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.