editor: The damage added just does not justify the cost. However, you may find the slippery layer of ice to
be useful in a limited number of circumstances. Alas, the one round duration tends to discourage me.
Your mileage may vary.

FORTIFY SPELL
- UNAPPROACHABLE EAST (3.5)
- COMPLETE ARCANE (3.5)
You cast spells that more easily penetrate spell resistance.
Spell Level: Variable
Prerequisites: None
Benefit: A fortified spell is treated as having a higher caster level for the purpose of defeating a target’s
spell resistance. You prepare and cast the spell in a higher-level spell slot than normal, with each
additional level giving a +2 bonus on spell penetration checks for the altered spell. Spells that are not
subject to spell resistance are not affected.
Editor: I want to make this yellow. Not quite useless, but you are only going to need it in limited
situations. If you are making use of this feat on a regular basis, you are depending on the same few
spells too much. So chances you are a spontaneous spell caster. You’d be better off taking heighten
spell for the versatility.

HEIGHTEN SPELL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can cast a spell as if it were a higher-level spell than it actually is.
Spell Level: Variable
Prerequisites: None
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike
other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies.
All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of
invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to
prepare and cast as a spell of its effective level.
Example: A cleric could prepare hold person as a 4th-level spell (instead of a 2nd-level spell), and it would
in all ways be treated as a 4th level spell.
Editor: Heighten Spell is primarily useful for sorcerers who can use it to help their low-level spells retain
useful DCs at high levels. A DC 16 charm person is not particularly impressive at 10th level, but a DC
21 charm person might be worth the 5th-level slot. Wizards, who can afford to learn higher-level
versions of the same spell, should avoid this feat. A 10th-level wizard in the same situation should just
cast charm monster and be done with it. If you find yourself using this feat often, you are relying on
the same save-or-suck spells too much.
My problem is while it’s treated as a higher-level spell, it doesn’t increase to the damage cap of
the same level spell. This is best when used with save-or-suck spells, or spells where the damage cap is
already high.
Editor (Sorcerers): A deceptively useful one, and often overlooked. Why, then, would I wish to cast a low
level spell in a higher level spell slot? Why, because you are no wizard who has to guess in advance
which spells he needs to memorize for the day and what metamagic to apply at that time, your tactical
versatility is such that even your humble low level spells can affect a surprisingly potent foe when
dropped into a higher level spell slot. Remember, you are a Sorcerer, you have few high level spells
known, but many times a day to cast it. This means that you will often have high-end spell slots
available. So when your opponent thinks he can easily overcome the Stinking Cloud, only to be
overcome by the fumes when cast as a 9th level spell. In this case, it increases the DC of the spell by 6,
which is the equivalent of a +12 to Charisma (impossible through pre-epic means), or an Archmage
devoted exclusively to increasing his spell power AND has an Ioun Stone which increases it still
further. This makes your low-end spells still viable and useful even very late in your career.

IMBUED SUMMONING
- PLAYERS HANDBOOK 2 (3.5)
Your summoning spells gain an element of surprise. You can summon creatures that come into
existence with the benefit of a spell such as invisibility or bull’s strength. Only one summoned creature
(chosen by you) gains the benefit of the spell you choose to cast.
Spell Level: +1
Prerequisites: Augment Summoning, Spell Focus (conjuration).
Benefit: When you cast a spell from the summoning sub-school, you can choose to grant the summoned
creature the benefit of any spell of 3rd level or lower you can cast that has a range of touch. You cast
the spell you wish to grant the creature (using a prepared spell or a spell slot) at the same time you cast
your summoning spell. The creature gains the benefit of the spell when it appears.
Editor: The one problem a high level caster has is casting all his spells. This will help you to speed up
spellcasting. Speed kills. Alas, it is best on a summon spell that will be summoning one critter.

INNATE SPELL
- PLAYER’S GUIDE TO FAERUN (3.5)
- COMPLETE ARCANE (3.5)
You have mastered a spell so thoroughly that you can now use it as a spell-like ability.
Spell Level: +0
Prerequisites: Quicken Spell, Silent Spell, Still Spell.
Benefit: Choose a spell that you know. You can now use this spell three times per day as a spell-like
ability. If the innate spell has an XP cost, you pay that 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 can’t use this
spell slot for anything else—that is, you can cast one fewer spell per day at that spell level than you
could if you didn’t have an innate spell. You can choose this feat more than once, selecting a different
innate spell each time.
Innate Spell applies only to actual spells, not to spells affected by metamagic feats and the like.
Just because you’re capable of applying, say, the Empower Spell feat to a fireball spell, that doesn’t
make “empowered Fireball” a spell. The spell is still “Fireball” and thus Innate Spell applies only to
the normal version of that spell. If you want to metamagic modify an innate spell, you need the feats
that give metamagic effects on spell-like abilities.
Example: If you could normally cast three 3rd-level spells per day and you choose fireball as your innate
spell, you can now cast only two 3rd-level spells per day, but you gain three uses per day of fireball as
a spell-like ability.
Editor: If you already decided that Silent and Still are worth it, then innate spell is an excellent choice. It
gives you three extra spells per day at the cost of one. The obvious choice is Rary's Mnemonic
Enhancer. One 4th level spell slot for three 3rd, three 2nd and three 1st, or nine 1st level spells, each
and every day. Why blow a third level spot for 3 fireballs a day when you can blow a 4th and have
vastly increased diversity? 4th level spells usually suck, as far as damage is concerned. And the spells
you get with RME could have metamagic feats put on them, unlike a fireball as a spell-like ability.
Recommended Spells: Disintegrate, Rary's Mnemonic Enhancer

INVISIBLE SPELL
- CITYSCAPE (3.5)
You can make your spell effects invisible.
Spell Level: +0
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.
Example: A fireball cast by someone with this feat could be made invisible in the moment of its
detonation, but everyone in the area would still feel the full effect (including the heat), and any
flammable materials ignited by the explosion would still burn visibly with non-magical fire.
Invisible (Condition): Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against
sighted opponents, and ignores its opponents’ Dexterity bonus to AC (if any). (Invisibility has no
effect against blinded or otherwise non-sighted creatures.) An invisible creature’s location cannot be
pinpointed by visual means. It has total concealment; even if an attacker correctly guesses the invisible
creature’s location, the attacker has a 50% miss chance in combat. An invisible creature gains a +40
bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Locating the square an
invisible creature occupies requires a Spot check (DC 40 if the creature is immobile, DC 20 if the
creature moved during its last turn), modified by appropriate factors (such as an armor check penalty
or a penalty for movement).
Editor (Invisible Attack): Combined with Still, Silent, and Eschew Materials, you can blast people from the
shadows with impunity. What I mean by that is, if you make no gesture, no sound, and no indication
that you are attacking, and the target has no means of detecting the attack, you have effectively fallen
under the rules of an invisible attack.
Editor (Punch line): Invisible Spell is so poorly-written that relying on RAW with it is a waste of time.
Either you have creatures that are invisible no matter what -- which is ridiculously overpowered for a
+0 feat and makes it one of the greatest summoning feats out there (up with Greenbound and
Rashemani Elementals) -- or god only knows how it applies. So, What we have here is a situation
where every time it is applied to a spell, you have to ask the DM what his opinion is, and just accept it.
Editor (DMs): However, this guide is made for Players and DMs, so simply saying "Ask your DM." is a
cop-out. So, I propose the following "guidelines". This is subject to approval each DM, but this is the
best that I could come up with.
Editor (Duration): A good metric for determining what exactly turns invisible is how long does the spell
last. It is invisible spell, so it stands to reason when the spell ends, so does the invisibility. Spells with
an Instantaneous duration are easy to figure out. Everything about the spell is invisible, but the next
instant after you cast it, the aftermath is quite visible. So while a spell may create something out of
nothing, if the spell has an instant duration, the resulting object is visible.
Editor (Abjuration): They create physical or magical barriers, negate magical or physical abilities, harm
trespassers, or even banish the subject of the spell to another plane of existence. if the spell has a
duration, the spell would be invisible during that time.
Editor (Conjuration): Some schools call things from other locations, or transport objects from one location
to another. Some schools create objects. If the spell merely transports the creature/object, then the
transportation has no visual manifestation, but the subject of the transportation is visible. If the spell
creates something, then the created object/creature is invisible for as long as the spell is in effect.
However, if the object does something to make it visible under the rules of the spell Invisibility (makes
an attack), then said object appears.
Editor (Divination): Divinations rarely have any sort of visual manifestation.
Editor (Enchantment): Enchantments normally have no visible manifestation.
Editor (Evocation): Most evocations are instants, but if it has a duration, it would be invisible until the
spell expired.
Editor (Necromancy): Anything a necromancy spell creates would be invisible, like a spectral hand.
However, if you are animating the dead, the spell is turning an object from one thing to another. The
object is subject to the spell, but not a manifestation of the spell. So Animated corpses would not start
out invisible.
Editor (Transformation): A spell's special effect would be invisible, like the green ray of a disintegrate
spell. The object the transformation targets is the subject of the spell, not the creation of the spell, and
would thus be visible.
Editor (Permissive Viewpoint-Invisible Critters): Some believe that if you make/summon a creature using
invisible spell, the create is invisible for the duration of the spell, regardless of any attacks the creature
does. This is subject to DM approval.
Editor (Permissive Viewpoint-Polymorph): Some DMs believe that if you do an invisible polymorph sub-
school spell, you turn into an invisible version of whatever you are trying to turn into. Another
viewpoint is that you look the same, but have all the perks of what you wanted to turn into. The editor
does not advocate either viewpoint, but includes them for sake of completeness. Check with your DM.
Editor (Extremely Limited Viewpoint): In this viewpoint, only spells that have a effect line can be made
invisible. Whatever is on the effect line is made invisible and remains invisible until the spell expires.
This limits the number of spells it works on, but does make it rather specific what can be made
invisible. Discuss with your DM before taking this feat.

LINGERING SPELL
- CHAMPIONS OF RUIN (3.5)
Residual eldritch energy from your spell continues to harm your enemies after the spell’s main effect
has expired.
Spell Level: +1
Prerequisites: None
Benefit: The feat can be applied to any one instantaneous spell that deals acid, cold, electricity, fire, or
sonic damage, such as fireball or lightning bolt. After the spell is cast, lingering tendrils of energy
persist, dealing 1d6 points of damage of the appropriate energy type at the beginning of your next turn
to all creatures initially damaged by the spell. The spell is considered to be in effect during this time
and can be dispelled normally.
Editor: An extra +1 to your level for an additional +1d6 on the following round, after the target may
already be dead, is a waste of a feat. It could be useful, but you have to work at it. It shows the most
use with low damage spells.
Recommended Spells: Acid Cloud, Sonic Snap.

LORD OF THE UTTERCOLD


- COMPLETE ARCANE (3.5)
Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane,
you have learned to wield the uttercold.
Spell Level: +0
Prerequisites: Knowledge (the planes) 9 ranks, Energy Substitution (cold), ability to cast a spell with the
cold descriptor.
Benefit: You can turn spells with the cold descriptor into uttercold spells. Half the damage dealt by an
uttercold spell is cold damage, and the other half is negative energy damage. The spell’s saving throw
remains unchanged, but creatures can apply cold resistance or immunity to cold only to the cold
portion of the damage. An undead creature can be healed by the negative energy damage of an
uttercold spell, though if it doesn’t have resistance to cold, the effects of damage and healing cancel
each other out.
Editor: Good only for complex, specialized necromancer builds.

MAXIMIZE SPELL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can cast spells to maximum effect.
Spell Level: +3
Prerequisites: None
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell
deals maximum damage, cures the maximum number of hit points, affects the maximum number of
targets, etc., as appropriate. Any attack roll, saving throw, skill check, dispel check, or any other d20
roll required to adjudicate a spell’s success or failure is not considered a “variable, numeric effect” of
the spell and thus is unaffected by Maximize Spell (such as the one you make when you cast dispel
magic), nor are spells without random variables. An empowered, maximized spell gains the separate
benefits of each feat: the maximum result plus one-half the normally rolled result.
Example: A maximized Fireball deals 6 points of damage per caster level (up to a maximum of 60 points
of damage at 10th caster level).
Example: An empowered, maximized Fireball cast by a 15th-level wizard deals points of damage equal to
60 plus one-half of 10d6 for 90-damage total.
Editor: Maximize Spell is Empower Spell’s more expensive but less useful cousin. It can be used to gain a
slight increase in damage compared to Empower Spell with high-level damage spells. For example, the
most instant area effect damage you can get out of a 6th-level slot is 60 points with a maximized
fireball. In the 9th-level slot, however, an empowered delayed blast fireball deals more damage than a
maximized chain lightning to all but the maximized chain lightning’s primary target. At lower levels,
Empower Spell is significantly better. An empowered magic missile deals the same average damage as
a maximized magic missile, but consumes a third-level spell slot rather than a fourth-level spell slot.
Maximize Spell’s primary use is stacking with Empower Spell to make optimal use of a few select
spells. A maximized and empowered Scorching Ray, for instance, does 93 points of damage. Against
foes with high Fortitude saves, that’s a lot more damage than an empowered Disintegrate — and one
level lower. Similarly, a maximized and empowered Ray of Enfeeblement will give a penalty of 15
points to your opponents’ Strength — enough to give your average troll a serious Strength penalty, or
possibly reduce an enemy spellcaster to Strength 1 and take him out of the picture with a single no-
save spell. Maximize Spell works well with Empower Spell but if you have to choose between them,
pick Empower Spell.
Editor (Sorcerers): A false economy, I fear. While many 'blasters' drool over this one, it's actually not as
useful as it may appear to be. It is cast as a spell three levels higher. So let us once again use that
staple, the Fireball. A Maximized Fireball deals a guaranteed 60 damage (10d6) as a 6th level spell.
Let us browse the list of 6th level spells, shall we? We have Disintegrate, but that's not really a fair
comparison, now is it? Ah, here we go, Evocation has two different 'blasters' at 6th: Chain Lightning
and Freezing Sphere. Now then, of the two, Freezing Sphere is the most similar, so let us use it by way
of comparison. This particularly little nuke deals 15d6 (15d8 vs water elementals and the like, but
those are so rare, let's just ignore that, shall we). Now then, the law of averages and bell curves
indicates that this spell will average out to somewhere between 45 and 60 damage. So, not a whole lot
of difference in damage output, but Freezing Sphere also lets you freeze water, making it possible to
create walkways across otherwise impassible water sources, trap monsters who are currently in the
water, and in general has a lot more utility use than Fireball does. Right, let's look at Chain Lightning
briefly, shall we? First off, it's damage is capped at 20d6, which means it will, on average, actually do
MORE damage than the Maximized Fireball toward the end of your career, PLUS it arcs to a number
of secondary targets equal to your caster level, each one doing half damage. That's a lot better than the
Maximized Fireball to me.
Recommended Spells: Scorching Ray, Fireball, Lightning Bolt, Enervation, Cone of Cold, Chain
Lightning
Rod: This rod fills the same function as a rod of empower but is more expensive and usually more
effective. You get what you pay for, or what you can find and afford. Once you find it, use it
judiciously, and revel in your newfound power. 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp
(greater).

METANODE SPELL
- UNDERDARK (3.5)
- CHAMPIONS OF RUIN (3.5)
You cast metamagic spells to greater effect in nodes to which you are attuned than elsewhere.
Spell Level: Variable
Prerequisites: Node Spellcasting, caster level 1st.
Benefit: When casting a spell improved by a metamagic feat, you can deduct the class of the node layer in
which you currently stand from the increased spell level. The class of the layer does not equal the class
of the node unless you are standing in the innermost portion of it. If you use this feat to reduce the cost
of preparing a metamagic spell and then leave the node, the spell you prepared is unavailable until you
return to a node layer of at least the same class as the one in which the spell was prepared.
This feat is most useful to casters who do not prepare spells (such as bards and sorcerers) and to
wizards who rarely leave their nodes and can therefore prepare and cast their spells at the adjusted
level.
Example: If you use Maximize Spell to augment the 5th level spell flame strike in the innermost (+1) layer
of a Class 1 node, you cast the spell as if it were only two levels higher than normal, not three, because
the node pays one spell level’s worth of the metamagic cost.
Editor: Are you planning on giving up adventuring and luring adventurers to your home so you can kill
them and take their equipment? Then leave this for the NPCs. Maybe there are some long duration buff
spells that you might consider if you happen to find a +2 or +3 node. The other method of using this,
and I hesitate to mention it, is to lower the cost of a spell before creating a magic item. Now, any sane
GM will deny this, unless you want people waking around with cheap maximized wands. However,
that doesn’t apply when using Shalantha’s Delicate Disk. Now, that spell is already broken and is on
my list of spells to be banned by DMs everywhere. Should you have a DM who allows that spell, then
this feat and a +3 earth node becomes a Delicate Disk Factory.
Recommended Spells: False Life.

NONLETHAL SUBSTITUTION
- COMPLETE ARCANE (3.5)
- BOOK OF EXALTED DEEDS (3.5)
You can modify a spell that uses energy to deal damage to deal non-lethal damage instead.
Spell Level: +0
Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.
Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the
chosen designator to deal nonlethal damage instead of energy damage. The altered spell works
normally in all respects except the type of damage dealt.
Example: A non-lethal fireball spell works in the usual way except it deals non-lethal damage instead of
fire damage.
Editor: Subdual Substitution was absorbed by this feat in 3.5. For the cost of a feat, you can take out your
enemies without killing them. How nice of you. Some may scoff, but other may remember what
happens to a pile of gold when you Fireball a target that is standing on top of it. This is the spell for
looting equipment and for people who like slitting the throats of helpless captives.

OCULAR SPELL
- LORDS OF MADNESS (3.5)
Your study of the terrible powers of the beholder has given you insight into new ways to prepare and
cast spells.
Spell Level: +2
Prerequisites: 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.
Example: Ferno, an 11th-level wizard with the Ocular Spell feat, could prepare two scorching ray spells as
ocular spells, casting them at the beginning of the day.
Editor: At high levels, casting all your spells every day starts to become a hassle. This speeds up your
spellcasting. You have to use it in eight hours, but hey, chances are you will. And on the upside, it’s
now silent and still for free! Add deceptive spell or invisible spell and now you can kill with a glance.
Recommended Spells: Affliction.
PERSISTENT SPELL
- TOME AND BLOOD (3.0)
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
- DEITIES AND DEMIGODS (3.0)
- PLAYER’S GUIDE TO FAERUN (3.5)
- COMPLETE ARCANE (3.5)
You can make a spell last all day.
Spell Level: +6
Prerequisites: Extend Spell.
Benefit: Spells with a fixed or personal range can have their duration increased to 24 hours. Spells of
instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You
don’t need to maintain concentration on persistent detect spells (such as detect magic or detect
thoughts) for you to be aware of the mere presence or absence of the subject detected, but gaining
additional information requires concentration as normal.
Editor: Okay, lets take mage armor. If you use it with extend, it will last two hours a level. And take up a
2nd level slot. You have to be 13th level to cast a Persistent Mage Armor and it takes up a 7th level
slot. The same mage casting it as an extended spell would have it last 26 hours. In short, the feat is
worthless unless there is a spell that lasts for rounds that you wish to make last all day. Frankly, at that
level, you should be able to just make it as a wondrous item and have it last permanently. The spell
comes into it’s own when you use it on spells with a duration measured in rounds. It’s for really high-
level spellcasters with feats to blow.
Recommended Spells: Mass Lesser Vigor.

PIERCING COLD
- FROSTBURN (3.5)
Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.
Spell Level: +1
Prerequisites: None
Benefit: You can only apply this metamagic feat to spells with the cold descriptor. Piercing cold spells are
so horribly cold that they are capable of damaging creatures normally unharmed by or resistant to cold.
Piercing cold spells completely ignore any resistance to cold a creature possesses, bypassing this
resistance and dealing damage to the target as if it did not possess any resistance to cold at all. They
are still entitled to whatever other defenses the attack allows (such as saving throws and spell
resistance). Creatures normally immune to cold can be damaged by piercing cold spells as well.
Piercing cold spells deal half damage to these creatures (or one-quarter on a successful saving
throw). Creatures with the cold subtype can tell that a piercing cold spell is colder than normal, but
they remain undamaged by the attack. Creatures with the fire subtype who are damaged by a piercing
cold spell take double normal damage instead of the usual +50%.
Example: Mialee casts a piercing cold cone of cold at a night hag, a creature normally immune to cold. She
makes her level check to penetrate the night hag’s spell resistance, but the night hag makes her Reflex
save against the spell. Mialee rolls the dice, and her cone of cold deals 42 points of cold damage; since
the night hag made her save, the damage is halved to 21 points. This damage is then halved again
(since the night hag is normally immune to cold), and 10 points of cold damage are actually dealt to the
night hag, who is both shocked and enraged at this unexpected turn of events.
Editor: Are you a cold specialist? Do you often fight creatures with cold resistance or fire subtypes? If so,
this feat is for you. Otherwise, there are more effective generalist type feats available. Basically, this is
energize spell for fire critters. So if you plan on storming an efreet stronghold, nice feat. Otherwise,
pass.
Rod: The piercing cold rod actually comes in a +2 frost dagger. I have no reason to believe that you cannot
craft this magic item without the +2 frost dagger. The costs are given for just the rod, 3,000 gp (lesser),
11,000 gp (normal), 24,500 gp (greater)

PRACTICAL METAMAGIC
- RACES OF THE DRAGON (3.5)
You can apply a selected metamagic feat to your spells more easily.
Spell Level: Meta-Metamagic Feat
Prerequisites: Dragonblood subtype, Spellcraft 8 ranks, any metamagic feat, ability to spontaneously cast
3rd-level spells.
Benefit: Choose a metamagic feat you know. When applying the chosen metamagic feat to a spontaneously
cast spell, the spell uses a spell slot one level lower than normal for the applied metamagic feat, to a
minimum of one level higher than a spell’s normal level.
Example: If you select Practical Metamagic (Empower Spell), you can apply the Empower Spell feat to
any spell by using a spell slot one level higher rather than two.
Special: You can gain Practical Metamagic multiple times. Its effects do not stack. Each time you take the
feat, it applies to a new metamagic feat.
Editor: This is a meta-metamagic feat. That means that while it does not modify spells, it can modify the
feats that modify spells. It is included for that reason. This feat is very useful for sorcerers. It is similar
to easy metamagic, that is in the DM approval required section. Being from Races of the Dragon, this
feat is easier to get approval for. If your DM allows both, I can see a really disgusting synergy where
you combine it with the Incantatrix PrC to reduce Twin, Energy Admixture and Quicken down to a +1
level adjustment.

PURIFY SPELL
- BOOK OF EXALTED DEEDS (3.5)
You can charge your damaging spells with celestial energy that leaves good creatures unharmed.
Spell Level: +1
Prerequisites: Any good alignment.
Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals
damage, neutral creatures take half damage, or one-quarter with a successful saving throw (if allowed),
while good creatures take no damage at all. Evil outsiders affected by the spell take extra damage: The
spell’s damage is increased by one die type (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on,
using the same progression as weapons increasing in size).
Example: A purified lightning bolt cast by a 7th-level wizard deals 7d6 points of electricity damage to evil
creatures, half damage to neutral creatures, and no damage at all to good creatures caught in its path.
Evil outsiders (except ones immune to electricity) take 7d8 points of damage.
Editor: If you frequently have to drop area effect spells on your allies and hate evil, this feat is a good
choice. In fact, if you are a holy crusader type in a party of good PCs, this feat is a must if you like area
effect damage. Otherwise, no.

QUICKEN SPELL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can cast a spell with a moment’s thought.
Spell Level: +4
Prerequisites: None
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another
spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per
round. A spell whose casting time is more than 1 full-round action cannot be quickened. Casting a
quickened spell doesn’t provoke an attack of opportunity.
This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells,
and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast
spell automatically increases the casting time to a full-round action.
Editor: High-level wizards will rarely cast all of their spells every day. They will, however, often face
situations where their empowered fireball leaves an enemy just barely standing and any means of
dealing a little bit of extra damage would topple him over. Or perhaps a rampaging enemy fighter can
be brought to his knees by a total of 8-17 points of Strength loss by combining ray of exhaustion with a
quickened ray of enfeeblement. At high levels, wizards tend to have more spells than combat actions
and Quicken Spell is the only way to equalize that equation.
Editor (Sorcerers): Core, unable to be used by us. Pity, and the nerds wizards never let us forget it, either.
If you allow PHB II rules, possibilities open up, and it becomes an extremely valuable tool.
Synergy: The fastest way to pump out any kind of damage is to cast an empowered or maximized spell and
follow it up with a quickened spell. For instance, following an empowered and maximized scorching
ray with a quickened empowered scorching ray yields an average of 156 points of fire damage in just
one action (63 from the quickened/empowered version, 93 from maximized/empowered). Similarly,
following a maximized, empowered enervation with a quickened enervation will deliver an average of
7.5 negative levels to the target. At high levels, a quickened enervation can help reduce an enemy’s
saves before targeting that foe with a save or die spell.
Recommended Spells: Magic Missile, Ray of Enfeeblement, True Strike, Mirror Image, Scorching Ray,
Fireball, Haste, Ray of Exhaustion, Dimension Door, Enervation, Greater Invisibility, Solid Fog, Wall
of Force, Waves of Fatigue
Rod: This is an extremely effective rod, and serves — even more than empower or maximize rods — to
enable a mage to do what would otherwise be impossible outside of epic levels. Even a normal rod will
enable you, at 11th level, to do something that a 20th-level mage can’t do: quicken a 6th-level spell.
The major version enables the quickening of 9th-level spells. You pay for that ability, but it is well
worth the price. 35,000 gp (lesser), 75,500 gp (normal), 170,000 gp (greater).

RAPID SPELL
- COMPLETE DIVINE (3.5)
You can cast spells with long casting times more quickly.
Spell Level: +1
Prerequisites: None
Benefit: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell
with a casting time of 1 round can be cast as a standard action. A rapid spell with a casting time
measured in rounds can be cast in 1 round. Rapid spells with casting times measured in minutes can be
cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour. A spell
can be made rapid and quickened only if its original casting time was 1 round. This feat can be applied
to a spell cast spontaneously as long as its original casting time was longer than 1 round.
Editor: Originally this spell read 1 FULL round, instead of 1 round. 1 full round is the time from one
initiative in a round to right before the same initiative in the next round. Since this is identical to the
casting time of 1 round, it was changed about halfway through 3.5. We have updated the feat to reflect
this change. As for the feat itself, speed kills.
Conversion Chart
1 round = 1 standard action
2-9 rounds = 1 round
1-59 minutes = 1 minute
1-24 hours = 1 hour
1 week (8 hours/day) = 1 hour

RAPID METAMAGIC
- COMPLETE DIVINE (3.5)
You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster
than others can.
Spell Level: Meta-Metamagic
Prerequisites: Spellcraft 12 ranks, ability to spontaneously cast spells.
Benefit: When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its normal
casting time.
Normal: Spontaneous casters applying metamagic must either take a full-round action (if the spell
normally requires a standard action or less) or add a full-round action to the casting time (if the spell
takes 1 full round or longer to cast).
Editor: This is a meta-metamagic feat, or a feat that modifies your metamagic feats. If a sorcerer ever
hopes to use Quicken Spell, this feat is a must. It becomes available around 9th level. However, it
interferes with the use of Arcane Spellsurge. I recommend the Fast Metamagic familiar ditch that is
available as an alternate class feature from the Player’s Handbook 2.

REACH SPELL
- FAITHS AND PANTHEONS (3.0)
- DEITIES AND DEMIGODS (3.0)
- DEFENDERS OF THE FAITH (3.0)
- COMPLETE DIVINE (3.5)
You can cast touch spells without touching the spell recipient.
Spell Level: +2
Prerequisites: None
Benefit: You may 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 on a ranged touch attack to bestow the spell upon the
recipient.
Editor: When combined with a chaining metamagic rod, any touch attack can blast a wide number of
targets. Even without the rod, combining with chaining can be devastating. A chained reaching
Vampiric Touch is 8th level and you have to be 15th level to cast. That means an average of 24.5 from
the primary and 12.25 for up to 15 additional targets. That means a potential average of 208.25 hit
points drained and added to your hit point total in one shot. Since you are more likely to find a hoard of
low-level targets with at least 15 hit point, then one target with a lot of hit points. Clearly this is
superior to an empowered maximized Vampiric Touch, which only inflicts 63 hit points to one target
you can touch.
Reach is expensive, but sometimes you just don’t want to get close to someone. It’s also helpful
for touch attack spells with multiple targets. Your target selection gets quite large when you can use
Chill Touch out to 30 feet.
Recommended Spells: Chill Touch, Vampiric Touch.
Rod: If you are a ray specialist, this rod is a mandatory addition to your equipment list. With this you can
make many of the touch spells ranged and thus open up a whole world of potential. 9,000 gp (lesser),
32,500 (normal), 73,000 (greater)

REAPING SPELL
- CHAMPIONS OF RUIN (3.5)
The dark energy of your spell devours the soul of any creature killed by it.
Spell Level: +3
Prerequisites: Any evil alignment.
Benefit: A raise dead, reincarnate, or resurrection spell cannot return to life a creature killed by a reaping
spell, and a true resurrection spell has only a 50% chance of succeeding. A reaping spell that fails to
kill the target has no additional effect.
Editor: If you have a problem with enemies coming back from the dead on a regular basis, this feat would
be a wise investment. However, there are easier ways to do this and the cost is high. Perhaps a Bestow
Curse with black lore of moil, where the curse is to fail your next die roll. Of course, if the spell kills
you, your next die roll will be to see if true resurrection succeeds.

REPEAT SPELL
- TOME AND BLOOD (3.0)
- DEITIES AND DEMIGODS (3.0)
- COMPLETE ARCANE (3.5)
You can cast a spell that repeats on the following round.
Spell Level: +3
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.
Editor: It sounds like a superior spell to Maximize. But look at it closely. If the spell kills on the first shot,
the feat is wasted. It's also wasted if it's an area effect and the targets scatter. That said, it does
effectively double the spell and for a fair number of effects, it can prove to be worth it. A wall of fire,
for example, can be stacked on top of each other to effectively double the damage. Spells against
targets with excellent saves or spell resistance are also a good reason to use this feat.
Now a repeat healing spell has some potential. In combat, you don’t always want to spent time
doing the same thing over and over. But if everyone gets a mass cure moderate this round, then the
same spell hits again next round, that second round is a round you can spend doing something else.

RETRIBUTIVE SPELL
- COMPLETE DIVINE (3.5)
You can keep a spell in reserve to use when a foe causes you harm.
Spell Level: +1
Prerequisites: None
Benefit: When you cast a spell modified by this metamagic feat, the spell has no immediate effect. Any
time you are dealt damage by a melee attack during the next 24 hours (or until you next prepare or
ready your spells), you can choose to cast the spell on that attacker as an immediate action. Once
activated, a retributive spell disappears (it can only affect one attacker). You can apply this feat only to
a spell that targets a creature. A retributive spell can target only the attacker that triggered it, even if
the spell would normally allow you to target multiple creatures. You can have only one retributive
spell cast at a time. Casting a second retributive spell cancels the first (eliminating it with no effect). If
you prepare or ready spells while you have a retributive spell cast, the spell dissipates with no effect.
Editor: Constantly harassed by invisible critters? A Retributive Glitterdust can ruin their day. For a mere
+1 level adjustment, you can hang a spell on you that gives you a free attack. The ability to cast more
spells per round, even if it is a triggered spell, should never be dismissed lightly. For a sorcerer, you
can renew this between combats with no effort. For evil clerics, the various inflict wounds are
spontaneous and thus you can keep a retributive spell ready with little fuss. The problem is, you can’t
cast any spells until it’s discharged. Putting it in a purple ioun stone or a ring of spell storing and
handing it off to the non-spell casters is a wonderful use for this feat. They’re unlikely to cast a spell in
24 hours, and you get the good vibes from your fellow PCs.

SANCTUM SPELL
- TOME AND BLOOD (3.0)
- COMPLETE ARCANE (3.5)
Your spells are especially potent on home ground.
Spell Level: +0
Prerequisites: Any metamagic feat.
Benefit: A sanctum spell has an effective spell level 1 higher than its normal level if cast in your sanctum,
but if not cast in the sanctum, the spell has an effective spell level 1 lower than normal. All effects
dependent on spell level (including save DCs) are calculated according to the adjusted level.
Sanctum: Your sanctum is a particular site, building, or structure previously designated by you, and no
larger than 20 feet/level in diameter. The designated area must be a site where you have spent a
cumulative period of at least three months. Though a sanctum can be designated within a larger
structure, its special advantages do not apply beyond the maximum area. Once designated, it takes
seven days for a site to become a sanctum, and if you designate a new area to be your sanctum, the
benefits of the old one immediately fade.
Editor: I hate this feat. If there is a feat you should ban, it’s this one. People try to get away with so much
crap when you use this feat. Some one tried to use it to raise the level of the highest spell they could
cast in hopes of fooling the extra spell feat. Others claim you can use this with Arcane Fusion to create
an infinite loop by lowering the spell you cast. The poor wording is the problem.
Personally, I just state that the spell’s EFFECTIVE level is changed, but the actual level isn’t,
because the level doesn’t change until it is cast. Do with it as you will.

SCULPT SPELL
- TOME AND BLOOD (3.0)
- CITYSCAPE (3.5)
- COMPLETE ARCANE (3.5)
You can alter the area of your spells.
Spell Level: +1
Prerequisites: Any metamagic feat.
Benefit: You can modify an area spell by changing the area’s shape to 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.
Example: A lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a
20-foot radius spread.
Editor: This feat usually isn’t worth it, except in those few circumstances where they area of the spell is so
small that this feat takes it to a whole new world. Burning Hands, for example. It goes from 15 feet to
40 feet. You can’t beat that with a stick. The number of situations where that comes up is few and far
between. On the other hand, for a blaster, it is a must have.
Recommended Spells: Acid Breath, Antimagic Field, Black Tentacles, Burning Hands, Color Spray,
Grease, Forcecage.
Rod: Not really worth it as a feat, as a rod, the variable dimensions more then pay for itself. For a few
thousand gold, you can be so much more precise with your fireball, or make a flame strike spread out
to hit more targets. 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater)

SEARING SPELL
- SANDSTORM (3.5)
Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to
fire.
Spell Level: +1
Prerequisites: None
Benefit: A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and
affected creatures with immunity to fire still take half damage. This feat can be applied only to spells
with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell.
Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally
allows.
Editor: Compare to Piercing Cold. That one gives you +50% against fire; this one gives you +100%
against cold. Both suck unless you are a specialist.

SELECTIVE SPELL
- Shining South 3.5
You can screen allies from the effects of your area spells.
Spell Level: +1
Prerequisites: Any other metamagic feat.
Benefit: You can modify an area spell so that it does not affect one designated creature within its area. All
other creatures in the spell’s area are affected normally. Selective Spell has no effect on target or effect
spells.
Editor: Like dropping flame strikes on your own position? This is the feat for you.

SILENT SPELL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can cast spells silently.
Spell Level: +1
Prerequisites: None
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not
affected. Bard spells cannot be enhanced by this metamagic feat.
Editor: Silent Spell has two uses: It enables spellcasting when silenced or pinned and it enables a wizard to
cast spells without being noticed. A wizard can escape from a pin with a silent dimension door and a
mage-thief sneaking into the royal treasury probably doesn’t want to alert every guard in earshot with
the verbal component of a knock spell.
Synergy: Along with Still Spell, Silent Spell will allow stilled, silent spells to be used in social situations
with significantly less chance of detection.
Rod: This is an item for contingencies. If you happen to get caught in the area of a silence spell and you
can’t get out, what will you do? Either sit around and wait or pull out your metamagic rod of silent
spell, that’s what. By mid levels, 3000 gp isn’t too much to spend in preparation for that contingency
and it can be used to cast low-level spells when you want to be sneaky too. As it happens, dispel magic
is 3rd level, so a lesser rod will enable you to try dispelling the silence. At higher levels, dispel magic
loses a bit of its bite so you might want to invest in a normal rod so that you can invoke a greater
dispelling. 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Recommended Spells: Dispel Magic

SMITING SPELL
- PLAYERS HANDBOOK 2 (3.5)
You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you
strike an opponent.
Spell Level: +1
Prerequisites: Base attack bonus +1, caster level 1st.
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.
Editor: If you were a fighter/wizard, this feat would be handy, but take a hard look at the touch range
damaging spells. An evil cleric would have much better use for this, adding a spontaneously cast inflict
spell into his weapon before wading into battle. The problem is, that you lose an attack action setting
up the spell. The fact that you can do it up to 10 rounds before you use it helps, but there are better
things you can do during the heat of battle. Perhaps placing it into a purple ioun stone and loaning it to
the fighter might be a better use for this feat. Or better yet, for you clerics able to spontaneously cast
inflict damage, you could put this spell into some arrows and hand it off to the archer in the surprise
round.

SPLIT RAY
- TOME AND BLOOD (3.0)
- COMPLETE ARCANE (3.5)
Your ray spells can affect an additional target.
Spell Level: +2
Prerequisites: Any metamagic feat.
Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed. The
additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be
fired at the same target as the first ray or at a different target, but all rays must be aimed at targets
within 30 feet of each other and fired simultaneously.
Editor: Like the chain spell feat, this takes a normal ray attack and makes it hurt multiple targets. The
advantage to this over chain is that it can be added to any ray, not just rays that effect single targets. It
also is one level lower then a chain, so it's easier to cast. A chain spell is easier to avoid gaining a
reflex save for secondary targets, and secondary targets get half damage and +4 to any saving throws
over the original target. This feat effectively doubles the damage of disintegrate without the +4 level
adjustment of Twin. This feat is really for the ray specialist. If you use rays in a more casual fashion,
you should still consider it.

STILL SPELL
- PLAYERS HANDBOOK (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can cast spells without gestures.
Spell Level: +1
Prerequisites: None
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not
affected.
Editor: Still Spell has three uses: It allows you to use a spell while grappled, it eliminates the arcane spell
failure from any spell, and it makes it easier to disguise a spell when casting it. A stilled blink is often
a better anti-grapple spell than dimension door and is certainly useful for a warrior-mage.
Synergy: Combine Still Spell and Silent Spell. A stilled, silent suggestion or charm person can open a lot
of doors where fireballs and magic missiles aren’t an option.
Editor: A technique that hasn't be used much but would make for an interesting combination is a
Fighter/Wizard where the character simply avoids spells without somatic components or casts every
spell as Stilled. This is so the character could then wear a suit of full plate and a large shield with no
chance of spell failure. You wouldn't need more then one level of fighter. Certain prestige classes
would really allow you to take full advantage of the situation. The downside would be that you'd be
lagging behind straight wizards. On the upside, your enemies would be rather confused when the
armored tank in the back of the party started casting fireballs.

SUDDEN EMPOWER
- MINIATURES HANDBOOK (3.5)
- COMPLETE ARCANE (3.5)
You can cast a spell to greater effect without special preparation.
Spell Level: (Sudden)
Prerequisites: Any metamagic feat.
Benefit: Once per day, you can apply the effect of the Empower Spell feat to any spell you cast without
increasing the level of the spell or specially preparing it ahead of time. You can still use Empower
Spell normally if you have it.
Editor: It's cheaper then the rod, but can only be used once a day. It takes up a feat slot, where as the rod
uses money. This feat can be applied to a 9th level spell, where as the rod has to be a greater rod to do
the same thing. The Empower Spell feat can be applied to multiple spells, but it requires +2 to the
spell. The sudden can be held in reserve until needed, where as an empowered spell is using up a
higher-level slot right now. A sudden's usefulness to sorcerers, who can add feats on the fly, is dubious
at best. It's a judgment call and the part of the player and you should conceder what spells will you be
adding it to.

SUDDEN ENERGY AFFINITY


- MINIATURES HANDBOOK (3.5)
You can modify a spell’s energy type once per day without special preparation.
Spell Level: (Sudden)
Prerequisites: Energy Affinity.
Benefit: Once per day, you may apply the Energy Affinity feat to any spell you cast, without increasing the
level of the spell or specially preparing it ahead of time. You may still use the Energy Affinity feat
normally.
Special: You can gain this feat multiple times. Each time it applies to a different type of energy.
Editor: The actual feat is Energy Substitution, which had no modifier to the level of the spell. With the
exception of being able to decide at the time of casting if you want to make a fireball an acid ball,
instead of deciding when you memorize it, there is no advantage to this feat. It's worthless.

SUDDEN EXTEND
- MINIATURES HANDBOOK (3.5)
- COMPLETE ARCANE (3.5)
You can make a spell last longer than normal without special preparation.
Spell Level: (Sudden)
Prerequisites: None
Benefit: Once per day, you can apply the effect of the Extend Spell feat to any spell you cast without
increasing the level of the spell or specially preparing it ahead of time. You can still use Extend Spell
normally if you have it.
Editor: Like Empower, it may be better just to go with the rod. However, perhaps you have some
combination that requires a rod of a different feat, and then this might be useful.

SUDDEN MAXIMIZE
- MINIATURES HANDBOOK (3.5)
- COMPLETE ARCANE (3.5)
You can cast a spell to maximum effect without special preparation.
Spell Level: (Sudden)
Prerequisites: Any metamagic feat.
Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without
increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize
Spell normally if you have it
Editor: The base feat has a +3 adjustment to level, so this sudden becomes temping. Like the fact that a
maximize rod is well worth the expense, so too is this feat. For the wizard who likes to dish out the
damage, the regular empower feat would be best so you can play around with your damage spells, but
save the sudden maximize for those emergencies when you absolutely need to smack someone down.
It would suck to have a maximized Fireball, when you need a maximized cone of cold. A maximized
Mass Cure Serious Wounds can turn the tide of battle in one round. In the editor's opinion, the sudden
version of maximize is far superior to the base feat.

SUDDEN QUICKEN
- MINIATURES HANDBOOK (3.5)
- COMPLETE ARCANE (3.5)
You can cast a spell with a moment’s thought without special preparation.
Spell Level: (Sudden)
Prerequisites: Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent,
Sudden Still.
Benefit: Once per day, you can apply the effect of the Quicken Spell feat to any spell you cast without
increasing the level of the spell or specially preparing it ahead of time. You can still use Quicken Spell
normally.
Editor: A wonderful feat, far superior to the original. The only problem is the feats you have to buy in
order to qualify for this one. Cost wise, it's just not worth it. If you poured all your feats into getting
this and were a human, you'd have to wait until 10th level. On the other hand, being able to quicken
6th level or higher spells without a rod might be worth the cost to some people, especially in a low
magic campaign where getting a quicken rod is difficult. Personally, burn it with fire.

SUDDEN SILENT
- MINIATURES HANDBOOK (3.5)
- COMPLETE ARCANE (3.5)
You can cast a spell silently without special preparation.
Spell Level: (Sudden)
Prerequisites: None
Benefit: Once per day, you can apply the effect of the Silent Spell feat to any spell you cast without
increasing the level of the spell or specially preparing it ahead of time. You can still use Silent Spell
normally if you have it.
Editor: Like the rod, when you need it, you need it. It's not something that will come into play often, but
when it does, you'll be grateful. If you feel the need to get this, I suggest you follow the feat tree to get
sudden quicken.

SUDDEN STILL
- MINIATURES HANDBOOK (3.5)
- COMPLETE ARCANE (3.5)
You can cast a spell without gestures or special preparation.
Spell Level: (Sudden)
Prerequisites: None
Benefit: Once per day, you can apply the effect of the Still Spell feat to any spell you cast without
increasing the level of the spell or specially preparing it ahead of time. You can still use Still Spell
normally if you have it.
Editor: Does your DM like to grapple you? A sudden still dimension door can fix that, but quick.
However, the actual feat is only a +1 level adjustment. Then again, there is no still metamagic rod, so
this is the only way you'll be able to cast this on the fly. Think about the problems you run into in your
campaign. Does this come up often? If so, it may be worth it. Normally, no.

SUDDEN WIDEN
- MINIATURES HANDBOOK (3.5)
- COMPLETE ARCANE (3.5)
You can increase a spell’s area without special preparation.
Spell Level: (Sudden)
Prerequisites: None
Benefit: Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without
increasing the level of the spell or specially preparing it ahead of time. You can still use Widen Spell
normally if you have it.
Editor: Considering the cost of the widen metamagic rod this feat is not really worth it. If you find yourself
encountering large groups of NPCs and believe that having the ability to widen on the fly to be useful,
and widen rods are in short supply, then this is way better then the original feat. Walking around with
widened spells is usually a waste, considering the +3 adjustment. Once a day is far more economical.
On the bright side, this is the only sudden feat without a prerequisite.

TRANSDIMENSIONAL SPELL
- UNAPPROACHABLE EAST (3.5)
- COMPLETE ARCANE (3.5)
- COMPLETE DIVINE (3.5)
You can cast spells that affect targets lurking in coexistent planes and extra dimensional spaces whose
entrances fall within the spell’s area.
Spell Level: +1
Prerequisites: None
Benefit: A trans-dimensional spell has its full normal effect on incorporeal creatures, creatures on the
Ethereal Plane or the Plane of Shadow, and creatures within an extra dimensional space in the spell’s
area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking,
manifested ghosts, and creatures within the extra dimensional space of a rope trick, portable hole, or
familiar pocket. You must be able to perceive a creature to target it with a trans-dimensional spell, but
you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.
Normal: Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects
creatures on the Plane of Shadow or in an enclosed extra dimensional space. There is a 50% chance
that any spell other than a force effect fails against an incorporeal creature.
Editor: Hate phase spiders? This is the feat for you. Instead of trying to pick them off with magic missile,
blast the whole area with trans-dimensional burning hands. But before you buy it, think. How often
does this come up? Can you just buy a wand with the metamagic feat in it? A poor choice for most
casters.
Recommended Spells: Amplify.

TWIN SPELL
- TOME AND BLOOD (3.0)
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
- COMPLETE ARCANE (3.5)
- PLAYER’S GUIDE TO FAERUN (3.5)
You can simultaneously cast a single spell twice.
Spell Level: +4
Prerequisites: Any metamagic feat.
Benefit: Casting a twinned spell causes the spell to take effect twice in the same area or on the same target
simultaneously. Any variable characteristics (including attack rolls) or decisions you would make
about the spell (including target and area) are applied to both spells, with affected creatures receiving
all the effects of each spell individually (including getting two saving throws if applicable). A spell
whose effects wouldn’t stack if it was cast twice under normal circumstances will create redundant
effects if successfully twinned. As with other metamagic feats, twinning a spell does not affect its
vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned
spell.
Example: a twinned charm person doesn’t create a more potent or long-lasting effect, but any ally of the
target would have to succeed on two dispel attempts in order to free the target from the charm.
Editor: Double the damage of your spell. Double the heal. Double the strength drain. Double the level. It
sounds nice at first, but when you look at the actual cost, it may not be worth it. Remember most low
level spells max out when you reach a certain caster level. An empowered 5th level will do more
damage then a twin 3rd. There are cheaper ways to double a spell. Conceder what spells you will be
twinning then run the numbers. Twin Empowered Vampiric Touch would be a scary thing. Then again,
9th level spells should be scary. This feat is certainly for high-level campaigns.

UMBRAL SPELL
- DROW OF THE UNDERDARK (3.5)
You add the darkness descriptor to a spell you cast.
Spell Level: +1
Prerequisites: None
Benefit: You can alter a burst-, emanation-, or spread shaped spell so that it gains the darkness descriptor.
The altered spell automatically dispels any spells with the light descriptor of the spell’s level or lower
whose effects overlap or are within the altered spell’s area.
Example: An umbral lightning bolt would dispel any ongoing light spell of 3rd level or lower in the area of
the line.
Editor: Are you playing a light sensitive race? This feat is clearly a godsend for any vampires and drow.
Otherwise, a waste of time. Seriously.

WIDEN SPELL
- TOME AND BLOOD (3.0)
- Magic of Faerun 3.0
- DEITIES AND DEMIGODS (3.0)
- PLAYERS HANDBOOK 1 (3.5)
You can increase the area of your spells.
Spell Level: +3
Prerequisites: None
Benefit: You can alter a burst, emanation, line, or spread shaped 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
spell’s area increase by 100%.
Example: A fireball spell (which normally produces a 20-foot radius spread) that is widened now fills a 40-
foot radius spread.
Editor: It’s a TRAP! Unless your campaign regularly features large set battles with hordes of extremely
weak foes, there will be very few times that a larger fireball will be better than a more intense one. In
fact, this feat is best used with sabotage spells like Black Tentacles, Solid Fog, and Acid Fog, rather
than damaging spells like fireball. Even then, however, it’s not much use. Steer clear of this feat unless
your campaign regularly features massive battles with numerous combatants. I direct you to the
Sudden Widen feat if you feel that you need extra area effect on a regular basis.
Recommended Spells: Black Tentacles, Solid Fog, And Acid Fog.

WOUNDING SPELL
- LOST EMPIRES OF FAERUN (3.5)
Because you have studied the cruel arts of the Athalantan magelords of old, you know how to cast
spells that cause terrible, bleeding wounds.
Spell Level: +2
Prerequisites: Knowledge (history) 4 ranks, Empower Spell.
Benefit: When affected by this feat, a spell that deals damage to a creature also inflicts a bleeding wound
that does not heal normally. On each subsequent round, the victim loses 1 hit point at the beginning of
your turn. The continuing hit point loss can be stopped with a Heal check (DC equal to the spell’s save
DC, or the save DC it would otherwise have in the case of a spell with no save), a cure spell, or a heal
spell. You cannot apply this feat to a spell that does not deal damage (such as charm person or baleful
polymorph).
Editor: Damage over time is usually a waste. Spending two levels on a spell to make a target spend the
time to heal himself from damage over time is doubly so. If he didn't die with the original spell, all this
feat will do is encourage him or his allies to break out the healing faster. If there is no healing, the
target will just attack more, knowing he needs to kill you faster. If it did kill him, then the additional
level adjustment was wasted. None of these outcomes help you. Empower the spell instead and just kill
the target on the first shot, instead of waiting for him to bleed to death.

APPENDIX C: Shadow Weave Feats


Editor: I included this section because some of these feats are metamagic. The system is campaign specific
and its use is left up to the apt pupil.

INSIDIOUS MAGIC
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
- PLAYER’S GUIDE TO FAERUN (3.5)
You can use the Shadow Weave to make your spells harder for Weave users to detect.
Spell Level: +0
Prerequisites: Shadow Weave Magic.
Benefit: Any Weave user who employs a divination spell (such as detect magic), spell-like ability, or
magic item that could detect the magical aura of one of your spells must make a successful level check (DC
11 + your caster level) to succeed. Similarly, a Weave user attempting to reveal the effects of one of your
spells via a divination spell (such as see invisibility) must make a caster level check to succeed. The Weave
user may check only once for each divination spell used, no matter how many of your spell effects are
operating in that area. All creatures employing spells or spell-like abilities are considered Weave users
unless they possess the Shadow Weave Magic feat. This benefit does not extend to spells you cast from the
schools of evocation or transmutation.
Editor: Your DM may or may not use Shadow Magic.

PERNICIOUS MAGIC
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
- PLAYER’S GUIDE TO FAERUN (3.5)
You can use the Shadow Weave to make your spells harder for Weave users to resist.
Spell Level: +0
Prerequisites: Shadow Weave Magic.
Benefit: You gain a +4 bonus on caster level checks made to defeat a Weave user’s spell resistance. All
creatures employing spells or spell-like abilities are considered Weave users unless they possess the
Shadow Weave Magic feat. This benefit stacks with those from the Spell Penetration and Greater Spell
Penetration feats, but it does not extend to spells you cast from the schools of evocation or transmutation.
Editor: See if your DM is using the Shadow Weave.

SHADOW WEAVE MAGIC [General]


- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
- PLAYER’S GUIDE TO FAERUN (3.5)
You have discovered the dangerous secret of the Shadow Weave.
Spell Level: +0
Prerequisite: Wis 15 or patron deity Shar.
Benefit: From now on, your spells tap the Shadow Weave instead of the Weave. You can also activate
magic items that use the Shadow Weave without taking damage. The saving throw for every spell you
cast from the schools of enchantment, illusion, and necromancy increases by +1. You also get a +1
bonus on caster level checks to overcome spell resistance with spells from these schools. The Shadow
Weave proves less than optimal for effects involving energy or matter. Your effective caster level for
spells you cast from the schools of evocation or transmutation (except spells with the darkness
descriptor) is reduced by one. A 1st-level Shadow Weave user cannot cast spells from these schools at
all. You can no longer cast spells with the light descriptor. No matter what school they are from, such
spells automatically fail. Your ability to use magic items that produce light effects is also limited—you
cannot invoke an item’s light power if its activation method is spell completion or spell trigger. From
now on, any magic item you create is a Shadow Weave item.
Editor: See DM to check if you are using the shadow weave.

TENACIOUS MAGIC
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
- PLAYER’S GUIDE TO FAERUN (3.5)
You can use the Shadow Weave to make your spells harder for Weave users to dispel. Any magic-
wielding creature without the Shadow Weave Magic feat is considered a Weave user.
Spell Level: +0
Prerequisites: Shadow Weave Magic.
Benefit: Your spells resist dispelling attempts by Weave users. When a Weave caster makes a dispel check
to dispel one of your spells (including using dispel magic to counterspell a spell you are casting), the DC is
15 + your caster level. This benefit does not extend to spells you cast from the schools of Evocation or
Transmutation, From now on your ability to dispel Weave magic is impaired. When you make a dispel
check to dispel a Weave spell (or use dispel magic to counterspell an opponent’s spell), the DC is 13 + the
opponent’s caster level. This penalty does not extend to Enchantment, Illusion, or Necromancy effects,
which you can dispel normally.
Editor: Check to see if your DM is using the Shadow Weave.

APPENDIX D: DM Approval Required Feats


This is the section for feats that require your DM’s approval. They are official WotC published spells,
but for various reasons may be disallowed by some DMs as being Not-Cannon. Most of these feats fall
under one of two categories: Published under 3.0 but not reprinted under 3.5, and dragon magazine.
When Dragon Magazine published feats, the magazine was licensed to Pazio. However, WotC kept
strict guidelines and at least one person from WotC looked over these feats and approved them before they
were published. However, some DMs view Dragon Magazine as D20 3.5: Beta Test. In other words, if it
didn’t make it’s way to a hard cover book, it doesn’t count.
Some consider 3.0 feats to still be valid, because most of the time they are way underpowered, but a
few could be called broken all the same. Alas, this section is hit or miss. Look upon it and drool over the
possibilities, then have your hopes and dreams crushed beneath the merciless heal of OFFICAL CANNON.

ALTERNATIVE SOURCE SPELL


- DRAGON MAGAZINE #291
You can prepare any of your spells as either divine or arcane.
Spell Level: +0
Prerequisite: Ability to cast both divine and arcane spells.
Benefit: You can choose to prepare any of your divine spells as arcane spells or any of your arcane spells
as divine spells. An alternative-sourced spell uses up a spell slot from the class that normally grants the
spell. Such a spell is prepared normally. An alternative-sourced spell is cast as if your caster level were
1 level lower. For example, a 1st-level cleric/6th-level wizard casts a divine fireball as a 5th-level
wizard.
Editor: For the casual user, this feat isn’t useful. For someone who has developed the ultimate optimization
build, this feat could be of tremendous use. In the hands of an Arcanist, you could in theory help
someone scribe a scroll of any arcane spell you want as a divine, then you could have any spell you
wanted. The level of abuse on this feat could be intense.

CLAWED SPELL
- DRAGON MAGAZINE #315
The hazy image of saurian claws forms around your hands when you cast touch spells, dealing damage
in addition to the spell's normal effects.
Spell Level: +1
Prerequisites: Ka-tainted, Weapon Focus (touch)
Benefit: Saurian claws of force appear around your hands. All clawed spells with a range of "touch" deal
+1d6 points of additional damage for every five caster levels you possess. Even non-damaging spells
or spells that do not deal hit point damage (such as touch of idiocy) prepared a clawed spell deal this
additional damage. This additional damage is a force effect and can damage incorporeal targets. An
incorporeal creature does not have the normal 50% chance to ignore the damage from a clawed spell
cast by a corporeal spellcaster.
Normal: An incorporeal creature has a 50% chance to ignore damage from spells from a corporeal source.
Editor: One, I don’t know anything about Ka-tainted, except it has something to do with dinosaurs. Two,
the damage sucks. Three, you need to take weapon focus (touch). Kill it, kill it with fire.

EASY METAMAGIC [General]


- DRAGON MAGAZINE #325
One of your metamagic feats is easier to use.
Spell Level: Meta-Metamagic Feat
Prerequisite: Any other metamagic feat.
Benefit: Choose a metamagic feat you already have. When preparing or casting a spell modified by that
feat, lower the spell-slot cost by one. You can never reduce the spell-slot cost below one level higher
than the spell's actual level. For example, taking this feat for the Quicken Spell feat reduces the spell
slot cost of a quickened spell from four levels higher than the spell's actual level to three levels higher
than the spell's actual level.
Special: You can gain this feat multiple times. Each time you take this feat, you must choose a new
metamagic feat.
Editor: It’s not a metamagic feat, but a meta-metamagic feat. It’s included because it’s just so useful. If
you can convince a DM to allow this feat, take it.

FELL ENERGY SPELL


- DRAGON MAGAZINE #312
You add a dose of raw necromantic energy to your beneficial spell, making it especially effective for
undead creatures.
Spell Level: +1
Prerequisites: None
Benefit: Any numerical bonus granted by a spell modified with this feat increases by +2 for all undead
creatures it affects. This increase does not apply to factors such as range, save DC, healing, or other
numerical factors relating to a spell. Only effects described as bonuses gain this benefit.
Editor: I suppose if I was a necromancer with a herd of zombies, this might be useful. It’s more for special
optimized necromancer builds.

FORCEFUL SPELL
- DRAGON MAGAZINE #358
Your spells slam their targets with irresistible force.
Spell Level: +1
Prerequisites: None
Benefit: Only spells that target one or more creatures can be made forceful. An opponent struck by a
forceful spell must make a Fortitude save at the same DC as the spell or be knocked prone and stunned
for 1 round. If the spell affects more than one target, the forceful effect affects only one target (of your
choice).
Condition, Prone: Lying on the ground. An attacker who is prone has a –4 penalty on melee attack rolls
and cannot used a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus
to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Condition, Stunned: A stunned creature drops everything held, can’t take actions, takes a –2 penalty to
AC, and loses his Dexterity bonus to AC (if any).
Editor: What makes this feat not totally suck, is the fact that it works on spells that don’t cause damage.
Knock someone down with a charm person. Use a cure light wounds. Your enemy is bound to say they
wave the saving throw.

GHOST-TOUCH SPELL
- GHOSTWALK (3.0)
You know how to tune your damaging spells to affect ghosts without harming other creatures.
Spell Level: +0
Prerequisites: None
Benefit: A ghost-touch spell affects only ghosts and does no damage to other creatures. Ghosts are affected
whether incorporeal or manifested fully and do not have the benefit of their incorporeal miss chance.
This metamagic feat works only on spells that deal damage. Damaging spells with additional effects
not related to damage (such as the ability of a wall of ice to function as a barrier) still affect non-ghosts
(but if a non-ghost passed through an opening in the wall of ice, he would not take any damage from
the spell).
Example: A ghost-touch fireball cast by a 5th-level wizard deals 5d6 points of fire damage to ghosts, but is
harmless to any other creatures in the area.
Editor: I would totally approve this feat, because it sucks.

GUIDED SPELL
- DRAGON MAGAZINE #307
Your spells zero in on a specific target.
Spell Level: +3
Prerequisites: None
Benefit: Only those spells delivered by a ranged touch attack can be guided. Choose a target within range
before casting a guided spell. A guided spell ignores up to nine-tenths cover or concealment as it
moves over, under, or around barriers, seeking that target. If a guided spell misses on its initial attack,
it persists for a number of rounds equal to one-third your level (rounded down), making another ranged
touch attack on your initiative each round against that target until it hits or the guided duration ends. If
the target or you move out of the range of the spell, if the target gains total cover or concealment from
your position, or if the line of effect for the spell is blocked, the guided spell duration immediately
ends. You do not need to concentrate on a guided spell while it is attacking.
Editor: GAH! A +3 level adjustment to make sure my range touch attacks HIT, eventually. I like it, but I’d
never use it. That said, I’d totally allow this feat if someone wants to take it, just because maximize is
far better.

PIERCING SPELL
- DRAGON MAGAZINE #315
By twisting the protective nature of Ka, your spells can pierce another's defenses.
Spell Level: +1
Prerequisites: Ka-tainted.
Benefit: This feat can only be applied to spells that require a touch attack (either melee or ranged). Piercing
spells ignore a target's deflection bonus, if any, to Armor Class.
Editor: One, it’s another ka-tainted feat. Two, touch attack is usually quite easy to begin with.

RADIANT SPELL
- DRAGON MAGAZINE #314
Your fire spells have the potential to blind your opponents.
Spell Level: +2
Prerequisites: Cha 15, ability to cast a spell with the fire descriptor.
Benefit: This feat can only modify spells with the fire descriptor that cause damage. A spell modified by
this feat requires a creature to succeed at a Will save at the spell's save DC (or what would be the
spell's save DC if the spell doesn't normally have one) each time it is damaged by the spell. Failure
indicates the damaged creature is blinded for 1 round per spell level (prior to adjustment by this
metamagic feat). Success indicates the creature is not blinded, but it is dazzled for 1 round.
Condition, Dazzled: Unable to see well because of overstimulation of the eyes. A dazzled creature takes a
–1 penalty on attack rolls Spot checks, and Search checks.
Condition, Blind: Unable to see. A blind character takes –2 penalty to Armor Class, loses his Dexterity
bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most
Strength and Dexterity based skill checks. All checks and activities that rely on vision (such as reading
and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss
chance) relative to the blinded character.
Editor: If I’m a fire mage, I’d consider this, after about a half dozen other feats. I find the concept
intriguing, however. Three rounds of blindness from a fireball is not much for a +2 level adjustment,
but it would be an eternity during combat. Not bad. Not great, but not bad. At least it’s superior to fell
frighten.

RAY BURST
- DRAGON ANNUAL #5 (3.0)
You change the effect of a ray spell to a 30-foot radius burst centered on yourself.
Spell Level: +3
Prerequisites: None
Benefit: A ray burst hits all targets (friend or foe) within 30 feet. Targets within 30 feet are allowed a
Reflex save to avoid the burst. Any targets that do not avoid the effect are treated as if they were hit by
the ray spell. Any target with 100% cover with respect to the caster is not affected.
Editor: Well, it’s like chain spell, except it works on all rays and includes you as a target. Dumb.

RAY CONING
- DRAGON ANNUAL #5 (3.0)
You expand a ray spell to a 30-foot cone.
Spell Level: +2
Prerequisites: None
Benefit: All targets in the area of effect receive Reflex saves to avoid the effect, but are otherwise affected
as if they were hit by the ray spell.
Editor: Absolutely awesome. Once it’s area of effect you can use sculpt spell to make it into all sorts of
interesting shapes. Explosive spell dovetails nicely, as well. This feat is so awesome I recommend that
no DM allow it into his game. Sorry ray specialists, but I can see this feat allowing some rays that
should never be allowed to have multiple targets turn into a wave of death. Reach Vampiric Touch
turned into a cone would be a deadly 7th level spell. Reach Cure Light Wounds turned into a cone could
heal far more targets then the mass version. Maybe at +3, I’d allow it. Your DM may disagree.

RAY EXTENSION
- DRAGON ANNUAL #5 (3.0)
You maintain a ray spell for an additional round.
Spell Level: +1
Prerequisites: None
Benefit: When the extended ray spell is cast, you can use your next action to attack with the same ray. You
can designate either a different target or the same target. A successful ranged touch attack is required
for the second target. If any other actions are taken, or the spell is disrupted before your next action,
then you lose the extended spell (though any previous effects remain).
Editor: I love this feat. Its repeat spell for rays only, except that it also eats up a second action. So it isn’t
really repeating, it’s effectively twice cast. I personally would make it a +2, but I don’t really have a
problem with it. Now that I think about it, it’s closer to Echoing Spell the way I’d have liked it to be.
There are far more useful general feats, but a ray specialist could do worse.

RAY SPLITTING
- DRAGON ANNUAL #5 (3.0)
You can attack three adjacent targets with a ray spell.
Spell Level: +2
Prerequisites: None
Benefit: A split ray can hit three targets. A successful ranged touch attack is needed for each target, and
each roll incurs a -4 penalty to hit. A target cannot be attacked more than once with a given spell.
Editor: At first glance I want to ban this as broken. It’s the same cost as split ray, but read it closely. All
three targets must be standing next to one another. They can only be hit once. It doesn’t actually say
you get extra rays. It doesn’t say that you can attack more the three adjacent targets. So if you have
dreams of using this with Scorching Ray and hitting 12 targets, you’d be wrong. In fact, ray splitting
Scorching Ray would be worthless against three targets. The way it’s written, you’d only hit each
target once, then the fourth ray would go to waste. You know, I’m going to go out on a limb and say
this one is a balanced feat.

RELICGUARD SPELL
- DRAGON MAGAZINE #347
Your spells do not damage objects.
Spell Level: +0
Prerequisites: None
Benefit: A relicguarded spell has no effect on objects. It cannot target an object and any object caught
within its area is immune to its effects, even if a creature holding the item is affected. Creatures
immune to spells that do not affect objects (such as constructs and undead) are also immune to a
relicguarded spell.
Editor: You could do the exact same thing with nonlethal substitution, except that the damage to a target
wouldn’t be fatal. I guess you need to weigh your options. If you like treasure, this is an excellent,
well-balanced feat. Nonlethal damage would have better use in a public place. If your DM loves to
destroy enemy equipment when you fireball them, this feat is for you.

SLIMY SPELL
- DRAGON MAGAZINE #358
Your spells douse opponents with a nauseating slime.
Spell Level: +1
Prerequisites: None
Benefit: Only spells that target one or more creatures can be made slimy. An opponent struck by a slimy
spell must make a Reflex save at the same DC as the spell or be covered in a temporary layer of slime
that renders the target nauseated for 1 round. If the spell affects more than one target, the slimy effect
affects only one target (of your choice).
Condition, Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast
spells, concentrate on spells, or do anything else requiring attention. The only action such a character
can take is a single move action per turn, plus free actions (except for casting quickened spells).
Editor: I would never take this feat. That said, I would totally allow anyone who wanted to take it, to do so.
The feat isn’t bad. It’s better then some one the one round metamagic feats out there, so much better I
almost say it shouldn’t be +1. But that limitation that prevents it from being optimized with area of
effect spells brings the cost back down. Really, it’s a one round Slow to one target, which might be
something you need. After all, as you will learn, or should already know, speed kills.

SONG OF THE DEAD


- DRAGON MAGAZINE #312
- Dungeon Compendium Vol. 1
You can add such a powerful dose of necromantic energy to your mind-affecting spells that they
function against undead creatures but are useless against all others.
Spell Level: +1
Prerequisites: None
Benefit: A mind-affecting spell modified by this feat works normally against intelligent undead creatures.
Mindless undead (those without Intelligence scores) are still immune to its effect, and the altered spell
has no effect against living creatures or constructs. Note that use of this feat does not make mind-
affecting spells affect undead if the spell's description specifies that the target must be living or a
particular creature type (other than undead). Any spells prepared with Song of the Dead become
necromancy spells.
Editor: This spell either rocks my self-centered necromantic world, or it sucks. I can’t make up my mind.
A +1 level adjustment to be able to affect undead with a subclass of spells they are normally immune
to would be wonderful, if you couldn’t just mind control them with rebuke undead or control undead
spells already. Maybe you have a weird combo in mind. The editor’s official stance, until someone
presents me with a combo that makes this feat broken beyond belief is, I’d allow it in game.

TAINT SPELL
- DRAGON MAGAZINE #303
Your magic is so steeped in the powers of death that your other spells become partially infused with
necromantic energy.
Spell Level: +1
Prerequisites: Spell Focus (Necromancy), any other metamagic feat
Benefit: Whenever you cast a spell with an energy descriptor that causes damage, half of the damage
resulting from that spell is caused by negative energy and the other half of the damage is caused by the
spell's normal energy descriptor.
Editor: It’s lord of the uttercold, except that you don’t have to work so hard to make it work and it’s +1
level adjustment. I would totally allow this feat for anyone who wants to use it. It would be useful for
specialized necromantic builds, but otherwise, meh.

TRANSFER SPELL
- DUNGEON MAGAZINE #307
You can transfer a touch spell to another creature for delivery.
Spell Level: +2
Prerequisites: None
Benefit: Only a spell with a range of touch can be transferred with this feat. You cast a transferred spell
normally and then touch the creature to which the spell is to be transferred. That creature is not
affected by the spell; instead, one of its empty hands (or a natural attack) is "armed" with the spell as
you normally are after casting the spell (including the duration the creature can hold the charge, the
number of recipients, and the instances in which the spell is wasted). The spell is discharged with the
first successful touch attack or attack the creature makes with that empty hand (or natural attack). The
creature does not provoke an attack of opportunity when making the touch attack. Duration and effect
remain based on you, the original caster. If you cast another spell, the transferred spell is cancelled.
Editor: I can see this feat becoming abused fairly easily, if it were not for the last line in the above
paragraph. My question is, what happens when you put this feat in a wand? I’m not casting another
spell, I’m activating a wand. Scrolls, definitely no. Wands, after reading what spell trigger items are, I
also say no. But you could store 1st level spells in an oil. Frankly, for the added hassle, I’d go with
smiting spell instead. But if a DM wants to allow this, I say go for it.

VIOLATE SPELL
- BOOK OF VILE DARKNESS (3.0)
The character can transform one of his spells into an evil spell, and the wounds the spell inflicts are
tainted with the foulest evil.
Spell Level: +1
Prerequisites: Any evil alignment
Benefit: This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the
damage dealt is vile damage. For example, a violated lightning bolt cast by an 8th-level wizard deals
8d6 points of damage: 4d6 points of electricity damage and 4d6 points of vile electricity damage (but
creatures immune to electricity take no damage).
Special: A character may take this feat multiple times, choosing a different spell each time.
Editor: Kill it. Kill it with fire. This feat sucks. I suppose if you had a very specific build in mind where
you needed Evil descriptor on a specific spell, then yes, use it. It isn’t a metamagic feat in my opinion.
It’s a meta-spell feat. Clearly it didn’t make the cut to 3.5 for a reason. That said, if a DM wants to
allow it, go for it. It’s a trap, and no player should take it. You’d be doing them a favor by banning it.

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