Magic is normally something that we reserve for Thursdays, and, in general, we try to aim to provide feats that are equally good for everyone (with perhaps a slight bias towards martial characters, who generally get more feats and have less other toys to play with). But there is an entire class of feats that is, by definition, a casters-only club. I’m speaking, of course, of metamagic feats. We haven’t done any so far this year, and it seems like it’s about time, which is why today’s article is devoted entirely to the art of metamagic.
Careful Spell (Metamagic)
You cast the affected spell in such a way that you maintain your defenses easily.
Benefit: Casting the affected spell does not provoke attacks of opportunity, even if you do not cast it defensively. Additionally, you gain a +5 bonus on any Concentration checks made to cast the spell (such as if you are damaged while casting it, cast it from a moving horse or while in a storm, etc.). A careful spell uses up a slot one level higher than the spell’s actual level.
Irresistible Spell (Metamagic)
You alter the affected spell so that it is not affected by spell resistance.
Benefit: Spell resistance does not apply to the affected spell. This has no effect on whether or not it can affect creatures that are immune to spells (even if they are specifically immune to “any spell that allows spell resistance”), nor does it bypass other forms of protection from spells, such as the spell turning spell. An irresistible spell uses up a slot three levels higher than the spell’s actual level.
You are so proficient at applying metamagic to spells on the fly that it does not take you longer to do so.
Prerequisite: Any two metamagic feats, able to cast 2nd-level spells.
Benefit: When you apply metamagic to a spontaneously-cast spell (whether because you are a spontaneous spellcaster, such as a sorcerer or bard, or because you have a special ability that allows you to cast certain spells spontaneously, such as clerics or druids), it does not take you any longer than normal to cast the spell as a result of adding metamagic to it.
Minimize Spell (Metamagic)
You alter a spell to have the minimum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are minimized (for example, a fireball that would normally deal 6d6 points of fire damage deals 6 points of fire damage, instead). Saving throws and opposed rolls are not affected. This feat cannot be applied to spells that do not have random variables as their main effect. A minimized spell uses up a slot two levels lower than the spell’s actual level (minimum 1).
Numbing Spell (Metamagic)
You alter a spell that deals cold or electricity damage to also numb the target for a short time.
Benefit: The cold or electricity inflicted by the spell numbs the target’s body, making it difficult for him to move in the next round. When a creature suffers cold or electricity damage from the affected spell, that creature must succeed on an additional Fortitude save (DC equal to the saving throw DC of the affected spell) or be staggered for 1 round. A numbing spell uses up a slot two levels higher than the spell’s actual level.
Shorten Spell (Metamagic)
You can make your spells last half as long.
Benefit: A shortened spell lasts half as long as normal (rounded down). This feat cannot be applied to spells with a duration of concentration, instantaneous, or permanent. A shortened spell uses up a slot one level lower than the spell’s actual level.
Shrink Spell (Metamagic)
You alter a spell so that it has a smaller area.
Benefit: You can alter a burst, emanation, or spread-shaped spell to decreases its area. Any numeric measurements of the spell’s area decrease by 50%. Spells that do not have an area of one of these sorts cannot be affected by this feat, nor can spells whose area is not measured numerically. A shrunken spell uses up a slot one level lower than the spell’s actual level.