Metamagic
All mages know how to alter their spells with all metamagic abilities. Any of them can be applied to any spell, but only a total number of times equal to the mage's primary casting ability score modifier. For example, Sasha uses her Int score to cast spells. She has a +3 Int modifier. She could alter the area 3 times, or she could alter the area once, the range once, and the casting time once, or she could use any other combination of three metamagic alterations. Regardless of how many times it is possible to add metamagic abilities, the total modifier of all metamagic abilities added to any given spell may not exceed half the original DC of the spell (round up).
Target
- +3 per additional target, all targets must be within 10 feet of all other targets
- +1 increase allowed distance apart by 5 feet
- +5 to have the effect target an area with a 5 foot radius.
- +2 per increase of the radius by 5 feet.
Range (modifiers are not cumulative; apply only one)
- -1 reduce range to touch
- +2 increase range to medium
- +5 increase range to long
Casting time (first three modifiers are not cumulative; apply only one)
- +3 reduce casting time to move-equiv
- +10 reduce casting time to swift
- -1 increase casting time to full round
- -1 increase casting time by one additional full round (requires above modifier)
Duration (does not affect instantaneous spells)
- +3 per doubling of duration (x2, x3, x4, etc.)
Material component (must use the type of gemstone or precious metal indicated in the seed notation, modifiers are not cumulative and you may only use one material component per spell)
- -1 for 1gp value
- -2 for 10gp value
- -3 for 100gp value
- -4 for 1000gp value
- -5 for 5000gp value
- -6 for 10000gp value
Sacrifice component
- -1 per 1d4 lethal damage
- -1 per 1 point of ability damage to primary casting ability score
- -1 per 5xp per caster level
- -1 per 2d4 nonlethal damage
- -1 per additional spell point spent
Physical component
- +2 make spell silent (may not be applied to a shouted spell)
- +2 make spell still
- -1 require both hands to be free/empty
- -1 require verbal component to be shouted (may not be applied to a silent spell)
Contents Page Bard Class Chosen Class Druid Class Healer Class Mage Class Priest Class Ranger Class Spellthief Class Telekinetic Class Warlock Class Seed Rules Seeds Magic Item Creation Feats Skills Metamagic Abilities Druid Special Abilities Healer Special Abilities