Metamagic

Rules Index

Metamagic feats let spellcasters alter how a spell works — extending its duration, maximizing its damage, or quickening it to a swift action. The cost is preparing or casting the spell in a higher-level slot than normal, while the spell's own level (and save DC) remain unchanged. Actual metamagic feats are in the Feats database — this page covers the rules for applying them.

How Metamagic Works

Prepared Casters (Wizard, Cleric, Druid…)

Apply metamagic during preparation. The spell occupies a slot equal to spell level + all level adjustments. Casting time is unchanged — still a standard action (or whatever the spell normally requires).

Spontaneous Casters (Sorcerer, Bard, Oracle…)

Apply metamagic at cast time by expending a slot of the adjusted level. Casting time increases to a full-round action (even if the original was a standard action). Exception: a 1-round casting time remains 1 round. Quicken Spell is always a swift action regardless.

Key rule: Metamagic raises the slot level, not the spell level. A Maximized fireball (spell level 3, +3 = slot level 6) still has a save DC based on spell level 3 + caster's ability modifier.

Core Rulebook Metamagic Feats

Full feat prerequisites and descriptions are in the Feats database.

Feat Slot adj. Effect
Empower Spell +2 All variable, numeric effects of the spell are increased by 50% (×1.5). Does not affect non-numeric effects or saves.
Enlarge Spell +1 Doubles the spell's range. Personal and touch range spells are unaffected.
Extend Spell +1 Doubles the spell's duration. Does not affect instantaneous, concentration, or permanent durations.
Heighten Spell +any Treats the spell as a higher level for all purposes — including save DC. The slot level equals the chosen level. The only metamagic feat that raises the effective spell level for DC calculations.
Maximize Spell +3 All variable, numeric effects are maximized — no dice rolled. Does not combine with Empower (apply Max first, then Empower is irrelevant).
Quicken Spell +4 Casting time becomes a swift action. Only one quickened spell may be cast per round. Does not stack with itself or other swift-action spell abilities.
Silent Spell +1 Removes the verbal (V) component. Allows casting in silence or while silenced.
Still Spell +1 Removes the somatic (S) component. Eliminates arcane spell failure from armor for that casting.
Widen Spell +3 Doubles the radius of burst, emanation, or spread areas. Cone and line spells are unaffected.

Stacking Multiple Metamagic Feats

Multiple metamagic feats can be applied to the same spell. Simply add all slot-level adjustments together. A Maximized, Empowered fireball would require a 9th-level slot (3 + 3 + 2 + 1 for Empower's +2 and Maximize's +3). The effective slot level cannot exceed 9th.

Maximize + Empower interaction: If both are applied to a damaging spell, Maximize sets all dice to maximum, then Empower multiplies the maximized total by 1.5. This is the correct order per the CRB.

Metamagic & Spell-Like Abilities

Metamagic feats cannot be applied to spell-like abilities (SLAs) by default. The exceptions are the feats Empower Spell-Like Ability and Quicken Spell-Like Ability, which apply only to those specific SLAs. Applying these feats to SLAs does not require a higher CL — the ability simply gains the metamagic effect.

Metamagic Rods

Metamagic rods let any caster apply a metamagic effect to a spell without using a higher-level slot or knowing the feat. A rod is activated as part of casting — hold it in hand and declare its use. Most rods can be used 3 times per day and are limited by the spell level they can affect (lesser = up to 3rd, standard = up to 6th, greater = up to 9th). The rod does not change the casting time (no full-round penalty for spontaneous casters when using a rod). See the Magic Items database for individual rod entries.

See Also