Magic is a complex and highly mutable phenomenon, one which spellcasters may tweak and customize to their liking. Followers of this Path seek to delve into the potential of magic, to garner its true power. Through the use of Metamagic, spells may be augmented to become significantly more powerful than they would otherwise be, provided that your character learns the proper way to inject further Mana into the process of casting.
Every Metamagic Talent will list an associated Multiplier. This dictates the final total MP cost of a given spell. For example, casting a Fireball at the minimum Caster Level costs 3 MP. Applying Dazing Spell and Empower Spell have multipliers of 3 and 2, respectively. Add these multipliers together to receive a total multiplier of 5. Therefore, the final cost of the Dazing, Empowered Fireball is 15 MP (3 * 5).
Upon unlocking the Path of Metamagic, you gain the following Key Skills:
You can daze creatures with the power of your spells.
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from a spell augmented with this Metamagic, they become dazed for a number of rounds equal to the Tier of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. The spell modified must deal hitpoint damage, or this Metamagic has no effect.
You can draw on the outer planes to augment your spells, causing them to deal more damage.
All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables.
By learning from places where time flows differently, you can apply the same principles to your magic.
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this Talent.
By expending some extra Mana, you may force your emotions under control to cast uninhibited.
A Logical Spell may be cast whilst ignoring the Emotional Casting Drawback. This Metamagic has no effect if you lack this Drawback.
With a surge of Mana, you wring out the maximum potential of your magic.
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.
You’ve learned to bypass the physical and mental barriers of a wide variety of creatures, making your spells particularly difficult to escape unscathed from.
Whenever a creature targeted by a Persistent Spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
Nothing like a little bit of Temporal trickery to make yourself infinitely more dangerous.
You may cast a Quickened Spell as a Swift Action which does not provoke Attacks of Opportunity. You can perform another action, even casting another spell, in the same round as you cast a Quickened Spell. A spell whose casting time is more than 1 full-round action cannot be quickened.
You’ve learned to tweak spells in clever ways to minimize chances of friendly fire.
When casting a Selective Spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to your Primary Casting Attribute modifier. These selected targets are excluded from the effects of the Selective Spell.
You can cast spells without a sound.
A Silent Spell may be cast whilst ignoring the Verbal Casting Drawback. This Metamagic has no effect if you lack this Drawback.
You may cast spells even while inhibited.
A Still Spell may be cast whilst ignoring the Somatic Casting Drawback. This Metamagic has no effect if you lack this Drawback.
This Metamagic Talent does NOT let you ignore Concentration checks.
You can increase the range of your spells.
You can alter a spell with a range of close, medium, or long to increase its range by 100%. A Subsuming Spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.
You can cast your spells so that they occupy a larger space.
You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. For example, this would increase a 30 ft. cone to a 60 ft. cone.