Unearthed Arcana
SPONTANEOUS METAMAGIC
One of the more radical concepts recently introduced to the
D&D game is the metamagic feat. These feats allow
spellcasters to tinker with their spells' range, area, damage,
components required, and even casting time. While such options
existed in previous editions of the game, they usually required
the caster to use other spells to affect his magic, tather than
relying on pure talent.
However, this new option comes with a significant cost,
particularly for those casters who prepare spells (such as
clerics, druids, and wizards). Such characters must plan in
advance which spells they wish to use their metamagic feats on,
and prepare those spells in the appropriate higher-level spells
slot. This requirement forces the character to guess which spells
will be needed in which situations. If a caster anticipates being
grappled, a stilled spell would be
extraordinarily valuable - but which one? If a character expects
to be sneaking around, she should consider using Silent
Spell on one or more of her spells - but how many? In many
cases, these choices are for naught, since the caster ends up
using her silent magic missile in ordinary
combat or her enlarged fireball in a space to small to take
advantage of the expanded range.
Characters who son't prepare spells in advance (such as bards
and sorcerers) have a distict advantage in that they can choose
to use their metamagic feats "on the fly"; that is, at the time
of casting. The cost is an extended casting time (making
Quicken Spell a useless option
for such characters), but this cost is rarely balanced with that
paid by other spellcasters.
The two variant systems descibed below give more variety and
options to the metamagic-using spellcaster. With either of these
variants, a spellcaster doesn't have to prepare metamagic
versions of her spells in advance (if she normally prepares
spells) or spend full-round actions to cast metamagic spells (if
she doesn't prepare spells). Nor do metamagic spells take up
higher-level spell slots.
Instead the "cost" for using a metamagic feat is applied in
one of two different manners. The first applies the cost as
additional spell slots. The second restricts the number of times
per day the feat can be used.
Regardless of the variant you use, the Insidious Magic and
Tenacious Magic feats (both from the Forgotten Realms(R)
Campaign Setting) don't use the normal metamagic rules. Since
they automatically affect all of a caster's spells, they never
require higher-level slots or have any limit on the maximum spell
level affected.
For both of these variants, the prerequisites for selecting a
metamagic feat, and the effects of the feat itself, remain the
same as given in the feats' descriptions (except when otherwise
noted).
DAILY USES
With this variant, a character who selects a metamagic feat gains
three daily uses of that feat that she can opt to use "on the
fly" without previous preparation, increased spell level, or
extended casting time. Tha character must decide when casting the
spell if she wishes to apply the effect of one of her metamagic
feats to the spell.
The macimum level of spell to which a caster can apply a
metamagic feat is equal to the maximum spell level she is capable
of casting (based on her level and ability scores), minus the
spell level adjustment of the metamagic feat. If the result of
this calculation is less than 0, the character can't apply the
metamagic feat to any of her spells.
For instance, a 5th-level wizard is normally capable of
casting spells of up to 3rd level. If she chooses to apply her
Silent Spell metamagic feat
(which uses a spell slot one level higher than normal) to a
spell, the maximum level of spell that she can apply it to is
equal to 3 minus 1, or 2nd. Thus, she may make any of her 0-,
1st-, or 2nd-level spells silent. If she had the Maximize
Spells feat, she could apply it only to 0-level spells (since
a maximized spell is normally cast as a spell three levels
higher, and 3 minus 3 is 0). Quicken Spell woulc be of no
use to this wizard, since she couldn't even apply is to 0-level
spells.
A caster can apply more than one metamagic feat to a spell, or
even the same metamagic effect more than once (if allowed by the
feat's description). However, to determine the maximum level of
spell that can be so affected, add together all the spell level
adjustments given for the various feats. A 9th-level wizard could
enlarge and empower any spell of 2nd level of lower (since her
maximum spell level is 5th, and the total spell level adjustment
for Empower Spell and Enlarge
Spell is 3). If a feat may be applied more than once to the
same spell (such as Empower Spell), each application counts as
one of the caster's three daily uses.
Each time a character selects a metamagic feat, she gains
three daily uses of that feat- Multiple selections of the same
feat are cumulative. For instance, if a caster selects Empower
Spell twice, she may use the feat six times per day rather
than three.
In this variant system, the Heighten Spell feat functions
slightly differently from other metamagic feats. You may use the
Heighten Spell feat to increase a spell's effective level (for
purposes of such factors as save DCs and so on) up to the maximum
spell level you are capable of casting. For instance, a 3rd-level
cleric could heighten a 0-, or 1st-level spell to 2nd-level,
while a 7th-level druid could heighten a 0- through 8th-level
spell to 9th level. The spell is treated as a spell of that level
for purposes of save DC and similar effects, but doesn't require
a higher-level spell slot.
EXTRA
SPELL SLOTS
With this variant, a caster mist expend ectra spell slots in
order to apply the effects of a metamagic feat. These spell slots
must be of a level equal to or higher than that of the spell
being modified by the metamagic feat. In essence, the character
pays for the metamagic effect by "using up" other spells of the
same of higher level. The caster need not prepare the metamagic
version of the spell ahead of time, and the spell's actual level
and casting time are unchanged from normal.
The number of extra spell slots required is equal to the spell
level adjustment of the feat. For example, a wizard who wants to
cast a quickened magic missile would expend
the magic missile spell, plus four additional spells of 1st-level
or higher.
If the caster has more than one spellcasting class, all extra
spell slots expended must come from the same spellcasting class
as the spell to be modified. A 7th-level cleric/4th-level wizard
who wants to cast a maximized cure moderate wounds
can't spend any of her wizard spell slots - they all must be from
her cleric spellcasting ability.
A character may only expend bonus eplls from school
specilization on spells of that school (so an evoker could speld
her bonus 3rd-level evocation spell to pay for a metamagic feat
applied to another evocation spell, but not to a spell of any
other school). She can't expend domain spells to pay for a
metamagic feat's added spell slot cost, even if the spell is a
domain spell.
In the case of the Heighten Spell feat, a caster
expends one additional spell slot for each effective level she
wishes to add to the spell. To heighten a fireball to
the equivalent of a 5th-level spell, a caster must expend two
extra spell slots of 3rd level or higher.
A caster can apply more than one metamagic feat to a spell, or
even the same metamagic feat more than once (ig allowed by the
feat's description). She must simply pay the additional cost in
spell slots. Fir instance, a wizard casting a stilled and silent
invisibility spell would spend
two spell slots in addition to the invisibility spell: one for
Still
Spell and a second for Silent Spell.
If a caster doesn't have enough remaining spell slots to cast
the metamagic spell, she can't apply that metamagic effect to the
spell.
COMBINING THE VARIANTS
You could combine the two metamagic variants presented above.
Using a combined system, a metamagic-enhanced spell would cost
additional slots (as noted in the second variant), but the caster
would have a maximum spell level to which she could apply her
metamagic feats (as in the first variant). This combined approach
limits the immediate effect of metamagic feats in the game
(because of the spell level limit) while simultaneously assigning
a very real cost to their use (additional spell slots).
BEHIND THE
CURTAIN: SPONTANEOUS METAMAGIC
The first variant limits the
immediate effect of metamagic feats on a character's power level,
just as in the standard rules. A character who picks up Quicken
Spell can't immediately begin quickening her most powerful
spells - she must initially be content using the feat only on her
weakest spells. Again as with the standard rules, the variant
establishes a default "minimum caster level" for each feat, since
the feats are useless until a caster is capable og casting spells
of high enough level to take advantage of the metamagic feat.
Unlike in the standard rules, however, a character with a
metamagic feat need not weigh the value of a metamagic-affected
spell against a spell of a higher level. The caster doen't have
to decide whether she'd rather have an empowered magic
missile or a normal lightning bolt, since the
empowered magic missile doesn't require a higher-level spell slot
than normal.
A character using the first variant - particularly one who must
prepare spells ahead of time - almost certainly uses her
metamagic feats much more often than she would withuot the
variant. As first, it may seem as if the character has gained
significant power, but that's to be expected when a new oprion
becomes available. Ultimately, the limit of daily uses keeps this
new ability from getting out of hand, and the simple fact that
the character had to spend a feat slot to gain the ability in the
first place is still a balancing factor.
The second variant is both more and less restrictive than
either the standard version of metamagic or the first variant. On
one hand, a character whi relies on metamagic feats to boost her
spell power goes through her available spells at a dramatically
faster rate. A spellcaster who isn't careful could find her
entire spell selection drained by a single battle!
On the other hand, this variant allows a spellcaster to apply
a metamagic feat to her most powerful spells right away. A
9th-level caster whi picks up Quicken Spell can quicken even
her 5th-level spells - but at a cost of four additional 5th-level
spell slots, which few 9th-level spellcasters have. This means
that metamagic feats have a more dramatic effect on combat, as
characters "juice up" their most powerful spells from the moment
they select the feat.
METAMAGIC COMPONENTS
With this
variant, casters can produce more potent spells by using a rare
and exotic metamagic component in the casting of a spell, in
place of the spells's standard material component (or in addition
to the spell's other components, if it has no material
component).
A spellcaster who uses a metamagic component casts a spell as
if a specific metamagic feat had been applied to the spell. The
casting process otherwise functions as it would if the character
cast the standard version of the spell. For example, a wizard can
cast a widened fireball by using a 1,900 gp fire
opal (the metamagic component) instead of a tiny ball of bat
guano and sulfur (the material component). A wizard doesn't neet
to prepare such a spell as a higher-level spell, and a sorcerer
doesn't use a higher-level spell slot or take a full-round action
to cast the spell. A spellcaster can use a metamagic component
without having the relevant metamagic feat. The spellcaster
merely chooses at the moment of casting whether to employ the
material component (if any) given in the spell description or the
metamagic component given in these variant rules. In either case,
the casting process consumes the material component or metamagic
component.
A character can't use a metamagic components to add the effect
of a metamagic feat to a spell or effect created by a magic item.
If a spell has an arcane material component or a divine forcus
(shown in the spell description as M/DF), then a divine
spellcaster must have the relevant metamagic component in
addition to his holy symbol. Som spells that have expensive
material components can't be made more potent by the use of
metamagic components, and a few spells don't have metamagic
components because there's no useful way to add the effect of a
metamagic feat to them.
SPECIFIC METAMAGIC
COMPONENTS
Table: Metamagic Components (below) presents a list of metamagic
components for the spells in the spells sections of the srd. There's plenty
of room to add metamagic components unique to your campaign,
because each spell as presented here has only one metamagic
component and thus only one metamagic effect associated with it.
Doing so is a good way to add specific flavor to your campaign
world. Perhaps all your metamagic components are chemical
reagents, or maybe the dwarves in your campaign truly only use
uncut gems as metamagic components. Truly evil spellcasters might
use vile, disgusting metamagic components. Discovering a new
metamagic component is also a useful activity for spellcasters
who have time for spell research.
The table entires present a wide variety of metamagic
components each belonging to one of the following categories.
Expensive
Versions of Existing Material Components
True
seeing, for example, requires a rare ointment as a material
component. It's easy enough to imagine that by using more
ointment, the spells duration can be extended. Just saying "more
of the same" is a fine metamagic component for spells that
already have ecpensive material components. It's also possible to
design a metamagic component that's an expensive version of a
free material component. Resilient sphere has a
hemispherical piece of clear crystal as its material component.
It has no cost, and you could find that piece of crystal in a
spell component pouch. The spells metamagic component is a sphere
of pure crystal worth 850 gp - just an expensive ersion of the
material component given in the spell description.
Gems
Many spells already require expensive gems as material componens,
and players are used to the idea that powerful magical effects
sometimes require gemstones, whether cut or ground into powder.
Gems make good metamagic components (from a character's point of
view) becasue they're easy to carry around, they can be found as
treasure, an there's the established precendent of gemstones as a
source of magic power. They're a particularly good choice for
particularly potent metamagic components (ones that maximize, widen, or
quicken spells), because gems
can easily be woth 5,000 gp or more.
Jewelry and Art Objects
Jewelry - everything from aklets to headbands - and art objects
such as statuettes and carvings also make good choices for
metamagic components. It feels appropriately mystical to use a
golden medallion as a metamagic component for hypnotism,
for example. Like gems, jewelry and art objects seem to work well
as particularly expensive metamagic components because it's easy
to imagine them being worth that much, and they can be found in
treasure hoards.
Other
Treasure
Occasionally, a weapon or other bit of treasure (usually magical
in nature) finds its way into the metamagic component list when
thematically appropriate. For characters who face a lot of
well-equipped NPCs, being able to use treasure as a metamagic
component is often a useful alternative to simply carrying an
item back to town to sell it. High-level characters who would
ordinarily disdain a mere +1 enhancement bonus might think twice
if they know it's the metamagic component for a quickened version
of align weapon.
Plant-Based Metamagic
Components
Some spells, especially druid spells, have mushrooms, herbs, or
other meramagic components derived from rare plants carefully
grown by experts. These metamagic components, often reffered to
as "druid-tended" items in Table: Metamagic Components, have a
potential advantage for PCs because some characters might have
the ability to grow and cultivate these plants - thereby saving
some money.
To grow and harvest a plant-based metamagic component, a
character mut first sow and tend the seeds, which takes one month
per 1,000 gp value (or fraction thereof) of the metamagic
component. At the end of that time, the character must make a
Profession (herbalist) check (DC
20 + 1 per 1,000 gp value of the metamagic component) in order to
harvest the plant successfully. A character can grow multiple
metamagic components at a time, but each plant beyond the first
one being tended adds 1 to the DC of all Profession (herbalist)
checks made during that time.
Alchemical Metamagic
Components
Alchemy provides another traditional source for metamagic
components - there's a strong fantasy archetype of the wizard
comcocting powerful substances in his dank laboratory. An entry
in Table: Metamagic Components that contains some form of the
word "alchemical" is a metamagic component created by the use of
the Craft
(alchemy) skill.
When a character sets out to concoct an alchemical metamagic
component, the rules in the Craft skill description apply, except
that the calculations are done in gold pieces, not silver pieces.
Any new alchemical substance (such as the alchemical dreamwisp
dust that is the metamagic componens for sleep) an anything
alchemically treated or alchemically prepared has a Craft
(alchemy) DC of 15. Alchemically distilled metamagic components
(for example see ray of exhaustion) have a DC of 20, and
alchemically purified metamagic components (see polymorph any
object) have a DC of 25.
Alchemical metamagic components can take a very long time to
make, so theyøre often a poor choice (from a character's
point of view) for particularly expensive metamagic
components.
Planar Metamagic
Components
Some metamagic components come from places beyond the Material
Plane, especially in games where planar travel is common. The
planes have exotic substances as well as purer, enhanced versions
of common substances, and it makes sense that (for instance) rare
soils from the Elemental Plane of Earth might make your
move
earth spell more potent.
purity is a major consideration for metamagic components of
this sort; obtaining one is not simply a matter of going to the
appropriate plane and scooping up a handfull of stuff. In
general, it takes a day of scavenging and a DC 30 Knowledge (the
planes) check to find enough of the relevant raw material in
its purest form to serve as a metamagic component. Because
there's no raw materials cost, planar metamagic components are a
poor choice (from the DM's point of view) for more expensive
metamagic components, although this is ameliorated somewhat by
the fact that it takes high-level spells to reach other planes,
and those other planes are perilous places.
Ritual Metamagic
Components
Some items become metamagic components after they have been
prepared during a series of ancient rituals. Performing the
entire ritual takes one day for every 500 gp (or fraction
thereof) of the value of the metamagic component. At the end of
that time, the preparer must make a DC 25 Knowledge
(religion) check if the components is for a divine spell or a
DC 25 Knowledge (arcana) check if it's for an arcane spell in
order to successfully finish the creation process.
Unless the item used for a ritual component has some intrinsic
value, ritual metamagic component can be poor choies for powerful
metamagic and high-level spells (from the DM's perspective),
because a character with enough ranks in the relevant skill need
only spend the time to aquire the component.
Fanciful Metamagic
Components
The darkness spell has a metamagic
component of "coal mined and kept in total darkness." While
evocative, such an item is not necessarily hard for the PCs to
obtain - although there's an inherent disadvantage involved
because the component can become "spoiled" - a consideration that
doesn't affect the other kinds of metamagic components. For
instance, if the coal needed for a darkness spell (or the oil
needed for deeper darkness) is ever exposed
to light before the spell is cast, it looses its special
properties and becomes ordinary. But legen and folk tales are
rife with examlpes of extra power coming from ordinary items
handled in a fanciful way. If you use such fanciful metamagic
components - which appear on table: Metamagic Components only
rarely - keep a close watch on how they change the economy of the
game. If the PCs shy away from adventuring in favor of working as
metamagic-component coal miners, the situation is out of hand.
Monster
Parts
A few of the metamagic components listed on table: Metamagic
Components are parts of monsters. Some players want their
characters to dissect their slain foes, "harvesting" metamagic
components for later use and sale.
There's a fair amount of real-world precedent for the notion
that some part of a creature's power remains in its body after
it's dead. Dozens of real-world cultures have rituals involving
animal parts for this very reason. Fantasy literature has a rich
tradition of using strange ingredients such as unicorn horns and
dragon scales to accomplish great feats of magic.
But harvesting monster parts is not without it's problems.
From a game balance standpoint, saying a rakshasa hide is worth
1,250 gp is tantamount to giving every rakshasa in the game world
an extra 1,250 gp in treasure - yet it's treasure that the
rakshasa can't use itself (other than in the obvious way). It's
also treasure that the PCs can't aquire any way other than
killing a rakshasa, as opposed to normal treasure, which the PCs
could obtain by tricking the rakshasa or driving it off.
Requiring the monster parts to be specially prepared ameliorates
the problem to a degree - and generally that's what we've done -
because it's assumed that much of the cost lies in the special
preparation, not the on-site butchery. That pushes the problem
into a corner, but it doesn't eliminate it, because a player who
has enough ranks in Profession (taxidermy) skill may
want to know the DC for preparing the metamagic component
himself. If monster part harvesting becomes a frequent exercise
in your game, carefully moniter the amount of other treasure you
give out. But extracting the teech of an accasional dragonne
won't break the game.
A second and thornier problem is that many players find
harvesting monster parts distasteful, and some players who don't
mind the idea might play characters who would be aghast at the
very notion of cutting up the dead. Not only is the actual
harvesting objectionable to some, but it builds in a potential
conflict between characters who want to capture their foes
(whether for mercy or imformation) and those who want to slay
them and begin dissection. Consider carefully the perspectives of
your players and their characters, and think hard about what kind
of D&D game you want to run.
If your characters are interessted in doing some monster part
harvesting themselves, it takes 10 minutes and a DC 15 Profession
(taxidermy) check to carefully remove the relevant part, then 1
hour and a DC 20 Profession (taxidermy) check to preserve it so
it won't rot or otherwise deteriorate. The embalming materials
themselves cost one-tenth of the market price of the finished
metamagic component. Unless you use gentle repose, the
monster's body deteriorates enough after 15 minutes that you
can't get a metamagic component from it.
With some monsters, it's obvious how many of a particular part
they have - a beholder has only one central eye that can be used
for a greater prying eyes
metamagic component. As a general rule, one monster provides
enough substance for a single casting of the relevant spell (such
as the dire bat fur needed for arcane eye or the chimera scales
needed for obscure object). On some
cases, the number of parts that can be obtained from one creature
is obvious by the nature of the monster (one minotaur can supply
enough metamagic components for two castings of maze, and each
of a gorgon's four hoves can be used for a separate casting of
acid
fog). If the number of parts is not obvious or doesn't
necessarily follow the general rule, assume that one monster can
provide up to 1d4 separate parts that are suitable for metamagic
components. (This guideline applies to such components as the
janni eyelash needed for invisibility and the troll
blood needed for regenerate.)
Table: Metamagic Components
Spell Name |
Metamagic Effect |
Metamagic Component |
Minimum
Cost |
Acid Arrow |
Empowered |
Four masterwork darts |
1,200 gp |
Acid fog |
Extended |
Powdered Gorgon hoof |
940 gp |
Acid splash |
Enlarged |
Rare toad skin |
20 gp |
Aid |
Extended |
Specially consecrated water |
340 gp |
Air walk |
Quickened |
Stoppered vial of elemental air |
3,500 gp |
Alarm |
Widened |
Rare chalk |
1,000 gp |
Align weapon |
Quickened |
Weapon with +1 enhancement bonus |
2,300 gp |
Alter self |
Silent and stilled |
Mirror with silver filigree |
830 gp |
Analyze dweomer |
Enlarged |
Herbs sprinkled on tinderwig |
940 gp |
Animal growth |
Extended |
Albino stag horn |
790 gp |
Animal messenger |
Extended |
Miniscule collar with golden bell |
340 gp |
Animal shapes |
Extended |
Rare variety of mistletoe |
1,200 gp |
Animate dead |
Silent |
Blood onyx |
570 gp |
Animate objects |
Enlarged |
Gold-spun marionette strings |
940 gp |
Animate plants |
Silent |
Rare uprooted sapling |
1,100 gp |
Animate rope |
Enlarged |
Brass thread |
190 gp |
Antilife shell |
Widened |
Skull with graven runes |
3,300 gp |
Antimagic field |
Widened |
Cold iron filings |
3,700 gp |
Antipathy |
Extended |
Alum soaked in ancient blood |
1,200 gp |
Antiplant shell |
Extended |
Rare oils |
640 gp |
Arcane eye |
Silent |
Dire bat fur |
640 gp |
Arcane lock |
Quickened |
Platinum dust |
2,300 gp |
Arcane mark |
Silent |
Rare paints |
20 gp |
Arcane sight |
Extended |
Ground quartz |
970 gp |
Greater arcane sight |
Extended |
Ground quartz |
1,100 gp |
Awaken |
Empowered |
Specially prepared otyugh dung |
1,700 gp |
Baleful polymorph |
Enlarged |
Miniature silver cage |
790 gp |
Bane |
Silent |
Miniature clay mask |
190 gp |
Barkskin |
Extended |
Heartwood of venerable oak |
340 gp |
Bear's endurance |
Extended |
Distilled alcohol |
340 gp |
Mass bear's endurance |
Extended |
Distilled alcohol |
940 gp |
Bestow curse |
Heightened +1 |
Eye of firenewt |
720 gp |
Black Tentacles |
Widened |
Nightcrawler essence |
3,150 gp |
Blade barrier |
Empowered |
Slashing weapon with +1 enhancement bonus |
2,300 gp |
Blasphemy |
Heightened +2 |
Specially prepared feather of an archon's wing |
3,100 gp |
Bull's strength |
Extended |
Adamantine powder |
340 gp |
Mass bull's strength |
Extended |
Adamantine powder |
940 gp |
Cat's grace |
Extended |
Vial of quicksilver (mercury) |
340 gp |
Mass cat's grace |
Extended |
Vial of quicksilver (mercury) |
940 gp |
Cause fear |
Empowered |
Ancient bones ground to powder |
700 gp |
Chain lightning |
Maximized |
Fist-sized chunk of magnetic stone |
4,350 gp |
Changestaff |
Extended |
+1 quarterstaff |
2,301 gp |
Chaos hammer |
Empowered |
Protoplasm from strongly chaos-aligned, sporadic
element-dominated outer plane |
1,900 gp |
Charm animal |
Silent |
materwork whip |
301 gp |
Charm monster |
Quickened |
Garnets |
4,600 gp |
Mass charm monster |
Silent |
Garnets |
1,600 gp |
Charm person |
Stilled |
Rare oils |
250 gp |
Chill metal |
Extended |
Glacial spring water |
450 gp |
Chill touch |
Empowered |
Gauntlet made of bone |
700 gp |
Circle of death |
Widened |
Powder of crushed black pearl |
4,850 gp |
Clairaudience/Clairvoyance |
Extended |
Quartz |
650 gp |
Clenched fist |
Stilled |
Ornate gold knuckles |
1,200 gp |
Cloak of chaos |
Extended |
Shield with +1 enhancement bonus |
1,153 gp |
Clone |
- |
- |
- |
Cloudkill |
Heightened +2 |
Distilled chlorine |
2,300 gp |
Color spray |
Silent and stilled |
Crushed rubies, diamonds, and sapphires |
700 gp |
Command |
Heightened +3 |
Carved Ivory mask |
1,350 gp |
Greater command |
Extended |
Carved ivory mask |
1,350 gp |
Command plants |
Heightened +2 |
Alchemical defoliant |
1,900 gp |
Command undead |
Extended |
Ritually defaced holy symbol of good diety |
450 gp |
Commune |
- |
- |
- |
Commune with nature |
Widened (see spell text) |
Runic map of area |
3,750 gp |
Comprehend languages |
Extended |
Foreign lexicon |
250 gp |
Cone of cold |
Heightened +1 |
Cone of carved quartz |
1,050 gp |
Confusion |
Widened |
Nutshells from treant |
3,150 gp |
Lesser confusion |
Extended |
Nutshells from druid-tended beech |
250 gp |
Consecrate |
Extended |
Holy water and gold dust |
450 gp |
Contact other plane |
- |
- |
- |
Contagion |
Silent |
Skull of animal that died from disease |
750 gp |
Contingency |
Extended |
Rakshasa hide |
1,250 gp |
Continual flame |
Heightened +1 |
Ruby dust |
500 gp |
Control plants |
Extended |
Alchemical defoilant |
1,650 gp |
Control undead |
Heigtened +2 |
Carved bone mask |
3,100 gp |
Control water |
Extended |
Water from the briny deep or sand from the trackless
desert |
850 gp |
Control weather |
Extended |
Crystal sphere |
1,450 gp |
Control winds |
Heightened +2 |
Bottled smoke from the Elemental Plane of Air |
2,300 gp |
Create food and water |
- |
- |
- |
Create greater undead |
- |
- |
- |
Create undead |
- |
- |
- |
Create water |
- |
- |
- |
Creeping doom |
Extended |
Rare jungle centipedes |
1,450 gp |
Crushing despair |
Widened |
Couatl tears |
3,150 gp |
Crushing hand |
Stilled |
Ornate platinum knuckles |
1,400 gp |
Cure critical wounds |
Empowered |
Alchemical salve |
1,900 gp |
Mass cure critical wounds |
Empowered |
Copper loop from Positive Energy Plane |
3,900 gp |
Cure light wounds |
Empowered |
Alchemical salve |
700 gp |
Mass cure light wounds |
Empowered |
Copper loop from Positive Energy Plane |
2,300 gp |
Cure minor wounds |
Quickened |
Alchemical salve |
1,375 gp |
Cure moderate wounds |
Empowered |
Alchemical salve |
1,100 gp |
Mass cure moderate wounds |
Empowered |
Copper loop from Positive Energy Plane |
2,700 gp |
Cure serious wounds |
Empowered |
Alchemical salve |
1,500 gp |
Mass cure serious wounds |
Empowered |
Copper loop from Positive Energy Plane |
3,100 gp |
Curse water |
- |
- |
- |
Dancing lights |
Extended |
Anarchic fireflies from strongly chaos-aligned sporadic
element-dominated outer plane |
25 gp |
Darkness |
Silent |
Coal mined and kept in total darkness |
450 gp |
Darkvision |
Extended |
Agate |
450 gp |
Daylight |
Silent and stilled |
Alchemical polish |
1,500 gp |
Daze |
Extended |
Wool from satyr-tended sheep |
25 gp |
Daze monster |
Quickened |
Umber hulk mandible |
3,000 gp |
Death knell |
Heightened +3 |
Runic funerary blessings |
1,950 gp |
Death ward |
Extended |
Henna, which tattoos creature touched |
850 gp |
Deathwatch |
Widened |
Black crystal lenses |
1,350 gp |
Deep slumber |
Heightened +2 |
Alchemical dreamwisp dust |
1,500 gp |
Deeper darkness |
Silent |
Oil extracted and kept in total darkness |
650 gp |
Delay poison |
Extended |
Specially prepared armadillo scales |
450 gp |
Delayed blast fireball |
Extended |
Fire opal |
1,450 gp |
Demand |
Heightened +1 |
Gold wire and small part of the subject |
1,850 gp |
Desecrate |
Extended |
Unholy water and gold dust |
450 gp |
Desturction |
Silent and stilled |
Holy or unholy symbol marked with anathema |
4,400 gp |
Detect animals or plants |
Enlarged |
Five +1 arrows |
235 gp |
Detect chaos |
Silent and stilled |
Ground glass lens |
700 gp |
Detect evil |
Silent and stilled |
Ground glass lens |
700 gp |
Detect good |
Silent and stilled |
Ground glass lens |
700 gp |
Detect law |
Silent and stilled |
Ground glass lens |
700 gp |
Detect magic |
Silent and stilled |
Short cold iron rod |
275 gp |
Detect poison |
Enlarged |
Specially prepared snake tongue |
25 gp |
Detect scrying |
Widened |
Jewel-studed domino mask |
3,150 gp |
Detect secret doors |
Extended |
Tangle of copper and silver wires |
250 gp |
Detect snares and pits |
Extended |
Darkwood divining rod |
250 gp |
Detect thoughts |
Heightened +2 |
Platinum disc |
1,100 gp |
Detect undead |
Extended |
Specially prepared jawless skull |
250 gp |
Dictum |
Heightend +2 |
Specially prepared protoplasm of a chaos beast |
3,100 gp |
Dimension door |
Quickened |
Gold ore mined from Astral Plane |
4,600 gp |
Dimensional anchor |
Extended |
Rune-engraved miniature anchor |
850 gp |
Dimensional lock |
Widened |
Adamantine weapon |
varies |
Diminish plants |
Enlarged |
Masterwork pruning shears |
650 gp |
Discern lies |
Enlarged |
Set of golden scales |
850 gp |
Discern location |
- |
- |
- |
Disguise self |
Extended |
Masterwork greasepaint |
250 gp |
Disintegrate |
Empowered |
Trapped voidstone |
3,100 gp |
Dismissal |
Hightened +2 |
Specially blessed holy symbol |
2,100 gp |
Dispel chaos |
Quickened |
Sapphire |
5,400 gp |
Dispel evil |
Quickened |
Diamond |
5,400 gp |
Dispel good |
Quickened |
Black opal |
5,400 gp |
Dispel law |
Quickened |
Yellow corundum |
5,400 gp |
Dispel magic |
Widened |
Cold iron statuette |
2,550 gp |
Greater dispel magic |
Widened |
Cold iron statuette |
4,350 gp |
Displacement |
Extended |
Specially prepared teeth from displacing magical beast |
650 gp |
Disrupt undead |
Enlarged |
Dirt from hallowed grave |
25 gp |
Disrupting weapon |
Extended |
Whetstone made from tombstone |
1,050 gp |
Divination |
- |
- |
- |
Divine favor |
Extended |
Calligraphic scriptures |
250 gp |
Divine power |
Silent and stilled |
Holy symbol made of platinum and gems |
1,900 gp |
Dominate animal |
Enlarged |
Adamantine collar |
650 gp |
Dominate monster |
Enlarged |
Emrald-studded adamantine collar |
1,850 gp |
Dominate person |
Quickened |
Sapphire-studded adamantine collar |
5,400 gp |
Doom |
Heightened +2 |
Carved doll |
700 gp |
Dream |
- |
- |
- |
Eagle's splendor |
Extended |
Emrald |
450 gp |
Mass eagle's splendor |
Extended |
Emrald |
1,250 gp |
Earthquake |
Widened |
White granite from Elemental Plane of Earth |
5,550 gp |
Elemental swarm |
Empowered |
Rare incense (air), alchemical liquids (water), gems (fire),
or mithral ore (earth) |
3,900 gp |
Endure elements |
Extended |
Potion of cure modeate wounds |
300 gp |
Energy drain |
Empowered |
Specially prepared vampire's skull |
3,900 gp |
Enervation |
Empowered |
Specially prepared wight's skull |
1,900 gp |
Enlarge person |
Extended |
Rare druid-tended beans |
250 gp |
Mass enlarge person |
Extended |
Rare druid-tended berries |
850 gp |
Entangle |
Widened |
Alchemical fertilizer |
1,350 gp |
Enthrall |
Heightened +2 |
Golden figurines |
1,100 gp |
Entropic shield |
Quickened |
Finely engraved platinum dice |
2,200 gp |
Erase |
Enlarged |
Rubber plant sap |
250 gp |
Ethereal jaunt |
Extended |
Chunk of ethereal solid |
1,850 gp |
Etherealness |
Extended |
Figurine encarved from ethereal solid |
1,850 gp |
Expeditious retreat |
Extended |
Rare peppers |
250 gp |
Explosive runes |
Heightened +3 |
Rare pigments |
2,550 gp |
Eyebite |
Extended |
Specially prepared eyestalk of many-eyed flying
aberration |
1,250 gp |
Fabricate |
- |
- |
- |
Faerie fire |
Widened |
Druid-tended mushroms |
1,350 gp |
False life |
Extended |
Rare alcohol |
450 gp |
False vision |
Widened |
Ground jade dust |
4,000 gp |
Fear |
Heightened +2 |
Pinfeather from giant eagle |
1,900 gp |
Feather fall |
Enlarged |
Down from black goose |
250 gp |
Feeblemind |
Heightend +2 |
Polished obsidian spheres |
2,300 gp |
Find the path |
Extended |
Bracelet of lodestone |
1,250 gp |
Find traps |
Extended |
Golden magnifying glass |
450 gp |
Finger of death |
Enlarged |
Specially embalmed finger |
1,450 gp |
Fire seeds |
Empowered |
Druid-tended acorns or berries |
2,700 gp |
Fire shield (either version) |
Extended |
Alchemically prepared phosphorus |
1,900 gp |
Fire storm |
Maximized |
Cooled lava from erupting volcano |
7,000 gp |
Fire trap |
Heightened +3 |
Gold dust |
1,975 gp |
Fireball |
Widened |
Fire opal |
1,900 gp |
Flame arrow |
Empowered |
Carved flint arrowhead |
1,500 gp |
Flame blade |
Extended |
Masterwork scimitar |
315 gp |
Flame strike |
Empowered |
Brimstone from Elemental Plane of Fire |
2,300 gp |
Flaming sphere |
Enlarged |
Powdered cold iron |
450 gp |
Flare |
Silent |
Powdered magnesium |
25 gp |
Flesh to stone |
Heightened +2 |
Medusa head-snake |
2,700 gp |
Floating disk |
Extended |
Flask of mercury |
250 gp |
Fly |
Extended |
Feather from albino flacon |
650 gp |
Fog cloud |
Quickened |
Cloudy diamonds |
3,000 gp |
Forbiddance |
Empowered |
Holy water and are incenses |
4,200 gp plus 1,500 gp per 60 ft. cube |
Forcecage |
Enlarged |
Ruby dust |
3,000 gp |
Forceful hand |
Stilled |
Ornate bronze knuckles |
940 gp |
Foresight |
Extended |
A celestial hummingbird's feather |
1,850 gp |
Fox's cunning |
Extended |
Garnet |
450 gp |
Mass fox's cunning |
Extended |
Garnet |
1,250 gp |
Freedom |
Stilled |
Salve of slipperiness |
1,000 gp |
Freedom of movement |
Stilled |
Salve of slipperiness |
1,000 gp |
Freezing sphere |
Empowered |
Crystal sphere |
2,700 gp |
Gaseous form |
Stilled |
Bottled smoke from a vocano's crater |
650 gp |
Gate |
Quickened |
Black pearl |
8,600 gp |
Geas/Quest |
Extended |
Golden armband |
850 gp |
Lesser geas |
Extended |
Jeweled armband |
1,250 gp |
Gentle repose |
Extended |
Embalming fluid |
550 gp |
Ghost sound |
Heightened +2 |
Wax from sacred candle |
275 gp |
Ghoul touch |
Extended |
Earth from ghast's lair |
450 gp |
Giant vermin |
Extended |
Rare insect parts |
850 gp |
Glibness |
Stilled |
Fancy liquor |
650 gp |
Glitterdust |
Widened |
Ground topaz |
1,950 gp |
Globe of invulnerability |
Widened |
Pearls |
3,150 gp |
Lesser globe of invulnerability |
Widened |
Pearls |
4,350 gp |
Glyph of warding |
Heightened +2 |
Incense and powdered diamond |
1,700 gp |
Greater glyph of warding |
Heightened +2 |
Incense and powdered diamond |
3,100 gp |
Goodberry |
Empowered |
Treant sap |
700 gp |
Good hope |
Extended |
Engraved brass torc |
650 gp |
Grasping hand |
Stilled |
Ornate silver knuckles |
1,100 gp |
Grease |
Enlarged |
Rind of a boar |
250 gp |
Guard and wards |
Heightened +1 |
Rare incense |
1,450 gp |
Guidance |
Extended |
Book of prayers |
25 gp |
Gust of wind |
Widened |
Elaborate laquered fan |
1,950 gp |
Hallow |
Widened |
Herbs, oils, and incense |
4,750 gp plus extra fro spell |
Hallucinatory terrain |
Heightened +3 |
Twigs and plants from mildly good-aligned, mildly
chaos-aligned outer plane |
3,150 gp |
Halt undead |
Heightend +2 |
Sulfur from mildly evil-aligned, mildly-chaos aligned outer
plane |
1,500 gp |
Harm |
Heightened +1 |
Heart carved from onyx |
1,250 gp |
Haste |
Extended |
Rare cofee beans |
850 gp |
Heal |
Heightend +1 |
Heart carved from alabaster |
1,250 gp |
Mass heal |
Heightened +1 |
Heart carved from alabaster |
1,850 gp |
Heal mount |
Quickened |
Alchemical salve |
3,800 gp |
Heat metal |
Extended |
Mithral forge dross |
450 gp |
Helping hand |
Enlarged |
Ivory carving of hand |
650 gp |
Heroes' feast |
Extended |
Rare spices |
1,250 gp |
Heroism |
Extended |
Fine brandy |
650 gp |
Greater heroism |
Extended |
Fine whiskey |
1,250 gp |
Hide from animals |
Extended |
Stitched velvet blindfold |
250 gp |
Hide from undead |
Heightened +3 |
Embroidered slik shawl |
1,350 gp |
Hideous laughter |
Enlarged |
Masterwork greasepaint |
450 gp |
Hold animal |
Heightened +2 |
Decorative steel gauntlet |
1,100 gp |
Hold monster |
Heightened +2 |
Engraved rod of cold iron |
2,300 gp |
Mass hold monster |
Heightend +2 |
Engraved rod of cold iron |
3,900 gp |
Hold person |
Heightened +2 |
Engraved ingot of cold iron |
1,100 gp |
Mass hold person |
Heightened +2 |
Engraved ingot of cold iron |
3,100 gp |
Hold portal |
Quickened |
Ebony key |
2,200 gp |
Holy aura |
Extended |
Shield with +1 enhancement bonus |
1,153 fp |
Holy smite |
Empowered |
Spring water from strongly good-aligned, mildly
positive-dominant outer plane |
1,900 gp |
Holy sword |
Extended |
Sacred candles |
850 gp |
Holy word |
Heightened +2 |
Specially prepared fiend's tail |
3,100 gp |
Horrid wilting |
Empowered |
Sponge from Elemental Plane of Water |
3,500 gp |
Hypnotic pattern |
Heightened +2 |
Stick of incense |
1,100 gp |
Hypnotism |
Silent and stilled |
Golden medallion |
700 gp |
Ice storm |
Extended |
Ivory stick with engraved snowflake pattern |
850 gp |
Identify |
- |
- |
- |
Illusory script |
Heightened +4 |
Rare inks |
3,850 gp |
Illusory wall |
Heightened +2 |
Sunrod and ground glass lenses |
1,900 g |
Imbue with spell ability |
- |
- |
- |
Implosion |
Extended |
Glass statuette |
1,850 gp |
Imprisonment |
Heightened +2 |
Carved jade sphere |
3,900 gp |
Incendiary cloud |
Extended |
Bottled brimstone and sea mist |
1,650 gp |
Inflict critical wunds |
Maximized |
Obsidian holy symbol |
3,150 gp |
Mass inflict critical wounds |
Maximized |
Obsidian holy symbol |
5,550 gp |
Inflict light wounds |
Maximized |
Obsidian holy symbol |
1,350 gp |
Mass inflict light wounds |
Maximized |
Obsidian holy symbol |
3,750 gp |
Inflict minor wounds |
Quickened |
Obsidian holy symbol |
1,375 gp |
Inflict moderate wounds |
Maximized |
Obsidian holy symbol |
1,950 gp |
Mass inflict moderate wounds |
Maximized |
Obsidian holy symbol |
4,350 gp |
Inflict serious wounds |
Maximized |
Obsidian holy symbol |
2,550 gp |
Mass inflict serious wounds |
Maximized |
Obsidian holy symbol |
4,950 gp |
Insanity |
Heightened +1 |
Distilled water from strongly chaos-aligned, sporadic
element-dominated outer plane |
1,450 gp |
Insect plague |
Extended |
Crooked staff with carved runes |
1,050 gp |
Instant Summons |
- |
- |
- |
Interposing hand |
Stilled |
Ornate brass knuckles |
790 gp |
Invisibility |
Extended |
Janni eyelash |
450 gp |
Greater invisibility |
Extended |
Djinni eyelash |
850 gp |
Mass invisibility |
Extended |
Efreeti eyelash |
1,450 gp |
Invisibility purge |
Extended |
Crystal prism |
650 gp |
Iron body |
Extended |
Articulated iron doll |
1,650 gp |
Ironwood |
Extended |
Darkwood shaped into the object's form |
varies |
Irresistible dance |
Silent |
Embroidered shoes with gold buttons |
1,650 gp |
Jump |
Quickened |
Mithral springs |
2,200 gp |
Keen edge |
Extended |
Whetstone with pyrite veins running through it |
650 gp |
Knock |
Silent |
Golden key |
450 gp |
Know direction |
- |
- |
- |
Legend lore |
- |
- |
- |
Levitate |
Enlarged |
Loop of manticore hide |
250 gp |
Light |
Silent |
Phosphorescent moss |
25 gp |
Lightning bolt |
Widened |
Blue dragon scales |
2,550 gp |
Limited wish |
- |
- |
- |
Liveoak |
Extended |
Alchemical fertilizer |
1,250 gp |
Locate creature |
Enlarged |
Specially tanned hellhound fur |
850 gp |
Locate object |
Enlarged |
Forked twig of darkwood |
450 gp |
Longstrider |
Extended |
Cobblestone from ancient hippodrome |
250 gp |
Lullaby |
Widened |
Fancy resin |
725 gp |
Mage armor |
Extended |
Links of Mithral Chain |
250 gp |
Mage hand |
Enlarged |
Monkey's paw |
25 gp |
|
|
Spell Name |
Metamagic Effect |
Metamagic Component |
Minimum
Cost |
Magic aura |
Heightened +3 |
Amethyst necklace |
1,350 gp |
Magic circle against chaos |
Widened |
Specially prepared holy symbol |
2,550 gp |
Magic cirlce against evil |
Widened |
Specially prepared holy symbol |
2,550 gp |
Magic cirlce against good |
Widened |
Specially prepared holy symbol |
2,550 gp |
Magic cirlce against law |
Widened |
Specially prepared holy symbol |
2,550 gp |
Magic fang |
Extended |
Specially prepared shark tooth |
250 gp |
Greater magic fang |
Extended |
Specially prepared dire shark tooth |
650 gp |
Magic jar |
Extended |
Gem or crystal |
1,100 gp |
Magic missile |
Empowered |
Two +3 arrows |
734 gp |
Magic mouth |
- |
- |
- |
Magic stone |
Empowered |
Colorful marbles |
700 gp |
Magic vestment |
Extended |
Embroidered sash |
650 gp |
Magic weapon |
Extended |
Alchemically distilled blood |
250 gp |
Greater magic weapon |
Extended |
Alchemically purified blood |
750 gp |
Major creation |
Extended |
Phasm essence |
1,050 gp |
Major image |
Heightened +2 |
Rare pigments |
1,500 gp |
Make whole |
Enlarged |
Alchemical adhesive |
450 gp |
Mark of justice |
- |
- |
- |
Maze |
Enlarged |
Engraved minotaur horn |
1,650 gp |
Meld into stone |
Extended |
Carved stone figurine |
650 gp |
Mending |
Enlarged |
Alchemical adhesive |
25 gp |
Message |
Enlarged |
Calligraphic inscriptions on vellum |
25 gp |
Meteor swarm |
Maximized |
Chunk of meteorite |
8,600 gp |
Mind blank |
extended |
Malachite-studded headband |
1,650 gp |
Mind fog |
Heightened +3 |
Specially prepared tentacle from mind-sucking monstrous
humanoid |
3,750 gp |
Minor creation |
Extended |
Roper sap |
850 gp |
Minor image |
Heightened +2 |
Rare pigments |
1,100 gp |
Miracle |
- |
- |
- |
Mirage arcana |
Hightened +3 |
Mirror silvered in a mildly good-aligned outer plane |
|
Mirror image |
Extended |
Miniscule dolls of yourself |
450 gp |
Misdirection |
Heightened +2 |
Gold wire bent into a creature's silhouette |
1,100 gp |
Mislead |
Heightened +1 |
Fancy marionette |
1,250 gp |
Mnemonic enhancer |
- |
- |
- |
Modify memory |
Heightened +2 |
Alchemical smelling salts |
1,900 gp |
Moment of prescience |
Quickened |
Fine Wine from strongly good-aligned, mildly
positive-dominant outer plane |
7,800 gp |
Mage's disjunction |
Enlarged and widened |
Trapped voidstone |
8,600 gp |
Mage's faithful hound |
Extended |
Specially prepared blink dog teeth |
1,050 gp |
Mage's lucubration |
Quickened |
Ruby ring |
6,200 gp |
Mage's magnificient mansion |
Extended |
Miniature portal |
1,465 gp |
Mage's private sanctum |
Extended |
Trapped fog from the Plane of Shadow |
1,050 gp |
Mount |
Quickened |
Specially prepared hair from pegasus or nightmare |
2,200 gp |
Move earth |
Enlarged |
Rare soils form Elemental Plane of Earth |
1,250 gp |
Neutralize poison |
Extended |
Specially prepared tongue from snake-like monstrous
humanoid |
750 gp |
Nightmare |
Heightened +2 |
Rare spices |
2,300 gp |
Nondetection |
Extended |
Carved ebony lattice |
700 gp |
Obscure object |
Extended |
Chimera scales |
550 gp |
Obscuring mist |
Extended |
Silver chalice |
250 gp |
Open/close |
Enlarged |
Silver key |
25 gp |
Order's wrath |
Empowered |
Gear cog from strongly law-aligned outer plane |
1,900 gp |
Overland flight |
Extended |
Specially prepared drago wing-hide |
1,050 gp |
Owl's wisdom |
Extended |
Opal |
450 gp |
Mass owl's wisdom |
Extended |
Opal |
1,250 gp |
Passwall |
Extended |
Golden miniature shovel |
1,050 gp |
Pass without trace |
Extended |
Cloak of feathers |
250 gp |
Permanency |
- |
- |
- |
Permanent image |
Heightened +2 |
Rare pigments |
2,700 gp |
Persistent image |
Heightened +2 |
Rare pigments |
2,300 gp |
Phantansmal killer |
Heightened +1 |
Nightmarish etchings |
850 gp |
Phantom steed |
Extended |
Platinum horseshoe |
650 gp |
Phase door |
Silent |
Jasper-studded key |
1,450 gp |
Planar ally |
- |
- |
- |
Greater planar ally |
- |
- |
- |
Lesser planar ally |
- |
- |
- |
Planar binding |
Heightened +2 |
Silver filigree around magic circle |
2,700 gp |
Greater planar binding |
Heightened +2 |
Gold filigree around magic circle |
3,500 gp |
Lesser planar binding |
Heightenend +2 |
Copper filigree around magic circle |
2,300 gp |
Plane shift |
Quickened |
Silk mantle with moonstones |
6,200 gp |
Plant growth |
Enlarged |
Alchemically treated seeds |
650 gp |
Poison |
Maximized |
Wyver poison |
3,000 gp |
Polar ray |
Enlarged |
Pale sapphire |
1,650 gp |
Polymorph |
Extended |
Druid-tended silkworm cocoon |
850 gp |
Polymorph any object |
Extended |
Alchemically purified mercury |
1,650 gp |
Power word blind |
Enlarged |
Corundum |
1,450 gp |
Power word kill |
Enlarged |
Corundum |
1,850 gp |
Power word stun |
Enlarged |
Corundum |
1,650 gp |
Prayer |
Widened |
Blessed scriptures on vellum |
2,550 gp |
Prestidigation |
Enlarged |
White silk gloves |
25 gp |
Prismatic sphere |
Heightened +2 |
Diamonds |
3,900 gp |
Prismatic spray |
Heightened +2 |
Diamonds |
3,100 gp |
Prismatic wall |
Heightened +2 |
Diamonds |
3,500 gp |
Produce flame |
Silent |
Ring carved from flint |
250 gp |
Programmed image |
Heightened +2 |
Rare pigments |
2,700 gp |
Project image |
Extended |
Distorted mirror |
1,450 gp |
Protection from arrows |
Extended |
Piece of bulette hide |
450 gp |
Protection from chaos |
Extended |
Powdered platinum |
250 gp |
Protection from energy |
Extended |
Spinels of red (fire), black (acid), green (sonic), blue
(electricity), or white (cold) |
650 gp |
Protection from evil |
Extended |
Powdered platinum |
250 gp |
Protection from good |
Extended |
Powdered platinum |
250 gp |
Protection from law |
Extended |
Powdered platinum |
250 gp |
Protection from spells |
Extended |
Crushed diamond |
2,150 gp |
Prying eyes |
Enlarged |
Specially prepared eyestalk of many-eyed flying
aberration |
1,050 gp |
Greater prying eyes |
Enlarged |
Specially prepared center eye of many-eyed flying
aberration |
1,650 gp |
Purify food and drink |
- |
- |
- |
Pyrotechnics |
Heightened +2 |
Fire source and alchemical accelerants |
1,100 gp |
Quench |
Enlarged |
Water from the extraplanar river spanning several upper outer
planes |
650 gp |
Rage |
Extended |
Fine mead |
650 gp |
Rainbow pattern |
Heightened +2 |
Smoky quartz prism |
1,900 gp |
Raise dead |
- |
- |
- |
Ray of enfeeblement |
Enlarged |
Ceremonial electrum dagger |
250 gp |
Ray of exhaustion |
Heightened +1 |
Alchemically distilled perspiration |
650 gp |
Ray of frost |
Enlarged |
White marble carved in icicle shape |
25 gp |
Read magic |
Extended |
Mineral prism |
25 gp |
Reduce animal |
Heightened +3 |
Topaz-studded links of iron |
1,950 gp |
Reduce person |
Heightened +3 |
Turquoise-studded links of iron |
1,350 gp |
Mass reduce person |
Heightened +3 |
Turquoise-studded links of iron |
3,150 |
Refuge |
- |
- |
- |
Regenerate |
Empowered |
Specially prepared troll blood |
3,500 gp |
Reincarnate |
- |
- |
- |
Remove blindness/deafness |
Silent |
Pearl-studded circlet |
650 gp |
Remove curse |
- |
- |
- |
Remove disease |
- |
- |
- |
Remove fear |
Extended |
Alchemically prepared war paint |
250 gp |
Remove paralysis |
Enlarged |
Burnind incense |
450 gp |
Repel metal or stone |
Widened |
Druid-tended sapling |
5,550 gp |
Repel vermin |
Widened |
Rare snakeskin |
3,150 gp |
Repel wood |
Widened |
Miniature jewel lantern |
4,350 gp |
Repulsion |
Widened |
Alchemical-ink tattoo (temporary) |
4,700 gp |
Resilient sphere |
Enlarged |
Crystal sphere |
850 gp |
Resistance |
Extended |
Silk cloak |
25 gp |
Resist energy |
Extended |
Spinel of red (fire), black (acid), green (sonic), blue
(electricity), or white (cold) |
450 gp |
Restoration |
- |
- |
- |
Greater restoration |
- |
- |
- |
Lesser restoration |
Empowered |
Alchemical balm |
1,100 gp |
Resurrection |
- |
- |
- |
Reverse gravity |
Quickened |
Lodestone mined in a mildly chaos-aligned outer plane |
7,400 gp |
Righteous might |
Extended |
Ritually prepared holy symbol |
1,050 gp |
Rope trick |
Extended |
Rope braided from spider silk |
450 gp |
Rusting grasp |
Empowered |
Ornate mithral gauntlet |
1,900 gp |
Sanctuary |
Heightened +2 |
Jasper necklace |
700 gp |
Scare |
Extended |
Ritually prepared bone from corporeal undead |
450 gp |
Scintillating pattern |
Widened |
Pearlescent prism |
5,550 gp |
Scorching ray |
Empowered |
Ruby form Elemental Plane of Fire |
1,100 gp |
Screen |
Heightened +2 |
Embroidered gauze scrim |
3,500 gp |
Scrying |
Heightened +3 |
Alchemically purified nitric acid |
3,150 gp |
Greater scrying |
Heightened +2 |
Alchmically purified nitric acid |
3,100 gp |
Sculpt sound |
Enlarged |
Rare clay |
650 gp |
Searing light |
Maximized |
Yellow topaz |
2,550 gp |
Secret chest |
Extended |
Net made of ethereal solids |
1,050 gp |
Secret page |
- |
- |
- |
Secure shelter |
Extended |
Miniscule model of cottage |
850 gp |
See invisibility |
Extended |
Powdered turquoise |
450 gp |
Seeming |
Heightened +2 |
Coral figurines |
2,300 gp |
Sending |
- |
- |
- |
Sepia snake sigil |
Heightened +2 |
Powdered amber |
2,000 gp |
Sequester |
Extended |
Alchemical ointment |
1,450 gp |
Shades |
Heightened +1 |
Pearl from the Plane of Shadow |
1,850 gp |
Shadow conjuration |
Heightened +1 |
Pearl from the Plane of Shadow |
850 gp |
Greater shadow conjuration |
Heightened +1 |
Pearl from the Plane of Shadow |
1,450 gp |
Shadow evocation |
Heightened +1 |
Diamond from the Plane of Shadow |
1,050 gp |
Greater shadow evocation |
Heightened +1 |
Diamond from the Plane of Shadow |
1,650 gp |
Shadow walk |
Extended |
Black tourmaline |
1,250 gp |
Shambler |
Empowered |
Rare herbs |
3,900 gp |
Shapechange |
Extended |
Aquamarine circlet |
1,850 gp |
Shatter |
Widened |
Carved crystal cubes |
1,950 gp |
Shield |
Quickened |
Jeweled bracelet |
2,200 gp |
Shield of faith |
Extended |
Ritually prepared parchment |
250 gp |
Shield of law |
Extended |
Shield with +1 enhancement bonus |
1,153 gp |
Shield other |
Enlarged |
Two emrald and platinum rings |
550 gp |
Shillelagh |
Extended |
Druid-tended oak club or quarterstaff |
250 gp |
Shocking grasp |
Maximized |
Ornate electrum gauntlet |
1,350 gp |
Shout |
Widened |
Ornate platinum gong |
3,150 gp |
Greater shout |
Widened |
Ornate platinum trumpet |
5,550 gp |
Shrink item |
Extended |
Alchemically purified mica |
650 gp |
Silence |
Silent |
Silver mask |
450 gp |
Silent image |
Heightened +2 |
Rare pigments |
700 gp |
Simulacrum |
- |
- |
- |
Slay living |
Heightened +3 |
Obsidian headpiece |
3,750 gp |
Sleep |
Heightened +2 |
Alchemical dreamwisp dust |
700 gp |
Sleet storm |
Extended |
Hollow ivory bottle |
650 gp |
Slow |
Heightened +2 |
Liquid amber |
1,500 gp |
Snare |
- |
- |
- |
Soften earth and stone |
Enlarged |
Specially prepared mud from strongly evil-aligned outer
plane |
450 gp |
Solid fog |
Quickened |
Cloudy diamonds |
4,600 gp |
Song of discord |
Widened |
Rune-carved conch shell |
3,750 gp |
Soul bind |
- |
- |
- |
Sound burst |
Heightened +1 |
Bone whistle |
450 gp |
Speak with animals |
Extended |
Animal mask |
250 gp |
Speak with dead |
Heightened +3 |
Golden caduceus |
2,550 gp |
Speak with plants |
Extended |
Jade-studded mask |
650 gp |
Spectral hand |
Enlarged |
Phosphor-limned glove |
450 gp |
Spell immunity |
Extended |
Moonstone |
850 gp |
Greater spell immunity |
Extended |
Moonstone |
1,650 gp |
Spell resistance |
Extended |
Rakshasa claw |
1,050 gp |
Spellstaff |
- |
- |
- |
Spell turning |
Empowered |
Zircon |
3,100 gp |
Spider climb |
Extended |
Drider fur |
450 gp |
Spike growth |
Heightened +2 |
Carved basalt dagger |
1,500 gp |
Spike stones |
Heightened +2 |
Carved obsidian dagger |
1,900 gp |
Spiritual weapon |
Enlarged |
Masterwork version of weapon |
varies |
Statue |
Extended |
Limestone figurine |
1,450 gp |
Status |
Extended |
Electrum headband |
450 gp |
Stinking cloud |
Empowered |
Sulfur from Elemental Plane of Fire |
1,500 gp |
Stone shape |
- |
- |
- |
Stoneskin |
Extended |
Diamond dsut |
1,300 gp |
Stone tell |
Extended |
Stone mask |
1,250 gp |
Stone to flesh |
- |
- |
- |
Storm of vengeance |
Empowered |
Heartwood from oak split by lightning |
3,900 gp |
Suggestion |
Heightened +2 |
Druid-tended honey |
1,500 gp |
Mass suggestion |
Heightened +2 |
Druid-tended honey |
2,700 gp |
Summon Instrument |
- |
- |
- |
Summon monster I |
Extended |
Pearl |
250 gp |
Summon monster II |
Empowered |
Pearl |
1,100 gp |
Summon monster III |
Empowered |
Pearl |
1,500 gp |
Summon monster IV |
Empowered |
Pearl |
1,900 gp |
Summon monster V |
Empowered |
Pearl |
2,300 gp |
Summon monster VI |
Empowered |
Pearl |
2,700 gp |
Summon monster VII |
Empowered |
Pearl |
3,100 gp |
Summon monster VIII |
Empowered |
Pearl |
3,500 gp |
Summon monster IX |
Empowered |
Pearl |
3,900 gp |
Summon nature's ally I |
Extended |
Druid-tended mistletoe |
250 |
Summon nature's ally II |
Empowered |
Druid-tended mistletoe |
1,100 gp |
Summon nature's ally III |
Empowered |
Druid-tended mistletoe |
1,500 gp |
Summon nature's ally IV |
Empowered |
Druid-tended mistletoe |
1,900 gp |
Summon nature's ally V |
Empowered |
Druid-tended mistletoe |
2,300 gp |
Summon nature's ally VI |
Empowered |
Druid-tended mistletoe |
2,700 gp |
Summon nature's ally VII |
Empowered |
Druid-tended mistletoe |
3,100 gp |
Summon nature's ally VIII |
Empowered |
Druid-tended mistletoe |
3,500 gp |
Summon nature's ally IX |
Empowered |
Druid-tended mistletoe |
3,900 gp |
Sumon swarm |
Extended |
Rune-embroidered red cloth |
450 gp |
Sunbeam |
Widened |
Javelin with phosphorus runes |
4,950 gp |
Sunburst |
Widened |
Sunstone carved into graven image |
5,550 gp |
Symbol of death |
Heightened +2 |
Powdered diamond and opal |
13,500 gp |
Symbol of fear |
Heightened +2 |
Powdered diamond and opal |
3,700 gp |
Symbol of insanity |
Heightened +2 |
Powdered diamond and opal |
8,500 gp |
Symbol of pain |
Heightened +2 |
Powdered diamond and opal |
3,300 gp |
Symbol of persuasion |
Heightened +2 |
Powdered diamond and opal |
7,700 gp |
Symbol of sleep |
Heightened +2 |
Powdered diamond and opal |
3,300 gp |
Symbol of stunning |
Heightened +2 |
Powdered diamond and opal |
8,100 gp |
Symbol of weakness |
Heightened +2 |
Powdered diamond and opal |
8,100 gp |
Sympathetic vibration |
Extended |
Set of masterwork tuning forks |
1,250 gp |
Sympathy |
Extended |
Crushed pearls |
2,150 gp |
Telekinesis |
Enlarged |
Iron rod with silver filigree |
1,250 gp |
Telekinetic sphere |
Enlarged |
Crystal sphere |
1,650 gp |
Telepathic bond |
Extended |
Dragon eggshells |
1,050 gp |
Teleport |
Quickened |
Amber and emrald pendant |
5,400 gp |
Teleport object |
Quickened |
Amber and emrald bracelet |
7,000 gp |
Greater teleport |
Quickened |
Amber and emrald necklace |
7,000 gp |
Teleportation circle |
Extended |
Amber dust |
2,850 gp |
Temporal stasis |
Heightened +2 |
Powdered diamond, emrald, ruby, and sapphire |
8,500 gp |
Tiny hut |
Extended |
Necklace of crystal beads |
650 gp |
Transformation |
Extended |
Potion of bear's endurance, bull's strength, cat's grace, and
heroism |
1,650 gp |
Trap |
- |
- |
- |
Time stop |
Empowered |
Specially prepared titan's knucklebone |
3,900 gp |
Tongues |
Extended |
Brass model of ziggurat |
750 gp |
Touch of fatigue |
Heightened +2 |
Wolverine perspiration |
275 gp |
Touch of idiocy |
Silent |
Ornate bronze gauntlet |
450 gp |
Transmute metal to wood |
Widened |
Finely carved darkwood-and-pearl holy symbol |
4,950 gp |
Transmute mud to rock |
Heightened +1 |
Alchemically treaded clay |
1,050 gp |
Transmute rock to mud |
Heightened +1 |
Alchemically treated clay |
1,050 gp |
Transport via plants |
Silent |
Rare herbs |
1,250 gp |
Trap the soul |
- |
- |
- |
Tree shape |
Extended |
Shawl woven from druid-tended leaves |
450 gp |
Tree stride |
Silent |
Rare herbs |
1,050 g |
True resurrection |
- |
- |
- |
True seeing |
Extended |
Eye ointment |
1,500 gp |
True strike |
Quickened |
Bow with +1 enhancement bonus |
2,330 gp |
Undeath to death |
Widened |
Crushed diamond |
4,850 gp |
Undetectable alignment |
Extended |
Embroidered velvet shroud |
450 gp |
Unhallow |
Widened |
Herbs, oils, and incense |
4,750 gp plus extra for spell |
Unholy aura |
Extended |
Shield with +1 enhancement bonus |
1,153 gp |
Unholy blight |
Empowered |
Dust from strongly evil-aligned outer plane |
1,900 gp |
Unseen servant |
Extended |
Fancy valet's uniform |
250 gp |
Vampiric touch |
Maximized |
Specially prepared vampire's fang |
2,550 gp |
Veil |
Heightened +2 |
Veil spun from electrum thread |
2,700 gp |
Ventriloquism |
Enlarged |
Calligraphy on fine parchement, rolled into cone |
250 gp |
Virtue |
Extended |
Brass medallion |
25 gp |
Vision |
- |
- |
- |
Wail of the banshee |
Enlarged and widened |
Trapped banshee essence |
8,600 gp |
Wall of fire |
Extended |
Ground phosphorus and magnesium |
950 gp |
Wall of force |
Extended |
Any clear gem |
1, 050 gp |
Wall of ice |
Extended |
Rune-engraved quartz |
850 gp |
Wall of iron |
Enlarged |
Alchemically purified iron and gold dust |
1,300 gp |
Wall of stone |
Enlarged |
Rune-engraved granite |
1,050 gp |
Wall of thorns |
Extended |
Thorns from rare blood-roses |
1,050 gp |
Warp wood |
Enlarged |
Switch carved from druid-tende black oak |
450 gp |
Water breathing |
Extended |
Ornately carved reed |
650 gp |
Water walk |
Extended |
Coral armbands |
650 gp |
Waves of exhaustion |
Widened |
Occluded diamond |
4,950 gp |
Waves of fatigue |
Widened |
Occluded diamond |
2,550 gp |
Web |
Heightened +2 |
Ritually prepared drider silk |
1,100 gp |
Weird |
Heightened +1 |
Nightmarish etchings |
1,850 gp |
Whirlwind |
Extended |
Bottled gale-force wind from the Elemental Plane of Air |
1,650 gp |
Whispering wind |
Extended |
Bottled last breath of a druid |
450 gp |
Wind walk |
Extended |
Cloud vapor from mildly law-aligned outer plane |
1,350 gp |
Wind wall |
Extended |
Specially prepared lillend feather |
650 gp |
Wish |
- |
- |
- |
Wood shape |
- |
- |
- |
Word of chaos |
Heightened +2 |
Specially prepared stinger of formian myrmarch |
3,100 gp |
Word of recall |
Quickened |
Ornate emrald holy symbol |
7,000 gp |
Zone of silence |
Widened |
Miniature platinum lute with strings cut |
3,150 gp |
Zone of truth |
Heightened +2 |
Silver and gold gavel |
1,100 gp |
|
HOUSE RULE: METAMAGIC
AND SORCERERS I
A sorcerer who wants to make
better use of his metamagic feats, including the possibility of
using Quicken Spell can treat a
metamagic version of a spell as a unique spell known. He must
know any metamagic feats he applies to the spell, and he must
know the unmodified version of the spell. For example, a
10the-level sorcerer who knows magic missile and the Quicken
Spell feat can add "quickened magic missile" to his list of
spells known, counting as his one 5th-level spell.
-James Wyatt
HOUSE RULE: METAMAGIC
AND SORCERERS II
Som players in my game who run
sorcerers feel they get short-changed by the rules for metamagic
feats. They don't like spending a full-round action to use the
few metamagic feats they know, and they especially don't like
being no able to use the Quicken Spell feat. I came up
with a solution that works for me.
I allow sorcerers who know metamagic feats to "reserve"
(essentially, prepare) spell slots for use with metamagic feats
they know. For example, a 10th-level sorcerer can cast three
5th-level spells and five 4th-level spells per day (plus a buch
of lower-level spells). I let him mark any or all of those slots
(or any others he has) as reserved for use with particular
metamagic feats. He might say that one of his 5th-level spells
slots is a Quicken Spells slot and two of
his 4th-level spells slots are reserved for Empower
Spell. I rule that it takes 15 minutes per spell slot for the
sorcerer to reserve these slots.
The sorcerer, when he reserves the slots, does not have to
specify the exact spells that occupy them. He has, of course,
designated the level of the spell: Only a 0- or 1st-level spells
can fill up the Quicken Spell slot - it could
be magic missile, mage
armor, or any other 1st-level spell he knows. Empower
Spell adds two levels to a spells effective level, so
empowered versions of 2nd-level spells occupy the 4th-level
slots. If the sorcerer changes his mind later in the day, he can
"unreserve" the slots by taking 15 minutes of time per slot to do
so. Otherwise, the slots remain reserved until the sorcerer
either casts spells using those slots or sleeps for a night,
resetting all his spell slots to normal.
-Ed Stark
BEHIND THE CURTAIN:
METAMAGIC COMPONENTS
If you use this variant, you may
find that characters are less likely to take metamagic feats
because they can just pay for the occasional metamagic effect by
using a metamagic component instead. Spellcasters who use
metamagic components repeatedly may all behing the other PCs in
terms of wealth, because metamagic components are quite
expensive. Although using a metamagic component is more expensive
than casting from a scroll with the metamagic version of the
spell, a spellcaster gets more bang for her buck with a metamagic
component, because she can use her own caster level and ability
score to set the spell's parameters such as save DC, damage, and
range. Metamagic components give spellcasters more flexibility,
becuase they can either cast a spell normally or get the extra
benefit of the metamagic component, and they don't have to decide
until the moment spellcasting begins.
Metamagic components are an effective tool for NPC
spellcasters in particular, who often have only a few rounds to
cast spells before the encounter ends. But because metamagic
components are expensive, such NPCs may use up more of their
treasure than is typical.
|