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The following Feats are open to all spellcasting characters, though some are not particularly suitable for certain classes. If you wish to select more than your normal allotment of Feats, then visit the General Flaws page in order to "purchase" Flaws that will allow for you to select more Feats.

Chain Spell
PRE:Any other Metamagic Feat
You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects the primary target normally, then arcs to a number of secondary targets equal to your caster level. Each arc will affect one secondary target, and you may choose them at will, although no arc can go greater than 30 feet. You can only affect any given secondary target once, and you may select fewer than your maximum to be affected. If the chain spell damages the primary target, each secondary target takes half as many dice of damage as the primary target, and they get a Reflex save to halve that damage (1/4 damage). For spells that do not damage the primary target, the saving throws for the Secondary targets get their DC reduced by 4 points. Uses a spell slot 3 higher than the spells actual level.

Cooperative Spell
PRE:Any other metamagic feat
You and another caster with this feat can simultaneously cast the same spell. You must be adjacent to one another while doing this. Add +2 bonus to the Save DC vs. the spell, and +1 to Caster Level checks vs. Spell Resistance. Use the base DC of whichever caster has the highest bonus.
For each additional caster above the second, add +1 to both the Save DC and the Caster Level check vs. Spell Resistance.

Delay Spell
PRE:Any other Metamagic Feat
A delayed spell doesn't activate for 1 to 5 rounds after you finish casting it, chosen by you at the time of casting. The spell activates at the beginning of the round you designate. Only area, personal, and touch spells may be delayed. If conditions change between the time you cast the spell and the time the spell goes off, it could screw things up. An example would be the target of the spell moving out of range...in this case, the spell would simply fail. A delayed spell may be dispelled normally during the delay if it is detected, such as by someone using Detect Magic.
Uses a spell slot 3 levels higher than the actual spell.

Empower Spell
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. Spells without random variables are not affected.
Uses a spell slot 2 levels higher than the actual spell.

Energize Spell
Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.
PRE: Nonevil alignment, must not have the ability to rebuke undead
Your spells are infused with positive energy. An energized spell deals an extra 50% damage to undead creatures, but deals 50% less damage to nonundead creatures and to objects.
Uses up a spell slot one level higher than the actual spell.

Energy Admixture
PRE: Energy Substitution, one other Metamagic Feat, 5 ranks in Knowledge (Arcana)
You can modify a spell with an energy designator to add an equal amount of another type of energy to, so long as you already have Energy Substitution of the appropriate energy type. The original, altered spell works normally in all respects, and also carries an equal amount of the mixed in energy. Example: A Fireball admixed with Acid cast by a 5th level Wizard would do 5d6 Fire damage, and 5d6 Acid damage. Only one save is made against the spell, which if the save succeeds, take half of both types of damage. Even opposed energy types can be combined. You can take this multiple times, each time gaining a new energy type you can add in. Energy Substitution can be altered by this power, and you can choose to effectively double your damage dice by admixing the same type of power. (i.e. as above, the 5th level Wizard would cast a 10d6 fireball)
Uses a spell slot four levels higher than the spells actual level.

Energy Substitution
PRE: Any other Metamagic Feat, 5 ranks in Knowledge (Arcana)
Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with another type of energy designator to use the one chosen here. The spell works normally in all respects except the type of damage taken. This can be taken multiple times, each time gaining a new energy type.
Uses a spell slot 3 levels higher than the actual spell level.

Enervate Spell
Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents.
PRE: Nongood alignment, must not have the ability to turn undead
Your spells are infused with negative energy. An enervated spell deals 50% more damage to living creatures, but 50% less damage to constructs, undead, and objects.
Uses up a spell slot two levels higher than the actual spell.

Enlarge Spell
An enlarged spell has it's 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 it's range has the dimensions of its area or effect increased proportionally.
Uses a spell slot 1 level higher than the actual spell.

Extend Spell
An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat.
Uses a spell slot 1 level higher than the spell.

Fell Animate
Living foes slain by your spell may rise as zombies.
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.
Uses up a slot three levels higher than the actual spell.

Fell Drain
Living foes damaged by your spell also gain a negative level.
PRE: 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 it has Hit Die, it dies. Assuming the subject survives, the negative level disappears after a number of hours equal to your caster level (maximum 15).
Uses up a slot two levels higher than the actual spell level.

Fell Energy Spell
You add a dose of raw necromantic energy to your beneficial spell, making it especially effective for undead creatures.
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.
A fell energy spell takes up a spell slot one leve higher than the spell's actual level.

Heighten Spell
A heightened spell has a higher spell level than normal (up to 9th). Unlike other metamagic feats, Heighten spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of it's effective level.

Innate Spell
PRE: Silent Spell, Still Spell
Choose a spell that you know. You can now use this spell three times per day as a spell-like ability. If the spell you choose has an XP cost, you must pay it every time you cast the spell. If it uses a focus, you must have it to cast the spell in this manner. If the innate spell has a costly material component, you need an item 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 cannot use this spell slot for anything else -- that is, you can cast one fewer spells per day at that spell level than you could if you didn't have an innate spell. For example, if you could normally cast three 3rd level spells (will finish later)

Persistent Spell
PRE: Extend Spell
A persistent spell has a duration of 24 hours. The range must be personal or fixed for the spell. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. Uses a spell slot 4 levels higher than the spells actual level.

Quicken Spell
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 in a round. A spell whose casting time is more than one full round cannot be quickened.
Uses up a spell slot 4 levels higher than normal.

Reach Spell
You can cast any spell that normally has a range of touch upon any target within 30 feet. This essentially turns the spell into a ray, so you have to succeed at a ranged touch attack in order to cast the spell upon the target. This costs a spell slot two levels higher than normal.

Repeat Spell
PRE: Any other Metamagic Feat A repeated spell is automatically cast again at the beginning of your next action in the round. No matter where you are, the second spell originates from the same location and affects the same area as the original spell. If the original spell designates a target, it affects the same target if it is still within 30 feet...if it is out of range, the repeated spell fails.
Uses a slot 3 levels higher than the spells actual level.

Sacred Spell
PRE: Ability to cast divine spells
Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements or similar magics. The other half of the damage dealt by the spell is as normal for the spell. Only divine spells can be cast as sacred spells.
Uses a spell slot 2 levels higher than normal.

Sculpt Spell
PRE: Any other Metamagic Feat
You can change the shape of an Area effect spell, altering the actual area covered. The new shape must be chosen from this list: Cylinder (10 foot radius, 30 feet high), Cone (40 foot long), four 10 foot cubes, or a ball (20 foot radius spread). Uses a slot one level higher than normal.

Silent Spell
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. Take note that Bard spells cannot be enhanced by this metamagic feat.
Uses a spell slot 1 level higher than normal.

Song of the Dead
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.
A mind-affecting spell modified by this feat works normally against intelligent undead creatures. Mindless undead (those without an INT score) are still immune to its effect, and the altered spell has no effect against living creatures or constructs.
A song of the dead spell takes up a spell slot one level higher than the spell's actual level.
Note that the 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).
For purposes of specialist wizards, any spell prepared with this feat becomes a necromantic spell.

Split Ray
PRE: Any other Metamagic Feat
You can split spells that specify a single target and make a ranged attack. Only spells that deal damage can be affected. The split spell affects two targets that are within range of the spell, and are within 30 feet of each other. Each target takes half as much damage as the spell normally does. If desired, you can have both rays go against the same target (to force another possible failed DC check)

Twin Spell
PRE: Any other Metamagic Feat
Casting a spell altered by this Feat causes the spell to take affect on the target twice, as if you were simultaneously casting the same spell on the same target two times. Two separate saves are made. Uses a spell slot four levels higher than normal.

Widen Spell
You can alter a burst, emanation, or spread spell to increase it's area. Other spells can't be affected. Any numeric measurements of the spell are increased by 50%.
Uses a spell slot 3 higher than normal.

Page Last Updated September 24th, 2005

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