Path of Metamagic
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).
Key Skills
Upon unlocking the Path of Metamagic, you gain the following Key Skills:
- Spellcraft
- Knowledge (Arcana)
- Knowledge (Planes)
- Knowledge (Religion)
- Use Magic Device
Dazing Spell
You can daze creatures with the power of your spells.
- Requirements: Spellcraft 10, Knowledge Arcana 10, CL 7, 30 EXP
- Multiplier: 3
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.
Empower Spell
You can draw on the outer planes to augment your spells, causing them to deal more damage.
- Requirements: Spellcraft 5, Knowledge Planes 5, CL 3, 15 EXP
- Multiplier: 2
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.
Extend Spell
By learning from places where time flows differently, you can apply the same principles to your magic.
- Requirements: Spellcraft 3, Knowledge Esoteric 5, CL 3, 10 EXP
- Multiplier: 2
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.
Logical Spell
By expending some extra Mana, you may force your emotions under control to cast uninhibited.
- Requirements: Bluff 5, Knowledge History 5, CL 5, 15 EXP
- Multiplier: 2
A Logical Spell may be cast whilst ignoring the Emotional Casting Drawback. This Metamagic has no effect if you lack this Drawback.
Maximize Spell
With a surge of Mana, you wring out the maximum potential of your magic.
- Requirements: Spellcraft 8, Knowledge Arcana 8, 25 EXP
- Multiplier: 3
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.
Persistent Spell
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.
- Requirements: Spellcraft 5, Knowledge Nature 7, Knowledge Planes 7, CL 5, 25 EXP
- Multiplier: 3
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.
Quicken Spell
Nothing like a little bit of Temporal trickery to make yourself infinitely more dangerous.
- Requirements: Spellcraft 10, Knowledge Arcana 12, Knowledge Esoteric 15, CL 10, 35 EXP
- Multiplier: 5
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.
Selective Spell
You’ve learned to tweak spells in clever ways to minimize chances of friendly fire.
- Requirements: Spellcraft 3, Knowledge Engineering 3, CL 3, 10 EXP
- Multiplier: 2
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.
Silent Spell
You can cast spells without a sound.
- Requirements: Spellcraft 5, Knowledge Local 5, CL 5, 15 EXP
- Multiplier: 2
A Silent Spell may be cast whilst ignoring the Verbal Casting Drawback. This Metamagic has no effect if you lack this Drawback.
Still Spell
You may cast spells even while inhibited.
- Requirements: Spellcraft 5, Knowledge Arcana 5, CL 5, 20 EXP
- Multiplier: 2
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.
Subsuming Spell
You can increase the range of your spells.
- Requirements: Spellcraft 3, Knowledge Geography 5, CL 3, 10 EXP
- Multiplier: 2
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.
Widen Spell
You can cast your spells so that they occupy a larger space.
- Requirements: Spellcraft 7, Knowledge Geography 8, Knowledge Engineering 8, CL 7, 25 EXP
- Multiplier: 3
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.

