Note: You must have the spell available to cast (prepared if you must prepare spells; known otherwise) and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the attunement in addition to the XP cost for making the attuned gem itself. Likewise, material components are consumed when you begin casting, but focuses are not. The caster level of the spell must be sufficient to cast the spell in question and no higher than your own caster level.
Pre-requisite: Wisdom 14+, Divine spellcaster level 5+, must have a patron Deity.
Benefit: Gain one additional Domain of the chosen deity and all abilities associated with this. This feat may be taken only once, allowing access to a single further domain.
You can prepare an arcane spell ahead of time just as a wizard does.
Prerequisite: Sorcerer or bard spellcasting
Benefit: You are able to prepare one or more spells each day as a wizard does. If you are a sorcerer or a bard, this means that you can prepare a spell with a metamagic feat ahead of time, instead of casting it as a full-round action.
The prepared spell remains in your mind until cast and occupies one of your spell slots until you cast it or change it. The prepared spell uses a spell slot of the spell's actual level, plus any modifiers for other metamagic feats (in other words, this feat does not alter the slot the spell uses beyond what the other metamagic feats add to it).
You can magically imbue gems to hold a spell until triggered.
Prerequisite: Int 13+, Craft (gemcutting) 1+, arcane caster level 3+
Benefit: You can store an arcane spell in a gem. A gem can only be attuned with a single spell. The gem must have a minimum value equal to 50 gp per level of the spell to be stored. The base price of an attuned gem (not including the gem’s inherent value) is equal to 50 gp per spell level times the caster level. You must spend 1/25 of the base price in XP and use up raw materials costing half this base price. Attunement requires 1 hour plus the spell’s normal casting time. The magic gem’s market price equals its base price plus its inherent value as a gem.
Your summoned creatures are better than normal.
Prerequisite: Spellcaster level 2nd+
Benefit: Creatures you summon with any summoning spell are slightly enhanced. They gain one more die of hit points (but they are not treated as +1 HD creatures) and a +1 competence bonus on their attack and damage rolls.
You can create potions, which carry spells within themselves.
Prerequisite: Spellcaster level 3rd+
Benefit: You can create a potion of any spell of 3rd level or lower that you know and that targets a creature or creatures. Brewing a potion takes 1 day. When you create a potion, you see the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level multiplied by its caster level multiplied by 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
You are highly trained in skirmish spell-casting techinques.
Prerequisites: Combat Casting, Mobility.
Benefit: When using a standard action to cast a spell, you can move both before and after you cast the spell, provided the total distance moved is not greater than your speed. If you use this feat to cast and deliver a touch spell, this movement does not provoke an attack of opportunity from the defender. You must cast defensively to use this feat.
You can cast spells that arc to secondary targets.
Prerequisite: Any other metamagic feat
Benefit: You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects that target (the primary target) normally, then arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary target. You choose the secondary targets you like, but they must allbe within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum.
If the chained spell does damage, the secondary targets each take half as many dice of damage as the primary target (rounded down) and can attempt Reflex saving throws for half of the secondary damage. For spells that do not deal points of damage, the save DCs against arcing effects are reduced by 4. For example, a 10th level wizard casts a chained cause fear on a nearby goblin and can specify up to ten secondary targets. The goblin, as primary target, must make a Will save against DC 14, while those affected by the secondary arcs save against DC 10.
The spell Chain Lightning originated as a Lightning bolt spell cast with this meta-magic feat.
A chained spell uses up a spell slot three levels higher than the spell's actual level.
You are adept at casting spells in combat
Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Your familiar can be a construct rather than a living being.
Prerequisite: Must have the summon familiar ability.
Benefit: Once you have this feat, a familiar you summon will be a magical construct, a mechanical creature of the type selected, animated by magic.
You can create magic weapons, armor and shields.
Prerequisite: Spellcaster level 5th+
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes 1day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing half of this total price. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place. The weapon, armor, or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)
You can create magical rods.
Prerequisite: Spellcaster level 9th+
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes 1day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. Some rods incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
You can create magical staffs.
Prerequisite: Spellcaster level 12th+
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
You can create magical wands.
Prerequisite: Spellcaster level 5th+
Benefit: You can create a wand of any spell of 4th level or lower that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. A newly created wand has 50 charges. Any wand that stores a spell with a cost material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, you must expend fifty copies of the material component or pay fifty times the XP cost.
You can create miscellaneous magical items.
Prerequisite: Spellcaster level 3rd +
Benefit: You can create any miscellaneous magic item whose prerequisites you meet. Enchanting a miscellaneous magic item takes 1day for each 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price. You can also mend a broken miscellaneous magic item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place. Some wondrous items incur extra costs in material components, or XP as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
You know the secrets to creating a device through which you may channel magic, adding strength to your magical effects.
Prerequisites: Arcane spellcaster, See individual foci below
Benefit: You may craft the various kinds of mage foci (listed below), each providing an increase in the DC of spells cast using the focus as well as other benefits.
Special: Magic cast through a foci is always more obvious than that which is not, involving gesticulating and waving about of the focus, even if the spell being cast does not normally have somatic or foci components. Additionally, a mage who regularly uses a mage focus will find himself becoming dependent on this 'crutch'. A mage who becomes so dependent suffers the following consequences when trying to cast spells without his focus: DC of all spells reduced by 2, caster level for spell effects at -1.
These ill-effects can be removed if the mage uses no skill focus for a period of a month. After a full month of not using any foci, the mage is allowed a will save vs. (DC 15 if caused by ring focus, DC 20 if caused by wand focus, DC 25 if caused by staff). If the will save is failed, the mage must continue to use no focus and is allowed a new will save each week. Once the addiction is cured, the mage may again use foci, but suffers the chance of developing new dependence all over again. If the mage uses a focus even once during the time he is attempting to rid himself of dependence, he must again go a full month without before being allowed another will save. Obviously, the use of focus is best for a mage who intends to use the focus consistently, and then ill-effects apply only if his focus is stolen or destroyed.
The creation of a focus requires that the crafter perform all crafting himself, thus he must possess the necessary craft skill as well as this feat. It also requires that the caster include a certain number of things which are near and/or dear to him in the creation process. A caster may only have one personal focus at any time, requiring the destruction or 'unkeying' of any other foci he has created before he may create a new one. Additionally, as with all item creation feats, there is an xp cost of creating a focus. As foci are specially 'keyed' to the mage creating them, this xp cost is greater than the normal 1/25 of base cost which most item creation involves.
Ring Focus: Requires Craft (goldsmith) or similar skill to make the ring. The ring must be made with materials costing 250gp, and has a craft DC of 20. The effects of a ring foci are a +1 to the DC of all spells cast through it. Note that this form of focus is the least 'obvious' as well as leaving both the mage's hands free yet still keeping the focus at hand. (xp cost: 100)
Using a ring focus has a 5% chance of causing 'foci dependence' in the mage as detailed above. Each use in any single day increases this chance by 5% cumulatively.
Wand Focus: Requires craft (woodworking) or (ivory carving) or other material-crafting skill appropriate to make a wand of some material. The wand must be made with materials costing at least 500gp, and has a craft DC of 25. The effects of a wand focus are a +2 to the DC of all spells cast through it, and +1 to the 'caster-level' for all level-dependent spell effects. (xp cost: 250)
Using a wand focus has a 10% chance of causing 'foci dependence' in the mage as detailed above. Each use in any single day increases this chance by 10% cumulatively.
Staff Focus: Requires craft (woodworking) and craft (goldsmith, gemcutting, or something similar) in order to make an elaborate staff with fine adornments. The staff itself must be made with materials costing at least 250gp, with a craft DC of 20. The adornments included on the staff must be made of materials costing at least 1000gp, with a craft DC of 25 to reflect the artistic and intricate nature of the adornments. The effects of a staff focus are +3 to the DC of all spells cast through it, and +1 to the 'caster-level' for all level-dependent spell effects. (xp cost: 500)
Additionally, a staff Focus may be used to 'store' spells which the caster has cast through it. Spells are stored within the staff by casting the spell into them, and the staff will hold such spells for up to 1 day / 2 spell levels. The number of stored spells can total up to one spell level per 2 caster levels, and can be triggered at will be the owner of the staff as a spell-trigger action.
Using a staff focus has a 20% chance of causing 'foci dependence' in the mage as detailed above. Each use in any single day increases this chance by 20% cumulatively.
You store a divine spell within a specially prepared herb.
Prerequisite: Spellcaster level 3rd+, Wilderness Lore 4+.
Benefit: You create a infusion of any divine spell available to you. A infusion is very similar to a spell scroll, the difference being that it can be eaten instead of being read. This means a wild shaped druid for example, could eat the infusion when he couldn't speak to read a scroll. Infusing a herb with a spell takes 1 day for each 1,000 gp in its base price. When you create the infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own spell level. The base price of a infusion is its spell level multiplied by its caster level multiplied by 25 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the infusion.
You can cast spells that take effect after a short delay of your choosing.
Prerequisite: Any other metamagic feat.
Benefit: A delayed spell doesn't activate until 1 to 5 rounds after you complete casting it. You determine the delay when casting the spell and it cannot be changed once set. The spell activates just before your initiative turn on the round which you designate. Only area, personal, and touch spells may 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. Any effects resolved by those affected by the spell, such as saving throws, are decided when the spell triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible (such as designated target leaving the spell's maximum range), the spell fails and is still lost.
A delayed spell may be dispelled normally during the delay and can be detected normally in the area or on the target with spells such as detect magic.
A delayed spell uses a spell slot 3 levels higher than the spell's actual level.
You can cast spells without observers noticing.
Prerequisite: Bardic music ability, Perform 12+.
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're casting a spell isn't. Unless the spell visibly emanates from you or observers have some means of determining its source, they don't know where the effect came from.
A disguised spell uses up a spell slot one level higher than the spell's actual level.
You can cast spells to greater effect.
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, etc., as appropriate. For example, an empowered magic missile deals one and one-half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
You can modify a spell that uses one type of energy to use another type of energy.
Prerequisite: Any other metamagic feat, Knowledge (arcana) 5
Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify any spell with an energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects, except that the type of damage dealt changes. For example, an acidic fireball still deals damage in a 20-foot spread, except that it is acid damage instead of fire damage. If a spell has a secondary effect, the altered spell still has that affect. For example, a shout spell can deafen creatures and deals extra damage to crystalline creatures; if fire is substituted for sonic energy in a shout spell, creatures can still be deafened and crystalline creatures still suffer extra damage. Sometimes a spell’s minor effects are directly related to the spell’s energy, for example, a flaming sphere can set items afire, but a purely sonic or acidic flaming sphere does not. When a spell deals some damage that does not come from energy, Energy Substitution does not affect that portion of the spell. For example, ice storm deals 3d6 points of impact damage and 2d6 points of cold damage. An electrical ice storm deals 3d6 of impact damage and 2d6 points of electrical damage.
A substituted spell uses a spell slot the same as the spell's actual level.
Special: You can gain this feat multiple times, each time applying it to a different type of energy.
You can cast spells farther than normal.
Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range (such as bless or cone spell) has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
You may cast spells on your familiar over a distance.
Prerequisite: Must have the summon familiar ability.
Benefit: You are always considered to be in contact with your familiar for the purpose of casting shared spells, as long as it is within 1 mile of you.
You can cast spells without material components.
Prerequisite: Any other metamagic feat.
Benefit: A spell cast with Eschew Materials can be cast with no material components. Spells without material components are not affected. Spells with material components having a cost of more than 1 gp are not affected.
An eschewed spell uses up a slot zero levels higher than the spell's actual level (the same level as the original spell).
You can cast spells that last longer than normal
Benefit: An extended spell lasts twice as long as normal. Spells with concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Prerequisite: Must have the summon familiar ability.
Benefit: You may summon one additional familiar. This familiar may be the same creature as your current familiar(s) or a different type. The master gains all the benefits of both familiars, but identical bonuses from multiple familiars do NOT stack.
Special: A character may take this feat multiple times, calling one additional familiar each time. Should a familiar perish or be lost, the character may summon additional familiars to reach the total number of familiars she is allowed (1 + the number of times this feat has been taken).
You can use your bardic music more often than you otherwise could.
Prerequisite: Bardic music ability.
Benefit: You can use your bardic music ability 4 extra times per day.
Normal: Bards without this feat may use bardic music once per day per level.
Special: A character may gain this feat multiple times, the effect stacks.
You can turn undead more frequently than normal.
Prerequisite: Ability to Turn undead.
Benefit: Allows 4 Extra Turning attempts per day
You can create magical rings.
Prerequisite: Spellcaster level 12th+
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. You can also mend a broken ring if it is a ring that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place. Some magic rings incur extra costs in material components or XP as noted in their descriptions. For example, a ring of three wishes costs 15,000 XP in addition to costs derived from its base price (as much XP as it costs to cast wish three times). You must pay such a cost to create a ring or to mend a broken one.
Choose a school of magic to which you already have applied the Spell Focus Feat. Your magic spells of that school are even more potent than normal.
Benefit: Add +4 to the DC for all saving throws against spells from the chosen school. This overlaps (i.e. does NOT stack with) the bonus from Spell Focus.
Prerequisite: Spell Focus
Special: You may choose this feat multiple times, but must choose a different school each time.
Your spells are especially potent, defeating spell resistance more readily than normal.
Prerequisite: Spell Penetration
Benefit: You get a +4 bonus to caster level checks to beat a creatures spell resistance. This overlaps (does NOT stack with) the bonus from Spell Penetration.
Your bardic music and virtuoso peformance affect plants and plant creatures.
Prerequisite: Bardic music ability, Perform 10+.
Benefit: You can alter any of your mind-affecting bardic music or virtuoso performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect.
Normal: Plants are normally immune to all mind-influencing effects.
You can cast a spell as if it were higher level than it actually is.
Benefit: A heightened spell has a higher spell level than normal (up to 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 minor 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. For example, a cleric could prepare hold person as a 4th-level spell (instead of a 2nd-levell spell), and it would in all ways be treated as a 4th-level spell.
You can cast evocation spells that are invisible and inaudible.
Benefit: This feat cloaks the audible and visual manifestations of evocations. The senses of touch, taste and smell are not affected. This feat, for example, would hide the sight and sound of a Wall of Fire; the heat from the wall, however, would easily be felt before someone ran into it.
A Hidden spell uses up a spell slot 2 levels higher than the spell's actual level.
You understand the nuances of magic to such an extent that you can counter your opponents spells with great efficiency.
Prerequisite: Counterspell
Benefit: When counterspelling, instead of using the exact spell you are trying to counter, you may use any spell of the same school which is one or more levels higher than the target spell.
So long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
Prerequisite: Ability to summon familiar, ability to cast arcane magic of spell-level 4.Benefit: When summoning a new familiar, the following creatures are also available to you.
Celestial and fiendish familiars will not serve a master who is more than one alignment 'step' away from the familiar's alignment. Familiars on the list which are not celestial or fiendish will serve masters that are one step away on each alignment axes.
These familiars possess the basic powers of normal familiars and share with their masters the special abilities as described for normal familiars, with 2 exceptions: 1. The familiar adds the caster's Intelligence ability modifier to its base Intelligence or its normal intelligence (whichever is higher), and 2. The range for the empathic link between master and familiar is one mile per 5 levels of the master.
Improved familiars possess all of their customary powers, and will use them as they see fit and usually as their master bids them. Improved familiars will leave masters who do not treat them properly, or who do not act in a fashion consistent with the familiar's particular alignment and loyalties. For example, a pseudodragon likes to be pampered with gifts, compliments, and lots of loving attention and a master who does not provide this attention or care (or one who is cruel to other creatures) will find their pseudodragon does not stay around for long. Imps, on the other hand, will leave a master who does not sufficiently cow them into proper service and/or who does not visit such treatment upon others.
| Familiar (Alignment) | Special | Level Required |
| Celestial Base Familiar (NG) | As normal familiar. |
3 |
| Fiendish Base Familiar (NE) | As normal familiar. |
3 |
|
Beholderkin, Eyeball (NE)1 |
Master gains +4 to spot checks. |
5 |
|
Cat, Tressym (CG)1 |
Master gains +4 to move silently checks. |
5 |
|
Flying monkey |
Master gains +4 to climb checks. |
5 |
| Hookwing2 | Master gains +2 to reflex saves | 5 |
| Ice Weasel2 | Master gains +4 to escape artist checks | 5 |
| Miser Jackal2 | Master gains +2 to move silently and pick pocket checks. | 5 |
| Solar Scarab2 | Master gains fire resistance 5. | 5 |
|
Stirge |
Master gains +4 to hide checks |
5 |
| Bat, Night Hunter (NE)1 | Master gains +4 to saves vs. fear effects |
5 |
| Azer (LN) | Master gains fire resistance 10. |
7 |
| Celestial Wolf (NG) | Master gains a +4 to Listen checks and has use of the Track feat. |
7 |
| Fiendish Wolf (NE) | Master gains a +4 to Listen checks and has use of the Track feat. |
7 |
| Dire Weasel | Master gains +2 to Reflex Saves |
7 |
| Dread Raven (NE)2 | Master gains +4 to spot checks. |
7 |
| Ebon Eel2 | Master gains +4 to swim checks. |
7 |
| Fiendish Dire Rat (NE) | Master gains +2 to Fortitude saves and immunity to natural diseases. |
7 |
|
Formian Worker (LN) |
Empathic Link range extends to 50 miles. |
7 |
| Runnk (CN)2 | Master gains cold resistance 10. |
7 |
| Scythe Falcon2 | Master gains +2 to spot checks. |
7 |
| Shocker Lizard | Master gains electrical resistance 10. |
7 |
| Bat, Bonebat (NE)1 | Master gains darkvision 120' and +2 to save vs. paralysis. |
9 |
| Bat, Sinister (LN)1 | Master may hold monster once per day as a supernatural power. |
9 |
| Blink Dog (LG) | Master may dimension door once per day as a supernatural power. |
9 |
| Brewer Gnome (CN)2 | Master gains +10 to craft (brewing) and +5 to alchemy checks. |
9 |
| Choker (CE) | Master may haste himself once per day as a supernatural power. |
9 |
| Elemental, Small Air | Master gains air mastery and may fly once per day as a supernatural power. |
9 |
| Elemental, Small Earth | Master gains earth mastery and may pass through solid rock or earth at a speed of 1' as a supernatural ability. |
9 |
| Elemental, Small Fire | Master gains fire resistance 20 and casts all fire spells at +1 caster level. |
9 |
| Elemental, Small Water | Master may breathe underwater and swim at a 30' base speed. |
9 |
| Formian Warrior (LN) | Empathic Link range extends to 50 miles. |
9 |
| Giant Eagle | Giant Eagles are prized as aerial mounts (the master must still train the eagle for this, but the DC of training is only 20), master gains +4 to spot checks. |
9 |
| Giant Owl | Giant Owls are prized as aerial mounts (the master must still train the owl for this, but the DC of training is only 20), master gains +4 to Listen checks. |
9 |
| Hell Hound (LE) | Master gains fire resistance 10. |
9 |
| Homunculus (NE) | Master gains the ability to command/rebuke undead 1/day. |
9 |
| Imp (LE) | Master gains regenerative ability the same as the Imp's. |
9 |
| Lantern Archon (LG) | Master gains +4 to poison saves, petrification immunity, and electrical resistance 10. |
9 |
| Magmin (CN) | Master gains fire resistance 10. |
9 |
| Mephit | Master gains elemental resistance 10 (only of the elemental type which matches mephit's type). |
9 |
| Pseudodragon (NG) | Master gains spell resistance 19. |
9 |
| Quasit (CE) | Master gains regenerative ability the same as the Quasit's. |
9 |
| Salamander, Flamebrother (NE) | Master gains fire resistance 5 and +8 to craft (smithing) skills. |
9 |
| Sprite, Pixie (NG) | Master gains improved invisibility as a supernatural power once per day. |
9 |
| Worg (NE) | Master gains +4 to move silently and hide checks and has use of the Track feat. |
9 |
| Xorn, Minor | Master may pass through solid rock or earth at a speed of 1' as a supernatural ability. |
9 |
| Yeth Hound (NE) | Master gains +8 to fear saves |
9 |
| 1 See Monsters of Faerun 2 See Creature Collection |
||
The improved familiar is magically linked to its master just like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as given in the Monster Manual with these exceptions:
Hit Dice: Treat as the master's level (for effects related to Hit Dice, but not for rolling hit points). Use the familiar's normal total if it is higher.
Hit Points: One-half the master's total, rounded down or the familiar's normal total, whichever is higher.
Attacks: Use the master's base attack bonus or the familiar's, whichever is better. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.
Special Attacks: The familiar has all the special attacks of its kind.
Special Qualities: The familiar has all the special qualities of its kind.
Saving Throws: The familiar uses the master's base save bonuses if they're better than the familiars.
Skills: Use the normal skills for a creature of the its kind.
Special: You must not currently have a familiar when using this ability to summon a improved familiar, either because your last familiar died more than a year and a day ago, or because you have dismissed your familiar
If a improved familiar is destroyed or dismissed, the caster suffers and experience point penalty of 300 xp per class level, or half that amount on a successful Fortitude save (DC18). The caster cannot summon a new familiar for a year and day.
The assorted material components necessary for summoning all Improved Familiars with rerquirements less than 8th level cost 1,000 gp. The assorted material components necessary for summoning a Improved Familiar that lists a required level of 13th cost 5,000 gp.
You have mastered a spell so thoroughly you can now cast it as a spell-like ability.
Prerequisite: Quicken Spell, Silent Spell, and Still Spell.
Benefit:Choose a spell you can. You can now cast this spell at will as a spell-like ability, once per round, without needing to prepare it. One spell slot 8 levels higher than the innate spell is permanently used to power it. If the innate spell has an XP component, you pay the XP cost each time you use the spell-like ability. If the innate spell has a focus, you must have the focus to use the spell-like ability. If the innate spell has a costly material component you use an item worth 50 times that cost to use as a focus for the spell-like ability.
Since an innate spell is a spell-like ability and not an actual spell, a cleric cannot convert it to a cure spell or an inflict wounds spell, nor can it be converted to a signature spell. Divine spellcasters that become unable to cast divine spells cannot use divine innate spells.
Special: You can choose this feat more than once, selecting another spell each time. You have to pay the costs in spell slots, focuses, and material components for each innate spell you acquire.
You can create magical runes that hold spells until triggered.
Prerequisite: Intelligence 13+, appropriate Craft skill, divine spellcaster level 3rd+.
Benefit: You can cast any divine spell you have prepared as a rune. A rune is a temporary magical writing similar to a scroll. A rune can be triggered once before it loses its magical power, but it lasts indefinitely until triggered. A rune written or painted on a surface fades away when expended, erased, or dispelled, but a rune carved into a surface remains behind as a bit of non-magical writing even after its magic has been expended.
Special: Inscribing a rune takes 10 minutes plus the casting time of the spell to be included. When you create a rune, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. When you create a rune, you make any choices that you would normally make when casting the spell.
Whoever touches the rune triggers the rune and becomes the target of the spell. (If the spell only affects objects, than an object must somehow trigger the rune.) You may touch the rune safely without triggering it. The rune itself must be touched in order to trigger it, so an object with a rune may be handled safely as long as care is taken to avoid contacting the rune. As with a symbol spell, a rune cannot be placed upon a weapon with the intent of having the rune triggered when the weapon strikes a foe.
The caster must have prepared the spell to be inscribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster's XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not. (A focus used in casting a rune can be reused.)
Inscribing a rune requires a Craft check with a DC of 20 + the level of the spell used. The Craft skill you use is anything appropriate to the task of creating a written symbol on a surface (metalworking, calligraphy, gemcutting, stonecarving, and so on). You paint, draw, or engrave the rune onto a surface (dwarves usually engrave their runes in stone or metal in order to take advantage of their racial affinity for these items) and make the check. If the check fails, the rune is imperfect and cannot hold the spell.
The act of writing triggers the prepared spell, whether or not the Craft check is successful, making the spell unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.)
A single object of medium size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatures. The rune has a base price of the spell level x caster level x 100 gp (a 0-level spell counts as 1/2 level). You must spend 1/25 of its base price in XP and use up raw materials costing half this base price. A runes market value equals its base price.
A successful erase spell deactivates a rune, but the DC is 15+ your caster level. Touching the rune to erase it does not trigger the rune unless the erase spell fails to deactivate the rune. A dispel magic spell targeted on an untriggered rune can dispel its magic if successful (the DC is 11+ your caster level). Untriggered runes are not subject to area dispels. A read magic spell allows the caster to identify the spell held in a rune with a successful Spellcraft check (DC 15 + the spells level). A rogue can use Disable Device to disable runes (the DC is 25 + the spells level, like any magic trap).
Your bardic music stays with the listeners long after the last note has died away.
Prerequisite: Bardic music ability.
Benefit: If you use bardic music to inspire competence, inspire courage, or inspire greatness, the effects last twice as long as they otherwise would.
Normal: Inspire courage and inspire greatness last as long as the bard sings, plus an additional 5 rounds thereafter. Inspire confidence lasts 2 minutes.
You have mastered the method of creating a certain kind of magic item.
Prerequisite: Any magic item creation feat.
Benefit: Each time you take this feat, choose one item creation feat you know. When determining your cost in XP and raw materials for creating items with this feat, multiply the base price by 75%.
Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new item creation feat.
You can cast spells to their maximum effect.
Benefit: All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to 60 points of damage). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. A maximized spell uses a spell slot three levels higher than the spell’s actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
You are a treasure trove of little-known information.
Prerequisite: Bardic knowledge ability.
Benefit: You gain a +3 bonus on checks using your bardic knowledge ability.
You make one of your spells last all day.
Prerequisite: Extend Spell
Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell's actual level.
You can cast spells with a moment's thought.
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 only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level.
You can react quickly to counterspells cast by opponents.
Prerequisite: Improved Counterspell, Improved Initiative
Benefit: Once per round, you can counterspell an opponent’s spell even if you have not readied an action to do so. This counterspell action takes the place of your regular action for the round. You can’t use this feat well flat-footed.
Normal: Without this feat, you must ready an action each round you wish to use a counterspell.
Your bardic music affects undead creatures.
Prerequisite: Bardic music ability, Perform 12.
Benefit: You can alter any of your mind-affecting bardic music or virtuoso performance effects so that they influence even the undead. All bardic music effects on undead creatures have only half the duration they normally would against the living.
Normal: Undead are normally immune to all mind-influencing effects.
You have the ability to track like a wolf.
Prerequisite: Ability to use wild shape to become a wolf, Wisdom 11.
Benefit: This ability allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as a human would a familiar sight.
You can detect opponents at 30', 60' if they are upwind, 15' if downwind. Strong scents such as smoke, or rotting garbage can be detected at double the listed range. Overpowering scents, such as skunk or troglodyte musk, can be detected at triple the range.
When you detect a scent, its exact location is not revealed, only its presence nearby.
You can also track by smell, making a wisdom check. The DC for a fresh trail is 10 (irregardless of surface) , and varies depending upon how strong the odor is, the number of foes, and the age of the trail. For each hour the trail is old, the DC is increased by 2. Otherwise this ability follows all the guidelines of the track feat, other than modifier for surface condition and visibility.
You can create magical scrolls.
Prerequisite: Spellcaster level 1st+
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you m ust spend 1/25 of this base price in XP and use up raw materials costing half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
You can sense magic use in a area, object, or creature.
Prerequisites: Able to cast arcane or divine spells of level 3 or higher.
Benefit: Consider this a percentage chance to sense the magic, 10% for 1st level arcane spells, and +10% per level of the spell cast. Thus 90% when sensing a 9th level spell. Consider their sensing area to be equal to one mile per level of the sensing spellcaster. Areas with frequent magic use can confound this ability. As a full-round action, you can tell if an item you are handling or creature you are touching is magical or under the effects of a spell with a Spellcraft check (DC 20). A success informs you if there is magic present; a failure indicates that it is not. The very air might be magical in some places.
You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
Prerequisite: Spell Mastery
Benefit:Each time you take this feat, choose a spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell's level or higher into that signature spell like a good cleric spontaneously casts prepared spells as cures.
Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new mastered spell.
You can cast spells silently
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.
Choose a single school of magic. Your spells of that school are more potent than normal.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Your spells are particularly hardy, resisting dispel checks more readily than normal.
Benefit: Any dispel checks against your spells are made with a -2 penalty.
You are able to remember and prepare certain spells without the need for a spellbook.
Prerequisite: Arcane spellcaster who has to prepare spells from a spellbook.
Benefit: Each time the spellcaster takes this feat, choose a number of spells equal to the spellcaster’s Intelligence bonus (they must be spells that the spellcaster already has learned and has in his or her spellbook). From that point on, the spellcaster can prepare these spells without referring to a spellbook. The spellcaster is so intimately familiar with these spells that he or she does not need a spellbook to prepare them anymore.
Your spells are especially potent, breaking through spell resistance more readily than normal.
Benefit: You get a +2 bonus to caster level checks (1d20+caster level) to beat a creature’s spell resistance.
You can cast spells without gestures.
Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected.
A still spell uses up a spell slot one level higher than the spell’s actual level.
Your spells have a distinct visual or auditory effect in their manifestation.
Prerequisite: Must be able to cast at least one illusion spell.
Benefit: Choose a theme for your spellcasting, such as “ice” or “fire” or “screaming skulls.” All spells you cast have this theme in the manifestation of their effects, although this does not actually change the spell in any way. You cannot use this feat to make your spell manifestations invisible, and it never causes your spells to deal more damage because of the visual change. (You may still cast spells without this thematic manifestation if you so choose.) For example, if your theme is “fire,” then your magic missile spell might appear to produce bolts of fire, although the bolts still are a force effect and cause normal damage, not fire damage. If your theme is “screaming skulls,” your fireball might manifest as a small screaming skull that impacts the target and explodes into a fiery ball that momentarily resembles a 20-foot-radius burning skull, although it causes damage exactly like a standard fireball (and doesn’t cause any sonic damage, despite the screaming of the skull). Add +5 to the DC of any Spellcraft check made to identify a spell cast in this manner.
You have an exceptional gift for magic.
Prerequisite: You may only take this feat as a 1 st-level character.
Benefit:For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.
Special: If you take this feat more than once (for example, if you are a human or another type of creature that gets more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don't have any spellcasting classes yet.
You can effect targets with touch spells using a weapon as the "toucher".
Benefit: A spell effected by this feat alters the range of any touch spell to work through a weapon instead. The spell can be delivered in one of two ways: either as a touch spell (and thus not capable of doing weapon damage) or as part of a normal melee attack (must succeed at a normal attack, counting the armor bonuses of the target). If part of a normal melee attack, then its added on top of the normal damage. The spell dissipates if the spellcaster looses contact with the weapon. Thus, this feat won't work for a ranged weapon.
The caster acts as if holding a charge well a spell is active, and thus may not cast another spell until it is discharged. A spell that discharges if the caster misses the attack, also discharges if the attack misses.
Note: Weapon enhancement bonuses do not count for determining whether the weapon touches the target (ie for purposes of casting the stored spell). If you hit with a normal melee attack as a critical hit, the spell is not doubled.
A spellstrike spell uses up a spell slot one level higher than the spell’s actual level.
Your music can affect even those who do not conciously hear it.
Prerequisite: Bardic music ability, Perform 10+.
Benefit: You can play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.
You can create tattoos that store spells.
Prerequisite: Spellcaster level 3rd+, Craft (calligraphy, painting, or tattooing) 1+.
Benefit: You can create single-use magic tattoos. See DM for rules concerning tattoo magic.
Your familiar can assume an innocuous, inanimate form.
Prerequisite: Must have the summon familiar ability.
Benefit: On command, your familiar can assume a small, inanimate form. This form can be any small, stone, hand-held object, typically a statuette of the familiar. While in this form, the familiar has no physical needs (food, air, additional care) and is easy to hide, however its powers are not available to you. If the inanimate form is broken or destroyed, the familiar is slain.
You can cast a spell simultaneously with another spell just like it.
Prerequisite: Any other metamagic feat.
Benefit: Casting a spell altered by this feat causes the spell to take effect twice on the target, as if you were simultaneously casting the exact same spell two times on the same location or target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each.
In some cases, failure of both of the target's saving throws results in redundant effects, such as a twinned charm person, although any ally of the target would have to succeed at two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning spell does not affects its vulnerability to counterspelling (for example, using an untwinned form of the spell doesn't negate just half of the twinned spell).
A twinned spell uses up a spell slot four levels higher than the spell's actual level.
Your familiar can be an undead creature. (From Dragon #280)
Prerequisite: Must have the summon familiar ability.
Benefit: When you summon a familiar, rather than a living creature, your familiar is an undead version of a normal animal (see MM page 6 for special qualities of undead). Note that undead familiars are subject to turning and rebuking by clerics.
You can increase the area of your spells.
Benefit: A widened burst, emanation, or spread spell has its radius increased by 50%. Spells that do not have an area of one of these three sorts are not affected by this feat.
A widened spell uses up a spell slot three levels higher than the spell's actual level.
