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Showing 49–72 of 82 feats.
Metamagic +4 spell level Core Rulebook

Cast the affected spell as a swift action.

Metamagic +1 spell level Advanced Player's Guide

Increase your spell's range by one category: touch to close to medium to long.

Metamagic +1 spell level Ultimate Magic

Creatures damaged by your spells with the cold descriptor become entangled.

Metamagic +1 spell level Occult Adventures

A creature that fails its save takes -2 on saves against your emotion and fear effects and -1 on all its saves for 24 hours.

Metamagic Monster Summoner's Handbook

When you cast a single-creature summoning spell you can possess the summoned creature as magic jar with no receptacle, risking ejection and backlash damage if it is hurt.

RequiresSpell Focus (conjuration), ability to cast magic jar

Metamagic Ranged Tactics Toolbox

The spell's path bends around obstacles to reach a chosen target and ignores cover and concealment on its attack roll.

Metamagic +1 spell level Advanced Player's Guide

Exclude a number of creatures up to your bonus-spell ability modifier from your instantaneous area spell.

RequiresSpellcraft 10 ranks.

Metamagic Inner Sea Magic

A darkness-descriptor area spell also entangles creatures in the area (save negates), and you are never impeded by it.

RequiresTenebrous Spell, Umbral Spell

Metamagic +2 spell level Advanced Player's Guide

A creature damaged by your spell is sickened for rounds equal to the spell's original level.

Metamagic +1 spell level Core Rulebook

Cast the affected spell without verbal components.

Metamagic Blood of Shadows

The first time the spell damages a creature or it fails a save, its nonmagical light sources go out and you may dispel light-descriptor spells on it as targeted dispel magic.

Metamagic Cohorts and Companions

A light-descriptor spell dazzles creatures in its area, penalizes sunlight-vulnerable creatures on a failed Will save, and extends its own dazzle/blind durations.

Metamagic Monster Summoner's Handbook

Shadow conjuration and shadow evocation spells (and similar shadow-descriptor spells) are 20% more real than normal.

RequiresSpell Focus (illusion)

Metamagic Aquatic Adventures

A fire-descriptor spell works underwater with no caster level check but requires one to function above water, with no slot cost increase.

Metamagic +1 spell level Core Rulebook

Cast the affected spell without somatic components.

Metamagic +2 spell level Ultimate Intrigue

Make a Knowledge check as you cast to have the spell ignore the target's SR, DR, energy resistance or immunity, or a save bonus.

Metamagic Planar Adventures

A water-descriptor spell that hits a creature also inflicts the fugue madness (or amnesia on a crit or natural 1) unless it succeeds at a Will save; the spell gains the evil descriptor.

Metamagic +1 spell level Ultimate Intrigue

Your spell is hard to identify and can be made to look like a different, similar spell.

RequiresBluff 5 ranks, Spellcraft 5 ranks., Bluff 5, Spellcraft 5.

Metamagic +1 spell level Ultimate Intrigue

+2 to the DC to dispel your spell; a dispelled or dismissed tenacious spell lingers 1d4 rounds.

Metamagic Inner Sea Magic

Cast in darkness or dim light the spell gains +1 caster level and save DC and resists dispelling; cast in bright light it requires a concentration check.

Metamagic +2 spell level Ultimate Magic

Your spell ignores protections against death effects, negative levels, and energy drain, and can affect undead.

RequiresKnowledge (religion) 6 ranks, Spell Focus (necromancy).

Metamagic Gnomes of Golarion

An illusion (figment) spell makes one 5-foot square of the illusion threaten a target that fails to disbelieve, allowing flanking; you can move the square as a swift action.

RequiresSpell Focus (illusion), gnome

Metamagic +2 spell level Ultimate Magic

Your mind-affecting spell affects undead, even mindless undead, but not living creatures.

RequiresKnowledge (religion) 6 ranks, Spell Focus (necromancy).

Metamagic +2 spell level Advanced Player's Guide

A creature damaged by your spell is deafened for rounds equal to the spell's original level.

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