Feats
SRD feats and custom campaign feats. Filter by category or view all.
| Feat Name | Category/Type | Prerequisites | Benefit | Source |
|---|---|---|---|---|
| Ascendant Spell, Mythic | Metamagic | — | You can modify a spell to imitate the mythic version of that spell. An ascendant spell uses the mythic version of the spell, but doesn't count as a mythic spell … |
Mythic Adventures |
| Bouncing Spell | Metamagic | — | Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift … |
Advanced Player's Guide |
| Burning Spell | Metamagic | — | The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected … |
Ultimate Magic |
| Concussive Spell | Metamagic | — | With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the … |
Ultimate Magic |
| Dazing Spell | Metamagic | — | You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal … |
Advanced Player's Guide |
| Disruptive Spell | Metamagic | — | Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the … |
Advanced Player's Guide |
| Echoing Spell | Metamagic | — | When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to … |
Ultimate Magic |
| Ectoplasmic Spell | Metamagic | — | An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level. |
Advanced Player's Guide |
| Elemental Spell | Metamagic | — | Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of … |
Advanced Player's Guide |
| Empower Spell | Metamagic | — | 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 … |
Core Rulebook |
| Enlarge Spell | Metamagic | — | You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a … |
Core Rulebook |
| Extend Spell | Metamagic | — | An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up … |
Core Rulebook |
| Flaring Spell | Metamagic | — | The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes … |
Ultimate Magic |
| Focused Spell | Metamagic | — | When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist … |
Advanced Player's Guide |
| Heighten Spell | Metamagic | — | A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the … |
Core Rulebook |
| Intensified Spell | Metamagic | — | An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this … |
Advanced Player's Guide |
| Lingering Spell | Metamagic | — | You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other … |
Advanced Player's Guide |
| Maximize Spell | Metamagic | — | 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. A maximized spell … |
Core Rulebook |
| Merciful Spell | Metamagic | — | You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. … |
Advanced Player's Guide |
| Persistent Spell | Metamagic | — | 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 … |
Advanced Player's Guide |
| Piercing Spell | Metamagic | — | When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell … |
Ultimate Magic |
| Quicken Spell | Metamagic | — | Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose … |
Core Rulebook |
| Reach Spell | Metamagic | — | You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and … |
Advanced Player's Guide |
| Rime Spell | Metamagic | — | The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become … |
Ultimate Magic |
| Selective Spell | Metamagic | Spellcraft 10 ranks. | 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 the ability score modifier … |
Advanced Player's Guide |
| Sickening Spell | Metamagic | — | You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal … |
Advanced Player's Guide |
| Silent Spell | Metamagic | — | A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the … |
Core Rulebook |
| Still Spell | Metamagic | — | A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the … |
Core Rulebook |
| Thanatopic Spell | Metamagic | Knowledge (religion) 6 ranks, Spell Focus (necromancy). | A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist. For example, … |
Ultimate Magic |
| Threnodic Spell | Metamagic | Knowledge (religion) 6 ranks, Spell Focus (necromancy). | This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects, but has no effect on living … |
Ultimate Magic |
| Thundering Spell | Metamagic | — | You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal … |
Advanced Player's Guide |
| Toppling Spell | Metamagic | — | The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, … |
Ultimate Magic |
| Widen Spell | Metamagic | — | 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%. A widened spell uses up a spell … |
Core Rulebook |
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