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Inner Material [Metamagic]

You can cast spells without the material component.

Benefit: An inner materialized spell can be cast with no material components.


Spells without material components are not affected. Spells with expensive material
components (those with a gp price) require the caster to pay 1/25 of the required
material component's gp worth in xp when the spell is cast (effectively adding an
xp component). An inner materialized spell uses up a spell slot one level higher
than the spell's actual level.

- Submitted By: Ramiel Bonecrusher

Inner Focus [Metamagic]

You can cast spells without the focus component.

Prerequisite: Inner Material

Benefit: An inner focused spell can be cast with no focus components. Spells
without focus components are not affected. The caster is required to pay 1/25 of
the listed gp worth of the focus component in xp when the spell is cast
(effectively adding an xp component). An inner focus spell uses up a spell slot one
level higher than the spell's actual level.

- Submitted By: Ramiel Bonecrusher

Invisible Spell (Metamagic)

Your spells have no visual manifestations.

Benefit: An invisible spell takes effect with no visual clues to its existance.
(E.g. an invisible Fireball would appear as an area that spontaneously combusted).
An invisible spell uses a spell slot one level higher than spell's actual level.

- Submitted By: The Shadowlord

Multiple Target [Metamagic Feat]

You can cast spells at more than the normal number of targets.

Benefit: This feat allows the spellcaster to target more than one creature with
spells that have as their target: one creature, person, or item.

Preparing this spell takes up the spell's level in extra slots per extra target, ie
Charm Person (1st level) memorized for three targets would be third level for
memorization purposes, but still only 1st level for all other purposes. Hold Person
(CL2, SOR/WIZ3) would be 6th level for clerics and 9th level for wizards for three
targets.

Special: Heighten Spell would increase the actual spell level used to determine the
number of targets (ie Charm Person heightened to 2nd level would take up a 4th
level slot if memorized for 2 targets, yet it would still be a 2nd level spell for
all other purposes).
- Submitted By: Ramiel Bonecrusher

Potence [Metamagic Feat]

Your spells are potent enough to reduce an enemies elemental resistances.

Prerequisite: Level 6+, Con 12+

Benefits: This feat allows a spell caster to add an extra "oomph" to their spells
which involve fire, acid, sonic, electricty, and the other "elements" which a
monster or character can have resistances against. The character must know that a
monster has a resistance (in character) and then must announce that they want to
add the potence feat to the spell. When doing so, they drop the resistance to a
particular element for that one spell equal to their Int modifer +2. (Ilomen casts
a cone of cold spell against an ice troll who has a cold resistance of 10, his Int
score is 20, so that's a +5 modifier. That means that against that one cone of cold
spell, the troll only has a cold resistance of 3) Adding this feat to a spell
causes it to use two spell slots higher than the spell actually is.

- Created By: KingOfChaos

Unavoidable Spell (Metamagic)

You spell is harder to resist than normal.

Benefit: you add a +2 or more to the DC of a spell. This uses a spell slot one
level higher than the spell's actual level for every 2 points of increased DC.

Special: This feat does stack with Spell Focus and Greater Spell Focus if used on a
spell from a school which these metamagic feats alter.

- Submitted By: The Shadowlord

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