Chapter 7: Spells

Standardized Spellcasting Rules

To avoid needless repetition of standard rules in the class write-ups, standardized casting rules are provided here. In the class descriptions for classes with spellcasting ability, relevant details are listed as needed only. In addition, some terms are clarified here.

Bonus Spells: Most casting classes provide bonus spells, such as the cleric’s domain spells, the sorcerer’s bloodline spells, the specialist wizard’s school spells, etc. These are shown on Spellcasting Table 1 for the sake of convenience, but generally represent class features, rather than automatic acquisitions. Multiclassed casters receive higher-level bonus spells only if the contributing classes do (see Spell Theurgy, below).

Cantrips and Orisons: You learn or can prepare a number of 0-level spells (“cantrips” for arcane casters, “orisons” for divine casters), as shown in the tables. These spells are cast like any other spell, but they do not consume any slots and may be used at will.

Caster Level: This is the level at which your spells operate, used to determine duration, range, damage, and other level-dependent effects of your spells. Unless otherwise noted, your caster level for all spells and spell-like abilities is equal to your number of ranks in Concentration (not including “virtual ranks” from Skill Focus, if any). Your caster level is not necessarily the same as your Spell Capacity (see below).

Spellcasting Table 1: Spells Known/Prepared

Spell Capacity Spells by Level:
0
1st 3
2nd 4
3rd 4
4th 4
5th 4
6th 4
7th 4
8th 4
9th 4
10th 4
11th 4
12th 4
13th 4
14th 4
15th 4
16th 4
17th 4
18th 4
19th 4
20th 4

The “+1” entries in the table indicate the class-granted bonus spells, if any (see above).

Prepared Casting:

Then I spoke the spell, slowly and clearly, leaving out the four key words I had chosen to omit. The woods grew absolutely still about me as the words rang out. The spell hung before me like a crippled butterfly of sound and color, trapped within the synesthetic web of my personal vision of the Logrus, to come again when I summoned it, to be released when I uttered the four omitted words.

―Roger Zelazny, Blood of Amber (1986)

You must choose and prepare your spells in advance. You can prepare and cast only a certain number of spells of each spell level per day. The number of spells per spell level you can have prepared at a time is shown in Spellcasting Table 1: Spells Prepared. In addition, you receive additional spells per day if you have a high spellcasting attribute score.

Spellcasting Table 2:

Spontaneous Spells per Day

Spell Capacity 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3
2nd 4
3rd 5 0
4th 6 3
5th 6 4 0
6th 6 5 3
7th 6 6 4 0
8th 6 6 5 3
9th 6 6 6 4 0
10th 6 6 6 5 3
11th 6 6 6 6 4 0
12th 6 6 6 6 5 3
13th 6 6 6 6 6 4 0
14th 6 6 6 6 6 5 3
15th 6 6 6 6 6 6 4 0
16th 6 6 6 6 6 6 5 3
17th 6 6 6 6 6 6 6 4 0*
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 5

* You can use spells of this level only if you have a high enough spellcasting attribute score to gain a bonus spell of that level.

Saving Throw DCs: For your spells that allow saving throws, the DCs are calculated as 10 + the level of the spell + your Charisma modifier. Characters with the Serenity feat may apply their Wisdom modifier instead of their Charisma modifier when calculating save DCs; wizards with the Diligent Preparation arcane bond can apply their Intelligence modifier instead of their Charisma modifier.

Spell Capacity: This is your row on the standardized spellcasting tables, which corresponds to an equivalent level of a full spellcaster in the core rules. Your spell capacity determines your spells known and spells per day, and the highest level of spells to which you have access.

Spellcasting Attribute: Each class has a single attribute that governs spellcasting, as listed in the class description. You are unable to learn, prepare, or cast spells from that class list if your attribute is less than 10 + the level of the spell.

Spontaneous Casting: You can cast any spell you know without preparing it ahead of time. You know a certain number of spells (Spellcasting Table 1: Spells Known). You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 2: Spontaneous Spells per Day. In addition, you receive additional spells per day if you have a high spellcasting attribute score.

Theurgy

Multiclassing as a spell caster often works differently in these rules than in the Pathfinder core rules. Rather than tracking two separate spellcasting progressions, it is normally possible to some extent to combine progression from different spellcasting classes. For example, there are a number of talents and other options in the class documents (Chapter 2) allowing a caster to give up the normal spellcasting progression in one class in order to improve casting progression in another class.

This type of spellcasting improvement will be termed “theurgy” in these rules, after the Mystic Theurge prestige class in the core rules, and because of the linguistic similarity with the word “synergy.” Spell theurgy works according to the general rules for class synergy features (see Introduction).

Applying Theurgy: When spellcasting theurgy is used, the improvements shown in the class synergy table are applied directly to your Spell Capacity (q.v.) on Tables 1 and 2 (and not necessarily to the level in the class being advanced). For example, a bard 6 normally has a Spell Capacity of 5th (Bard Table 1). Upon gaining 6 levels in ranger and selecting the Harper Scout ranger lore (allowing your ranger levels to provide Weak synergy towards your bard casting), your new Spell Capacity would be 8th, allowing you to cast 4th level bard spells. This referral back to a standard table avoids unduly penalizing bards and other part-casters who gain improvements in those casting progressions from another such class.

Class Level: As noted in Chapter 1, when another class provides spellcasting theurgy, always use your actual number of levels in that class, rather your your “effective class level” obtained through feats, talents, etc.

Spell List Access: Theurgy generally grants access to both class spell lists, subject to any limitations specified for the class feature granting it. For example, the Arcane Hierophant druid (Chapter 2) can cast arcane spells only if the spell level is less than or equal to his or her arcane class level.

Stacking Theurgy: If you have more than one class providing theurgy towards a third class’ spellcasting progression, then theurgy works similarly to saving throws: add all levels providing weak theurgy together and compare the total advancement in the appropriate column on Table 3; add all levels providing strong theurgy and check the total against the advancement on Table 3; and apply the total advancement to your Spell Capacity on the Tables 1 and 2.

Theurgy and Bonus Spells: Classes that normally receive bonus spells such as bloodline spells or domain spells (e.g., bard, monk) also allow acquisition of higher-level bonus spells when used for theurgy. Theurgy from classes without bonus spells (e.g., ranger) does not count towards acquiring new bonus spells. This is a specific change from the Pathfinder core rules, in which bonus spells are available to single-classed characters only; it is intended to make multiclassing as a spellcaster less onerous.

Racial Spell-Like Abilities

Rather than have templated races like half-fiends and shades acquire spell-like abilities haphazardly, a standardized mechanic is provided here. Races with access to suites of spell-like abilities gain them according to ranks in Concentration, so that their racial spell capacity is equal to their caster level.

Progression: One spell-like ability is gained at each odd-numbered rank in Concentration, to a maximum number of ranks equal 17 or your total Hit Dice, whichever is lower. The spell level of each new spell-like ability gained is equal to half your number of ranks in Concentration (round up)—e.g., a character with 5 ranks in Concentration will have one 1st, one 2nd, and one 3rd level spell-like ability.

Listing: A race receiving racial spell-like abilities will list them by spell level, much as bloodline or domain spells are listed. For example, the list of spell-like abilities for the half-fiend template reads: 1stdarkness, 2nddesecrate, 3rdcontagion, 4thpoison, 5thunhallow, 6thblasphemy, 7thdestruction, 8thunholy aura, 9thsummon monster IX.

Uses Per Day: When the first spell-like ability of a given spell level is gained, it is usable once per day. A spell-like ability is usable 3 times per day if your number of ranks in Concentration is greater than or equal to 4 x the spell level of the spell-like ability. If your number of ranks in Concentration is greater than or equal to 6 x the spell level, you can use the ability at will.

Theurgy and Bonus Spells: When racial spell-like abilities are given up in favor of spellcasting synergy (as described for each race in Chapter 2), the racial spell-like abilities listed can be used in place of the standard bonus feats for the primary casting progression.

Spells from Non-Core Sources

In various chapters, superscripts are used to reference spells from sources other than the Core rules. To save on space in repeating that list in each individual document, a central listing of those sources is provided here. If your group does not own the source cited, substitute an appropriate spell instead of the one listed.

From Paizo Publishing: APG = Advanced Player’s Guide; ARG = Advanced Race Guide; DG = Dwarves of Golarion; Dr# = Dragon Magazine (and issue); DrAn = Dragon magazine annual (and volume); ISWG = Inner Sea World Guide; PB2 = Pathfinder Bestiary 2; UC = Ultimate Combat; UM = Ultimate Magic.

From Wizards of the Coast: BED = Book of Exalted Deeds; BVD = Book of Vile Darkness; CA = Complete Arcane; CAd = Complete Adventurer; CD = Complete Divine; CM = Complete Mage; CW = Complete Warrior; DN = Draconomicon; ECS = Eberron Campaign Setting; FB = Frostburn; FC1 = Fiendish Codex I; FR = Forgotten Realms Campaign Setting; GA = Greyhawk Adventures; GW = Ghostwalk; LM = Libris Mortis; LoM = Lords of Madness; ME = Magic of Eberron; MF = Magic of Faerun; MH = Miniatures Handbook; MP = Manual of the Planes; MW = Masters of the Wild; OA = Oriental Adventures; PGF = Players Guide to Faerun; PHII = Players Handbook II; PnH = Planar Handbook; RD = Races of Destiny; RF = Races of Faerun; SC = Spell Compendium; ShS = Shining South; SRD = 3.5 edition System Reference Document; SS = Savage Species; SSt = Sandstorm; SW = Stormwrack; TM2 = 2nd edition Tome of Magic; UE = Unapproachable East; Und = Underdark; WCS = Waterdeep: City of Splendors; WotC = Wizards of the Coast web site.

From Other Publishers: AEST = Arcana Evolved Spell Treasury (Malhavoc Press); APM = Advanced Players Manual (Green Ronin); AUG = Arcana Unearthed Grimoire (Malhavoc Press); BEM = Book of Eldritch Might (Malhavoc Press); BHM = Book of Hallowed Might (Malhavoc Press); RR = Relics & Rituals (Sword & Sorcery Studios); RRO = Relics & Rituals: Olympus (Sword & Sorcery Studios).

Casting Spells

Casting Spells in Combat

Casting spells in combat is far more difficult in these rules than in the core rules, as described under the Concentration skill in Chapter 4. This is ameliorated by the greater power and flexibility of spells (see specially Metamagic, below), and by the fact that other characters can generally guard an allied caster by holding enough movement and attacks to intercept attacks―or if adjacent, simply by declaring that they are doing so (see Chapter 1).

Casting Time: Spells with a listed casting time of “1 standard action” or greater (this includes most spells) are difficult to cast if they have somatic and/or material components. You may take a 5-ft. step while casting, but not a full or half move. Spells with a casting time of “1 standard action” with only verbal and/or focus components can be cast as a standard action, allowing a full move in the same round.

Casting Spells on Other Planes

The rules listed above apply to Aviona and the rest of the homebrew world. In other places, the rules might work differently: casting might be easier, harder, or even impossible. On Golarion, for example, the Concentration DC for casting defensively is a static 15 regardless of threatening opponents, as described in the Pathfinder core rules, and all standard-action spells are cast as standard actions.

Certain planes have wildly differing rules of magic; some types of spells might work at improved efficiency, or not at all. In general, arcane casters attempting to cast unmodified spells on planes with different magical laws fail automatically. Spontaneous casters can attempt a Planar Sense check (Chapter 4) as part of the casting to cast normally (DC 15 + twice the level of the spell); this increases the casting of a standard-action spell to one full round, so that the spell takes effect on the caster’s next turn. Arcane casters who prepare spells can make Knowledge (the planes) checks while preparing their spells in order to prepare spells that function on the new plane of existence.

Clerical spells, incarnate spells, and monks’ ki powers work normally on all planes, except those with specific special magic traits that would indicate otherwise. However, most deities’ power and awareness does not extend to all planes. Clerics and archivists out of touch with their deities cannot regain spells above 2nd level. Druids’ connection to the natural world requires special adjudication; unless specific guidelines have been developed for a given plane, treat druids as clerics.

Special Magic Zones

In some places, localized warping of reality—either though massive magical trauma in the past or the impingement of another plane onto the Prime Material—can create conditions in which nonstandard spellcasting rules are used. In the simplest case, use the rules for casting spells on other planes (q.v.). For example, a temple of Graz’zt might count as being part of the Abyss, for purposes of spellcasting inside. Other common examples follow.

Dead Magic Areas: The magic, or “mana” of the area has been totally depleted. Spells, spell-like abilities, and supernatural abilities do not work in a dead magic area. Creatures and objects inside the area cannot be detected using divination magic, and creatures cannot teleport, plane shift, or otherwise magically travel into the dead magic area.

Wild Magic Areas: Attempting to cast a spell or use a spell-like ability in a wild magic area results in a wild surge, as described in the 2nd edition Tome of Magic (TSR, Inc.). Supernatural abilities are not affected.

Other Variations

Active or Latent Spells

Active or latent spells that are permanent or last until discharged (such as explosive runes, glyph of warding, fire trap, secret page, symbol of death, etc.) count against your personal numen (Chapter 6). In general, the cost is as per a magic trap (spell level x caster level x 50 gp, plus the spell’s listed material component cost, if any). The numen is replaced when the spell is no longer potent, due to discharge, dispelling, or whatever. Some examples:

  • 3rd level explosive runes x CL 6th x 50 gp = 900 numen each.

  • For an 8 HD simulacrum: (6th level simulacrum spell x CL 11th x 50 gp) + (8 x 500 gp) = 7,300 numen.

Cantrips and Orisons

For 0-level spells that have non-instantaneous results, only one such effect or result can be in existence from one caster at one time. For example, in the Core rules, if you cast another light spell while a previously-evoked light is still in effect, the first light winks out. This principle is extended to other applicable 0-level spells: e.g., create water, endure elements, ghost sound, resistance, etc.

Castles and Dungeons

Spells (and abilities duplicating the effects of spells) with the [teleportation] descriptor cannot penetrate to an area that is entirely enclosed by more than 1 ft. of solid stone, 3 ft. of earth, an inch of metal, and/or a thin coating of lead (an exception is teleportation circle, which works normally). The same restriction applies to scrying effects. This guideline, adapted from the Dunegonomicon (Frank and “K,” The Gaming Den), not only curtails “scry-and-fry” tactics, but also provides a rationale for the prevalence of both castles and dungeons in a game world in which dragons exist.

Kings therefore live in stone castles, not for defensibility from armies, but for secrecy; if a need to teleport or use scrying magic comes up, they can go to an outside room and open a leaded-glass window, but while inside an inner room with stone walls and a lead-lined door, their councils are protected from eavesdropping and teleporting assassins. Many wizards likewise live in stone towers with designated divining and transportation rooms open to the outside. Tombs and cultist headquarters are typically found in dungeons underground for similar reasons.

Divination and dimension door effects within a dungeon or building itself are normally not affected, as the doorways, rooms, and corridors provide “open” pathways of effect within the complex itself. However, rooms with stone walls and thick stone or metal doors (such as all of the Tomb of Horrors beyond the Chapel of Evil and Stone Gate) would fall under these guidelines.

Counterspelling

Counterspelling uses the preemptive action mechanics (q.v.); you hold a full attack action (or a standard action, if using a spell with no material or somatic components) to counterspell when an enemy caster begins to cast.

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then cast an appropriate spell. You may use any spell to counterspell, but success is automatic only if you use the same spell as the one being cast, or one of equal level or greater with effects that are exactly opposite (e.g., haste vs. slow). Use of any other spell requires a Concentration check on your part with a special bonus equal to the level of the spell you are using as a counterspell. The counterspelling DC is equal to 10 + the enemy spellcaster’s Concentration bonus + the level of the spell you are attempting to counterspell.

Use of a spell from a school different from the one being cast results in a –4 penalty to your counterspelling attempt.

The Improved Counterspell feat provides a +4 bonus on all counterspelling attempts and allows counterspelling more quickly, scaling with the caster level of the counterspeller.

Default Spell Parameters

Playing a caster is hard work, because you generally have access to a lot of spells, and are expected to know what they do without flipping through rulebooks or opening web browsers or PDF documents.

Game Play Etiquette: If a player is asked for specifics of a spell his or her PC is casting, and is unable to provide them instantly, the referee can instead resort to the use of the following default parameters:

  • Casting Time: 1 full round

  • Components: V, S, M

  • Range: Personal (if the spell provides some bonus or other advantage in combat), or Touch (otherwise)

  • Target: You or creature touched

  • Duration: 1 round maximum

  • Saving Throw: Will negates (DC 10)

  • Spell Resistance: Yes.

Obviously, keeping a set of index cards or sheet of notes handy will result in you being able to use the correct spell parameters.

Resurrection Survival

In an ongoing campaign with loose time limits, races with long life spans have a large advantage in their ability to wait out threats and to spend vast amounts of down time crafting items. Re-instituting the 1st edition D&D “resurrection survival” concept is an optional means of balancing this. In this option, a character who wishes to be brought back from the dead must succeed at a Fortitude save at DC 5 + 1 per 10 years of the race’s “venerable” age up to 200, and +1 per 25 years thereafter. This translates to the following:

Race Venerable Age Resurrect DC
Half-orc 60 11
Human 70 12
Halfling 100 15
Half-elf 125 17
Gnome 200 25
Dwarf 250 27
Elf 350 31
Dragon 600 41

Failure on this saving throw means that the newly-resurrected creature instantly dies again, and cannot be resurrected thereafter barring the use of a wish or miracle.

Save-or-Lose Spells (Optional)

Spells such as hold person and slay living can potentially be modified so that a failed save does not automatically knock a combatant out of the fight, but some seriously debilitating effect occurs even on a successful save. This option uses the conditions associated with attribute scores of 0 or 1 (see Introduction), by applying attribute penalties, damage, or drain as appropriate.

Important Note: These rules have not been tested and are not considered part of the official house rules. They are presented here in hopes that they will get some use in-game in order to gain useful feedback regarding implementation.

Attribute Penalty Spells: Spells that inflict conditions associated with an attribute score of 1 (e.g., weakness, slow, or confusion) are modeled after ray of enfeeblement, then modified using the appropriate metamagic feats (see below). Penalties and caps, by final spell level, are as follows. Examples from the core rules are provided in Appendix B.

Spell Level Penalty & Cap
1st 1d6 + ½ levels (max +5)
3rd 1d6 + ½ levels (max +10)
5th 1d6 + 1/level (max +15)
7th 1d6 + 1/level (max +20)
9th 1d6 + 1/level (max +25)

Attribute-Damaging Spells: Spells that impose conditions associated with an attribute score of 0 (e.g., helplessness, paralysis, death) instead deal attribute damage of the appropriate type. Assume the base attribute damage spell is a touch attack dealing 1d4 attribute damage (save for half); this is more or less equivalent to the lesser shivering touch spell from the Frostburn supplement, or the boneblast spell from the Book of Vile Darkness.

Damage Attribute

School Enchantment (mental attributes) or Necromancy (physical attributes)

Level cleric 1, druid 1, sorcerer/wizard 1

Components V, S, M/DF

Casting Time standard action

Range touch

Target creature touched

Duration instantaneous

Saving Throw Fort or Will half; Spell Resistance yes

This effect can be Heightened, increasing the damage by 1d4 per additional spell level; automatic heightening from applying other metamagic does not apply, however. For example, slay living is a touch spell dealing Constitution damage, Heightened to 5th level for 5d4 Con damage (Fort save for half). Finger of death starts with 1d4 Con damage (1st level); add the Reach Spell feat (touch to ray; +1 level), and the damage is still 1d4 Con. The spell is then Heightened to 7th level (+5 levels) for a final damage of 6d4 Con (save for half). These spells are obviously especially dangerous against creatures whose attribute scores are already reduced through fatigue or exhaustion.

Table: Attribute-Affecting Spell Conditions

Stat Penalty Damage Drain
Str Weakened Helpless Withered
Dex Inhibited Paralyzed Petrified
Con Infirm Dead Destroyed
Int Feebleminded Mindless Mindless
Wis Confused Insensate Insane
Cha Charmed Dominated Enthralled

To deal attribute drain instead of attribute damage, the Fell Affliction metamagic feat is added to the effect.

Spell Effect Limitations

In order to cut down the need to track myriad spell effects on characters at high levels, as an optional rule, a character or monster can be affected by a maximum number of spell levels worth of non-harmful spells (“buffs”) equal to his or her CR. Buff spells causing this limit to be exceeded have no effect. Permanent or use-activated spell effects from bound magic items (Chapter 6) do not count against this limit.

Spell Resistance

Spell resistance, as from a racial or class feature, can be selectively lowered against specific incoming spells at will. This does not require an action. If you do not know what spell a dubious ally is casting on you (for example, by using the Spellcraft skill) you must decide blindly whether or not to allow the spell past your SR.

Spells that Supersede Skills and Class Features

Invisibility was likewise impossible, at least as far as Flagg himself had been able to determine. Yet it was possible to make oneself… dim. It was necessary to actually hide when one was dim only if one saw someone whom one knew well―for, whether one was dim or not, these people almost always saw. Dimness was useful, but it was not invisibility.

―Stephen King, The Eyes of the Dragon (1987)

There are a large number of spells, both in the core rules and in various supplements, that obsolete skills and supersede class features. This has the effect of allowing a caster (or anyone with a wand and the Spellcraft skill) to be a duplicate ranger, rogue, etc. It also severely devalues skills. In these house rules, many of the offending spells are modified or removed, as summarized here and in the appropriate subsection under “Changes to Schools of Magic,” below.

Spells Providing Bonuses to Skill Checks: The maximum bonus is pegged at +1 per caster level, with a maximum of +5 for a 1st level spell, +10 for a 3rd level spell, +15 for a 5th level spell, +20 for a 7th level spell, and +25 for a 9th level spell (see Scaling Bonuses under Heighten Spell, below). In addition, all skill-enhancing spells and magic items now provide enhancement bonuses, so their effects do not stack.

New Spells: When new sources are introduced, use the above guidelines to evaluate whether to include them. For example, the guiding star spell from the Advanced Player’s Guide and the deadeye’s lore spell from Ultimate Combat would be restricted to the ranger’s spell list, as they intrude into the ranger’s area of expertise.

Changes to Schools of Magic

The following adjustments are made to specific schools of magic and spells therein.

Abjuration

All personal protective spells other than illusions (including mage armor and shield) are specifically designated as Abjuration spells. Also, all warding spells on a place or object should be moved to the Abjuration school.

Changes to specific spells are summarized below.

Exorcism: Spells such as dispel evil and banishment can be used selectively to affect any undead, outsider, or other spirit possessing (through magic jar, malevolence, etc.) a body. This either banishes the possessing entity (if applicable) or expels it from the host (if not). Likewise, dimensional anchor can be used to trap a possessing spirit in the host’s body.

Freedom of Movement: Rather than outright immunity, the spell confers an enhancement bonus to Escape Artist checks to avoid a grapple or pin equal to +1 per caster level (maximum +10), as consistent with the general rules governing “Spells That Supersede Skills and Class Features” described above.

Warding Spells: Note the cost for active or latent spells, as noted above.

Conjuration

The school of Conjuration loses the [healing] subschool (which is moved to the school of Necromancy) and also all energy/blasting spells (such as acid splash; these are moved into Evocation instead). It gains blink, ethereal jaunt and etherealness (all of which move the caster to the ethereal plane).

Other specific changes are described below.

Thaumaturgy: Summoning and controlling extraplanar beings (through summon momster, planar binding, etc.) now requires the Thaumaturgist feat, which sets CR limits in the manner of the Leadership feat. Without the Thamuaturgy feat, all summoned extraplanar beings are automatically uncontrolled.

Summon Monster: In addition to the limits on control, prepared summon monster spells require you to state the being(s) summoned as part of the preparation. As something of a counterbalance, the summon monster lists are expanded to include almost any extraplanar creature of the appropriate CR and HD for that spell level, according to the following table (the maximum CR is a hard cap; creatures with HD exceeding the typical range should have a maximum CR of 1 lower).

Spell Maximum CR Typical HD Range
Summon monster I ½ 1-2
Summon monster II 1 2-3
Summon monster III 2 2-4
Summon monster IV 4 4-5
Summon monster V 6 6-8
Summon monster VI 8 7-10
Summon monster VII 10 9-12
Summon monster VIII 12 12-14
Summon monster IX 14 14-15

Summon Nature’s Ally: Summon nature’s ally spells do not require a feat, but do share the preparation limitations of summon monster spells. However, these limitations can be waived in a number of cases:

  • If cast spontaneously using the druid’s or ranger’s mark of the wild ability, any animal, elemental, fey, plant, or vermin within the appropriate CR and HD guidelines can be summoned.

  • If cast in a specific terrain, you can choose to forego the prepared summons and instead summon a random creature (or number of creatures, if using a Heightened spell) appropriate to that terrain. Doing so prevents any chance of summoning a porpoise into a desert, for example.

  • If cast in a specific terrain that is one of your favored terrains, you can choose the exact creature type(s).

Plane Shift: The casting time of plane shift is increased to 30 minutes, so that it’s now a ritual, not a combat spell.

Teleport: Teleportation effects can be blocked by a sufficient thickness of earth or stone, as described under “Castles and Dungeons,” above.

Divination

Divination spells allowing a saving throw call for Intuition saves, rather than Will saves (Chapter 1). In addition,

A number of spells within this school have been modified or removed outright; the rationale for many of these changes is given under “Spells that Supersede Skills and Class Features,” above.

Analyze Dweomer: This spell should be entirely superseded by the use of arcane sight coupled with relevant Spellcraft checks, and/or greater arcane sight.

Detect Magic: The range of this spell is reduced to Touch. Lingering magic auras can still be detected, but you must be in the same space as the former effect. Those wishing to detect magic at a distance will have to wait and use arcane sight instead.

Detect Undead: This spell can be used as written, or it can be set to activate automatically whenever you approach to within 60 ft. of an undead creature (in this case, the effects are as if you had cast the spell at that time, but it requires no action on your part).

Find the Path: Tracking is the ranger’s stock in trade. The find the path spell is therefore removed from the cleric and druid spells lists. Bards, with their focus on lore, retain the spell on their class list.

Read Magic: This cantrip is subsumed by the Linguistics skill.

Scrying: Scrying effects (including clairvoyance) can be blocked by a sufficient thickness of earth or stone, as described under “Castles and Dungeons,” above.

Searching and Trap-Related Spells: In order to preserve the role of the Spellcraft skill in detecting magical traps, detect magic now has a range of touch, as noted above. In addition, the detect secret doors spell is removed from the wizard’s spell list; the find traps spell is removed from the cleric’s spell list; and all other search-related spells from alternative sources—quick search from Complete Adventurer, spontaneous search from Dragon #325, safe search from the Book of Eldritch Might 3 (Malhavoc Press), etc.—are removed from their respective standard spells lists. A multi-classed rogue/caster with a rogue class level greater than or equal to twice the level of the spell can add that spell back to the appropriate list.

Enchantment

Spells causing confusion, feeblemind, hold, slow effects and so on can be modified to deal attribute penalties or damage, as described under “Save-or-Lose” spells, above. This change affects most of the school of Enchantment; specific examples are provided in Appendix B.

Also note that [Charm] effects, as well as confusion and insanity, now call for Intuition saves rather than Will saves (Chapter 1).

Pet Peeve: In game rules, the word “enchantment” applies strictly to the school of magic, and not in any more general sense. You cannot “enchant” mindless inanimate objects.

Evocation

All direct-damage “blasting” spells (e.g., acid splash, orb of force, etc.) are moved into the school of Evocation, especially those designated as Conjuration in the 3.5 edition rules (as well as a small number of Transmutation spells).

Appropriate metamagic feats make it possible to construct almost any direct-damage spell in the core rules from ray of frost and the appropriate metamagic feats (Appendix B). This means that an evoker with the ray of frost spell, the versatile evocation ability, and the Shape Spell metamagic feat automatically “knows” (can construct) burning hands as well, without needing to put it in his spellbooks as a separate spell.

Knock: This spell is moved from Transmutation to Evocation. It either removes an arcane lock or suspends magical treatment to a door’s hardness and break DC; otherwise, it deals 1d6 force damage per caster level to the door (maximum 5d6). It does not automatically bypass mundane locks, in keeping with the general rules governing “Spells that Supersede Skills and Class Features,” above.

Magic Missile: In keeping with its very fast casting time in 1st edition, the first-level magic missile spell, unmodified by any metamagic, can be cast as an immediate action. Doing so uses up a full attack action on your next turn, however (this is a specific exception to the rule for immediate actions described in Chapter 1). Activating a wand of magic missile still requires a standard action.

Illusion

Note that disbelief saves are now Intuition saves, not Will saves (Chapter 1).

Invisibility: The bonus to Stealth provided by invisibility is an enhancement bonus of +1 per caster level (rather than a flat +20), with a maximum bonus of +5 for invisibility, +10 for greater invisibility or invisibility sphere, or +20 for mass invisibility, as consistent with the general rules governing “Spells That Supersede Skills and Class Features,” above.

Shadow Spells: The effects of shadow magic (shadow conjuration and shadow evocation spells) have been somewhat standardized; see “Effects of Heightening Spells,” in the Metamagic section below.

Simulacrum: Reduce the final HD cap to your caster level -3, instead of your caster level. Also, simulacra cannot be made of creatures with the Outsider type. For monsters with spell-like abilities, use the racial suite rules (see above) and remove abilities as appropriate for the monster’s reduced HD. In addition, the rules for racial levels (Chapter 2) suggest that half-strength monsters do not have all the abilities that the full-strength versions possess; therefore, the simulacrum of a sea hag, in addition to having only 2 HD, would either lose her evil eye ability or have the frequency of use reduced to 1/day. Referee discretion is needed.

Necromancy

Controlling Undead: Controlling undead, such as those produced by the animate dead or create undead spells, requires the Command Undead feat (Chapter 5), which functions much like Leadership for undead. If you do not have that feat (or exceed your CR cap), undead that you create or summon are uncontrolled.

Death Spells: These spells now deal Constitution damage/drain rather than hit point damage, as described under “Save or Lose Spells,” above. Spells such as ray of enfeeblement also fall under those rules. Specific examples are provided in Appendix B.

Healing: The [healing] subschool is moved from Conjuration back into the school of Necromancy (where it was in 1st edition). This subschool includes the cure wounds spells, neutralize poison, remove blindness/deafness, remove disease, the restoration spells, raise dead and resurrection, etc. (This change will please the many people inexplicably clamoring for a “white necromancer” variant.)

In addition, use of a Necromancy [Healing] spell requires a number of ranks in Heal as a class skill equal to twice the level of the spell (round up). In other words, only a character skilled in mundane healing can properly diagnose a problem and heal it with magic.

Summon Undead: Necromancy variants of the summon monster spells exist that summon undead of appropriate CR and HD. Examples include (but are by no means limited to) the following: summon undead I—human skeleton or 1 HD zombie; summon undead II—human zombie; summon undead III—ghoul; summon undead IV—allip, ghast, shadow; summon undead V—mummy, vampire spawn, wight; summon undead VI—wraith; summon undead VII—bodak, spectre; summon undead VIII—mohrg; summon undead IX—devourer, dread wraith.

Transmutation

Because this school in the core rules covers almost any effect imaginable, spells in the existing Transmutation school that could reasonably fit into other schools should be moved accordingly. For example, the etherealness spell, which allows travel to the ethereal plane, should be moved to the Conjuration school; the pyrotechnics spell, which creates a burst of fireworks, should be moved to the Evocation school.

Changes to specific Transmutation spells are described below.

Haste: Because of the substantial boosts to martial prowess already inherent in these house rules, haste now specifically affects only one target. The Mass Effect spell metamagic feat (q.v.) can be added to create a 7th level mass haste spell.

Mage Hand: No longer targets only non-magical items, so that this cantrip cannot do double duty as a ranged detect magic as well.

Spells Providing Bonuses to Skill Checks: As noted under “Spells that Supersede Skills and Class Features,” above.

Universal

Permanency: The permanency spell is removed in favor of the Permanent Spell feat (see below).

Wish: Pronouncing a wish is psychically taxing, and represents a permanent drain on the speaker’s numen. For a full wish or miracle, the wish costs 12,500 numen (as if binding an item to you, but it cannot be unbound; see Chapter 6). A limited wish costs 750 numen. Dominating, forcing, or otherwise coercing another creature into pronouncing the wish for you does not transfer the cost to that creature. If the wish would put you over your maximum numen, it fails or backfires horribly. If you attempt to wish that subsequent wishes not carry this cost, the initial wish costs 12,500 numen and also fails outright.

It is recommended that the wish spell have the same effects as listed in the Pathfinder Core Rulebook, with the following additional use and exceptions:

  • Create Item: A wish can be used to create any item, mundane or magical. However, you must immediately spend enough additional numen to purchase the item. If this causes you to exceed maximum, the item remains only so long as you are actively pursuing the current adventure.

  • Inherent Bonuses to Attribute Scores: Attribute scores are not “shuffled,” as in the core rules. Rather, use of a wish to this end costs additional numen as if purchasing an inherent attribute score manual, tome, etc. of the appropriate bonus (this essentially falls under the create item use described above).

Metamagic

A great number of additional metamagic feats, beyond those in the core rules, are presented in Appendix A. This is done in hopes of making the “building blocks” of existing higher-level spells more transparent. Ideally, most of the higher-level spells in the core rules with obvious effects can be treated simply as lower-level spells with appropriate metamagic feats added to them. Specific examples are provided in Appendix B.

In addition, metamagic feats used in tandem, and the Heighten Spell feat in general, work somewhat differently, as outlined below.

Applying Metamagic

Metamagic can be applied normally, as in the core rules. However, there are a few variations and additional options in these house rules, as described below.

Metamagic Synergy: Each additional metamagic feat after the 1st applied to a spell has its level cost decreased by 1 (to a minimum of +1). This mechanism, in most cases, allows the final modified spell level to match that in the core rules. Examples:

  • A mass cure light wounds spell is simply a 1st level cure light wounds spell, with the Reach Spell (+1 spell level), Shape Spell (ray to burst: +3 -1 = +2 levels), and Selective Spell (+1 level) feats applied, for a final level of 1+1+2+1 = 5th.

  • By this math, mass heal works out to be a 10th level spell (6+1+2+1), but as a specific exception is retained at 9th level in accordance with the core rules.

Pre-Modified Spells: Wizards and archivists might find pre-modified spells that can be scribed into their spellbooks at the appropriate (modified) spell level; this does not require the caster to know the metamagic feat in question. Likewise, a spontaneous caster might gain a spell pre-modified with metamagic directly as a spell known: for example, an incarnate could simply learn maximized searing light as a 6th level spell (with the normal casting time), rather than selecting searing light as a 3rd level spell and also taking the Maximize Spell feat. In this case, neither the unmodified spell nor the metamagic feat (for use on other spells) is available to the caster.

Innate Metamagic: Another option is to select the Innate Metamagic feat (q.v.) and apply it to a spell instead of a spell-like ability, allowing in essence a Sudden Metamagic feat (q.q.v.) usable only with that particular spell, but usable either 3/day (instead of 1/day), or at will with a sufficiently high number of ranks in Concentration. Although far superior to the above option in terms of spell level required, this option requires the expenditure of a feat.

Hero Points and Metamagic Feats: You can use action points/hero points to spontaneously apply any metamagic feat you know without increasing the casting time and without increasing the spell level. For each level by which the spell level would normally be increased, this costs 1 hero point.

Heightened Spells

So the Warlock smiled and began moving his fingers in an intricate pattern. Primary colors streamed up from between the Warlock’s fingers, roiled and expanded beneath the beamed roof. Heads turned at other tables. Then the clattering of table knives stopped. Then came sounds of delight and appreciative finger fingersnapping, for a spell the Warlock had last used to blind an enemy army.

―Larry Niven, The Magic Goes Away (1978)

Heighten Spell, a separate feat in the Core rules, has been rolled into the Spellcraft skill. In addition, the effects of the Heighten Spell feat (see below) are automatically subsumed into the costs of any other metamagic feats applied.

For example, a Maximized fireball is automatically treated as a 6th level spell, with the correspondingly higher save DC, dispel DC, and damage cap (in this case, 15d6 rather than 10d6, for a total damage of 90 hp). Heighten Spell can also be applied by itself, without other metamagic feats; this requires a Spellcraft check (DC 20 + final level of the spell).

Spells automatically heightened by the addition of metamagic feats always require a material or focus component unless the Eschew Materials feat (+1 spell level, for this purpose) is added to the chain of metamagic feats.

Effects of Heightening Spells

The following effects are not meant to be all-inclusive, but rather to provide enough examples to adjudicate other possibilities as well.

Bonuses (Scaling): Spells providing scaling bonuses have a bonus cap based on the final (modified) level of the spell. In general, 1st level spells provide a maximum bonus of +5 to one person. Higher-level spells can provide higher bonuses, according to the table below.

Spell Level Single Target Multiple Targets
0 +2
1 +5 +2
2 +7 +5
3 +10 +7
4 +12 +10
5 +15 +12
6 +17 +15
7 +20 +17
8 +22 +20
9 +25 +22

For example, invisibility no longer provides a flat +20 bonus to Stealth, but rather a +1 enhancement bonus per caster level, maximum +5 (per the table). A Heightened invisibility spell would allow a higher bonus cap; for example, a 7th level heightened invisibility cast by a 20th level caster would provide a +20 enhancement bonus to the target’s Stealth checks. Note that bonuses that scale by multiples of levels (e.g., from shield of faith or greater magic weapon) generally do not get high enough for this to be an issue.

Bonuses (Static): Spells that provide a static bonus within the above guidelines (such as bull’s strength or mage armor) have the bonus increased by +1 per level that the spell is Heightened. For example, a black tentacles spell normally has a static +4 Strength bonus to the tentacles; this would increase that bonus by +1 per level it is Heightened. Infernal healingISWG and vigorCD become a 1st level spell granting fast healing 1 for 1 minute; the fast healing increases by 1 per spell level by which the spell is Heightened.

Cure Spells: Cure moderate wounds, cure serious wounds, and cure critical wounds are considered cure light wounds spells that have been Heightened by +1, +2, or +3 spell levels, respectively. The same applies to inflict moderate wounds, etc. This means that, for spontaneous casters, anyone knowing cure light wounds and who has sufficient ranks in Spellcraft also “knows” the other three spells as well, plus 5th – 8th level versions healing a base 5d8 through 9d8 damage (with the level bonus cap increasing according to the scaling bonus table above, so that a cure wounds spell Heightened to 7th level cures 7d8 +1/level (maximum +20) damage.

Darkness Spells: The number of “steps” by which the light level is dimmed depends on the final level of the spell. For reference, light levels are as follows: bright light (full sunlight); normal light (forest during the day, cloudy day, torchlight); dim light (moonlight, dense forest, storm), darkness (cavern or moonless light); supernatural darkness (as darkness, but darkvision does not penetrate).

Final Spell Level Light Reduced By
0 – 2nd 1 step (e.g., bright to normal)
3rd – 4th 2 steps (e.g., bright to dim)
5th – 6th 3 steps (e.g., bright to darkness)
7th + 4 steps (supernatural darkness)

Lowering the light level in a 20-ft. radius by 1 step for 1 round per level should be a zero-level spell (gloom). Other darkness spells are then made using metamagic (see below):

  • Darkness: Gloom (0 level) + Extend Spell (1 round to minute/level; +2 levels) = 2nd level spell lowering light by 2 steps.

  • Deeper darkness: Gloom (0 level) + Extend Spell (1 round to 10 min./level; +3 levels) + Widen Spell (20’r. to 60’r.; +1 level) = 4th level; light level reduced by 2 steps.

Direct-Damage Evocations: Damage caps for direct-damage spells are increased based on the new spell level. Standard damage caps are per the 3.0 edition rules, per the table below. For example, the burning hands spell deals 1 die of fire damage per caster level (maximum 5 dice) in a 15-ft. cone. Reset the damage from fire to cold. Apply the Widen Spell feat (see below) to increase the area to a 60-ft. cone (+4 spell levels). The new spell is a 5th level spell that deals 1d6 cold damage per caster level (maximum 15d6, due to the new damage cap for the new spell level)—in other words, a cone of cold spell as written in the core rules.

Spell Level Arcane Spells: Divine Spells:
Single Target Multiple Targets
0 1d6
1 5d6 5d6
2 10d6 5d6
3 10d6 10d6
4 15d6 10d6
5 15d6 15d6
6 20d6 15d6
7 20d6 20d6
8 25d6 20d6
9 25d6 25d6

Hit Dice Affected: Spells that affect only a set number of Hit Dice (e.g., sleep), add +2 HD per level the spell is Heightened.

Shadow Spells: Shadow conjuration and shadow evocation (etc.) can be treated as single spells that can be Heighted for greater effects. Start with the following base spells:

  • Lesser shadow conjuration: 2nd level illusion (shadow) spell; mimics conjurations of 1st level or lower; creatures are 10% real if disbelieved.

  • Lesser shadow evocation: 3rd level illusion (shadow) spell; mimics evocations of 2nd level or lower; 10% damage or effects if disbelieved.

For each level that one of the above spells is Heightened, add +1 to the maximum spell level it can mimic and +10% to the reality of the effects when disbelieved. A greater shadow conjuration (7th level spell; mimics 6th level; 60% real if disbelieved) is therefore simply a lesser shadow conjuration spell that has been Heightened to 7th level.

Summoned Monsters: A Heightened summon monster or summon nature’s ally spell can summon additional creatures of the same type, according to the following table (this supersedes the core rules convention of using a higher-level base spell).

Heightened By

(Level Increase)

Number of

Creatures

+0 1
+1 1d3
+2 1d4+1
+3 2d4+1
+4 3d6
+5 4d8
+6 10d6

Appendix A: Metamagic Feats

Unless otherwise noted, all [Metamagic] feats in this section are also assumed to have the [Arcane] descriptor, in addition to any others listed.

Prerequisites: In addition to the prerequisites listed, learning a metamagic feat requires a number of ranks in Spellcraft equal to 2 x the Metamagic Cost (see below).

Metamagic Cost: The “Metamagic Cost” entry is the increase in spell level that the feat applies to the base spell (e.g., a Metamagic Cost of “+1 level” means that the feat takes up a spell slot 1 level higher than the base spell). In many cases, this can be scaled in order to increase the effects.

Special: These feats are presented with the assumption that the optional rules for “save-or-lose” spells (see above) have not been fully assimilated. If those rules are being used, feats such as Bewitching Spell are subsumed into Cascade Spell, using the appropriate attribute-damage or attribute penalty spell(s).

Ascendant Spell [Metamagic]

Benefit: An ascendant spell uses the mythic effects of that spell (see Paizo’s Mythic Adventures). You can't use the augmented version of the mythic spell or use spells effects that require you to expend uses of mythic power.

Metamagic Cost: +5 levels.

Bane Spell [Metamagic]

Benefit: A spell that deals direct damage, when modified by this feat, deals additional damage to one or more types of creatures (examples from the core rules include water elementals and plant creatures; fungi, molds, slimes, oozes, and undead; etc.). Damage against the selected creatures is increased by one die type (e.g., 20d6 becomes 20d8 damage).

Metamagic Cost: +1 level.

Special: This is similar to the Bane Magic feat in Chapter 5, but with a spell level adjustment because the creature type can be changed by the user.

Bewitching Spell [Metamagic]

Prerequisite: Enchantment is not a barred school.

Benefit: A spell modified by this feat requires one affected creature (your choice) to succeed at a Will save at the spell's save DC (or what would be the spell's save DC if the spell doesn't normally have one) each time it is affected by the spell. Failure indicates the damaged creature is confused for 1 round.

Metamagic Cost: +2 levels.

  • +3 levels: The duration of the confusion is 1 round per final level of the spell.

  • +5 levels: All those targeted or within the area must save or be affected for 1 round per rank in Concentration you possess.

Source: Used with the Innate Metamagic feat and applied to a sorcerer’s eldritch blast, this feat stands in for the Warlock’s bewitching blast invocation from Complete Arcane.

Blast Spell [Metamagic]

Prerequisites: Able to cast spells spontaneously, eldritch blast class feature or equivalent offensive spell-like reserve ability (e.g., the Fiery Burst reserve feat, the cleric’s lightning arc Air domain power, etc.).

Benefit: Choose one spell you know. By expending a spell slot of the appropriate level, you can apply that spell to your eldritch blast (or other offensive spell-like ability) as if using the Innate Metamagic feat (q.v.).

If the eldritch blast (or other attack ability) is a normal ray, only the creature struck is affected, even if the spell normally affects multiple targets or an area. Only if the eldritch blast itself is modified to affect an area (as with the Shape Spell feat) or multiple targets (as with the Ray Splitting feat) can a spell affecting an area or multiple targets do so. Likewise, if the spell normally affects only a single target, but the eldritch blast or other ability affects multiple targets or an area, then the spell applies to only one of the targets within the area of effect.

Metamagic Cost: The metamagic cost (for determining whether it can be applied, uses per day, etc.) is equal to the level of the spell, so that applying a 2nd level daze monster spell to your eldritch blast would require a minimum caster level of 2 x (1+2) = 6th level for 3/day use, or 12th level for use at will.

Source: This ability supersedes the Eldritch Theurge’s spellblast and greatreach blast prestige class features, from Complete Mage.

Blinding Spell [Metamagic]

Your spells have the potential to blind your opponents.

Benefit: A spell modified by this feat requires a creature to succeed at a Will save at the spell's save DC (or what would be the spell's save DC if the spell doesn't normally have one) each time it is affected by the spell. Failure indicates the damaged creature is blinded for 1 round. Success indicates the creature is not blinded, but it is dazzled for 1 round.

Metamagic Cost: +1 level.

  • +2 levels: The duration increases to 1 round per final level of the spell.

  • +3 levels: The duration becomes Permanent (Cf. Cascade Spell: blindness).

Source: This feat duplicates the Radiant Spell feat from Dragon magazine, issue 314, but without that feat’s prerequisites. It also supersedes the Flaring Spell feat from Ultimate Magic. Used with the Innate Metamagic feat and applied to a sorcerer’s eldritch blast, this feat stands in for the Warlock’s beshadowed blast invocation from Complete Arcane.

Bouncing Spell [Metamagic]

You can direct a failed spell against a different target.

Benefit: 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 action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner.

Metamagic Cost: +1 level.

Source: Advanced Players Guide.

Cascade Spell [Metamagic]

Benefit: You can prepare two spells as a single cascade spell. The duration of the cascade spells is equal to the shorter duration of the two spells. The casting time equal to the longer of the two casting times.

Metamagic Cost: A cascade spell uses up a spell slot one level higher than the total level of both spells in the cascade.

Special: Applying subsequent metamagic feats to a cascade spell does not automatically heighten both component spells; choose one or the other.

Source: Feats of Metamagic (Super Genius Games), and suggested by the magical research rules in the 1st edition Dungeon Masters Guide.

Coercive Spell [Metamagic]

Living foes damaged by your spell become more pliable and vulnerable to your commands.

Prerequisite: Enchantment is not a barred school.

Benefit: You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell takes a –2 penalty on Intuition and Will saves for 1 round per level of the spell modified. Penalties from multiple coercive spells do not stack.

Metamagic Cost: +1 level. For each additional +1 spell level increase, increase the penalty to saves by an additional -1.

Source: Drow of the Underdark.

Communal Spell [Metamagic]

Benefit: The effects of a communal spell can be applied to any willing creatures/objects touched. However, the total duration is divided among the recipients as you see fit, in increments equal to the duration’s time units (rounds, minutes, hours, etc.). Harmful spells cannot be modified using this feat.

Metamagic Cost: +1 level.

Source: Ultimate Combat.

Concentration Spell [Metamagic]

With concentration, you can maintain spells beyond their normal durations.

Benefit: The duration of a Concentration Spell is equal to the length of time you concentrate, plus the spell’s normal duration thereafter. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. Spells with a duration of instantaneous cannot be made into concentration spells unless the Lingering Spell or Repeat Spell feat is also applied (this makes the final duration concentration +1 round).

Metamagic Cost: +1 level.

Conjuration, Cloudy [Metamagic]

Prerequisite: Conjuration is not a barred school.

Benefit: When you cast a cloudy conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud.

Metamagic Cost: +1 level. If you are a Conjurer wizard specialist (Chapter 3), the cost is +0.

Source: Complete Mage.

Creature-Specific Spell [Metamagic]

Prerequisite: Game designer (only)—not for PCs.

Benefit: A creature-specific spell is a baneful spell that affects only one creature type; others are immune. Examples include humanoids, plants, animals, aberrations and chaotic evil outsiders, creatures with the [aquatic] or [water] subtype, etc. Spells that already affect specific creature types (e.g., hold person) are assumed to already have this feat incorporated into them; it cannot be applied again.

Metamagic Cost: -2 levels.

Special: This “feat” is included here only in order to show the theoretical construction of such spells as daze person. It is not intended for general use as a feat, and should not be allowed as such.

Dazing Spell [Metamagic]

Prerequisite: Enchantment is not a barred school.

Benefit: Creatures taking damage from a Dazing spell are also dazed for 1 round. A dazing spell affects creatures with HD totals less than or equal to 3 + the final level of the spell. Any creature with more Hit Dice than that is unaffected. 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 attempt a Will save (DC 10 + level of the spell + your Charisma modifier) to negate the daze effect.

Metamagic Cost: +3 levels (Cf. Cascade Spell feat + daze monster spell).

Source: Advanced Player’s Guide.

Deafening Spell [Metamagic]

You can modify a spell so it deafens targets.

Benefit: You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell is also deafened for 1 round per level of the spell. The effects from multiple deafening spells do not stack, but do reset the duration.

Metamagic Cost: +1 level. If you increase the cost to +3 levels, the deafness is permanent (Cf. Cascade Spell: deafness).

Source: Drow of the Underdark. This feat also supersedes the Thundering Spell feat from the Pathfinder Advanced Player’s Guide. Applying this to an electrical-based eldritch blast, via the Innate Metamagic feat, allows you to simulate the deafness function of the Djinni Spirit feat from Ultimate Combat.

Delay Spell [Metamagic]

You can cast spells that take effect after a short delay of your choosing.

Prerequisite: Any metamagic feat.

Benefit: When casting a Delayed spell, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the spell activates just before your turn on the round you designate. Only area, personal, and touch spells can be affected by this feat. Any decisions you would make about the spell (including attack rolls, designating targets, or determining or shaping an area) are decided when the spell is cast, with any of its effects (including damage and saving throws) decided when the spell triggers. If conditions change during the delay period in ways that would make the spell impossible to cast (the target you designate moves beyond the spell's range, for example), the spell fails. During the delay period, a delayed spell can be dispelled normally, and it can be detected in the area or on the target (as applicable).

Metamagic Cost: +3 levels.

Source: Complete Arcane.

Disguise Spell [Metamagic]

Prerequisites: Bluff and Sleight of Hand 6 ranks; or Bardic inspiration and Perform (music) or Linguistics 6 ranks; Illusion is not a barred school.

Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into rhythm and performance (or some other activity) so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can’t be identified through Spellcraft. An observer must succeed at a Perception check (opposed by a Bluff or Sleight of Hand check on your part) to even be aware that you are initiating some sort of magical effect; your performance or recitation is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from.

Metamagic Cost: +1 level.

Synergy: If you have the bardic inspiration ability and maintain a bardic inspiration for 2 rounds prior to the casting of the spell, and during the casting round, then the Disguised spell does not use a higher-level slot.

Source: 3.5 edition System Reference Document, “Divine Feats,” and also the Sandman’s “dramatic subtext” variant class feature, from the Pathfinder Advanced Player’s Guide.

Disruptive Spell [Metamagic]

Your magical energies cling to enemies, interfering with their spellcasting.

Prerequisite: Abjuration is not a barred school.

Benefit: For one round after being affected by a disruptive spell, targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities, even if they would not normally need to do so. In addition, during that time, the DC for all Concentration checks made by an affected target is increased by the final level of the disruptive spell. Targets that avoid the base spell’s effects avoid this feat’s effect as well.

Metamagic Cost: +1 level.

Source: Advanced Player’s Guide.

Drifting Spell [Metamagic]

Your spell effects move slowly away from you; with concentration, you can control their movement.

Benefit: This feat can be applied only to a spell with a definite area of effect and a duration measured in rounds. A Drifting spell moves away from you at 30 feet per round (10 ft. if the effect is fog-like). Figure out the area each round based on its new point of origin. Any portion of the area that would extend beyond your maximum range dissipates harmlessly, reducing the remaining area thereafter.

By concentrating, you can make the area move in any direction.

Metamagic Cost: +2 levels.

Source: Suggested by the behavior of cloudkill, incendiary cloud, rainbow pattern, etc.

Empower Spell [Metamagic]

You can increase the power of your spells, causing them to deal more damage.

Benefit: All variable, numeric effects of an empowered spell are increased by one-half, so an Empowered fireball from a 10th level caster deals 10d6 x 1.5 damage. Range, duration, and other level- dependent parameters are not increased, but level-based bonuses and effects expressed in numbers of dice are. For example, an Empowered cure light wounds from a 5th level caster heals (1d8+5) x 1.5 damage, not (1d8 x 1.5) + 5. Spells without numerically-driven effects are not affected.

Metamagic Cost: +2 levels. These levels do not themselves count towards increasing the spell’s dice-based damage cap. For example, an Empowered fireball cast by a 15th level caster deals (10d6) x 1.5 damage, which is very nearly equivalent to 15d6 damage; it does not deal (15d6) x 1.5 damage.

Entangling Spell [Metamagic]

Your spell releases residual eldritch power that entangles your enemies.

Benefit: After an entangling spell is cast, lingering tendrils of raw energy persist; creatures affected by the spell are also entangled for 1 round.

Metamagic Cost: +1 level. If you increase the cost to +2 levels, the entanglement lasts as long as the original spell lasts (1 round per level of the spell minimum (Cf. Cascade Spell: entangle) +1 round; the spell is considered to be in effect during this time and can be dispelled normally, ending the entangling effect.

Source: Champions of Ruin. This feat also supersedes the Rime Spell feat from Ultimate Magic and the Shadow Grasp spell from Inner Sea Magic.

Evocation, Burning [Metamagic, Fire]

Prerequisite: Evocation is not a barred school.

Benefit: This metamagic feat can be applied only to a spell that has the [fire] descriptor. Creatures and flammable objects damaged by a burning evocation spell must succeed at Reflex saves (DC equal to the spell DC) or catch on fire, taking an additional 1d6 fire damage each round until the save is made or the flames are extinguished. A burning creature can attempt a new save each round; dropping and rolling on the ground as a move action grants a +4 circumstance bonus on this save.

Metamagic Cost: +1 level. You can increase the burn damage by using progressively higher-level spell slots: +2 levels for 2d6/round; +3 levels for 1d6 +1d6 per 2 levels of the final spell level (e.g., a burning fireball, cast as a 6th level spell, would deal 4d6 burn damage per round).

Source: Used with the Innate Metamagic feat and applied to a sorcerer’s eldritch blast, this feat stands in for the Warlock’s brimstone blast invocation from Complete Arcane. Applied to a fire-based eldritch blast and channeled into unarmed attacks, it also subsumes the Efreeti Stance feat from Ultimate Combat.

Evocation, Conductive [Metamagic, Electricity]

Prerequisite: Evocation is not a barred school.

Benefit: This metamagic feat can be applied only to spells that have the [electricity] descriptor. Against metal-armored creatures, creatures holding metal weapons/objects, or creatures that are actually made of metal (such as iron golems), conductive spells gain a +4 circumstance bonus to attack rolls (for spells requiring attack rolls) and/or a +4 circumstance bonus to the save DC (for those allowing a saving throw).

Metamagic Cost: +1 level.

Evocation, Energy Admixture [Metamagic]

You have learned to marry the power of two different energy types.

Prerequisite: Spellcraft 1 rank (see table below); Evocation is not a barred school.

Benefit: When you cast a spell that deals energy damage, you can cause half of the damage inflicted to correspond to a different energy type, according to the table below. The spell’s descriptor changes to include both energy types or descriptors―for example, a flame strike that deals half holy damage is an evocation [fire, good] spell.

Metamagic Cost: As shown in the table below.

Damage Type Ranks in Spellcraft Metamagic Cost
Acid, cold, electricity, fire 1 +0
Bludgeoning, piercing, slashing 6 +0
Sonic, negative energy 11 +1
Holy, unholy 11 +2
Force 16 +2

This use requires ranks in Knowledge (the planes) rather than Spellcraft. You can instead substitute a good bloodline or allegiance (for holy damage) or an evil bloodline or allegiance (for unholy damage).

Source: This feat supersedes the following feats: Born of Three Thunders (Complete Arcane), Corrupt Spell (Complete Divine), Lord of the Uttercold (Complete Arcane), Sacred Spell (3.5 edition System Reference Document, “Divine Feats”); and also the Daggerspell Mage’s invocation of the knife prestige class feature (Complete Adventurer).

Evocation, Flash Frost [Metamagic, Cold]

Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.

Prerequisite: Evocation is not a barred school.

Benefit: This metamagic feat can be applied only to spells that have the [cold] descriptor and that affect an area. When you cast such a spell, the area of the spell is covered with a slippery layer of ice for 1 round. Anyone attempting to move through this icy area moves at half speed and must succeed at an Acrobatics check (DC as the spell’s DC) or fall prone. Fighting within the area also requires a check. A creature that runs or charges through the area takes a -10 penalty to the saving throw.

Metamagic Cost: +1 level. If you increase the cost to +2 levels, The slippery ice to lasts 1 round per caster level and has the same effect as a grease spell (Cf. Cascade Spell feat), but is non-flammable.

Source: Players Handbook II.

Evocation, Inexorable [Metamagic]

Prerequisite: Spellcraft 2 ranks per final level of the spell to be affected; Evocation is not a barred school.

Benefit: This feat can be applied only to spells that deal hit point damage. An inexorable evocation spell does not allow a saving throw for half damage.

Metamagic Cost: +4 levels. Unlike most metamagic spell level increases, these levels do not also count towards Heightening the base spell.

Evocation, Irresistible [Metamagic]

Prerequisite: Evocation is not a barred school.

Benefit: This feat can be applied only to spells that deal hit point damage. An irresistible evocation spell does not allow spell resistance.

Metamagic Cost: +3 levels.

Evocation, Numbing Cold [Metamagic]

Prerequisite: Evocation is not a barred school.

Benefit: You can alter a spell with the [cold] subtype so that any living creature that is dealt cold damage by the spell also takes a –4 penalty to Dexterity for 1 minute.

Metamagic Cost: +1 level. You can increase the cost to +2 spell levels (not reduced when stacking metamagic feats) in order to change the penalty to Dexterity to 1d4 Dexterity damage instead (save for half); this is equivalent to applying the Cascade Spell feat (q.v.) with a lesser shivering touch spell (Frostburn).

Source: This feat, modeled after the Fell Weaken feat from Libris Mortis, can be also combined with the Innate Metamagic feat (q.v.) to supersede the Warlock’s hellrime blast invocation.

Evocation, Piercing Cold [Metamagic, Cold]

Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.

Prerequisite: Evoker, boreal (or other cold-dominant) bloodline, Frost mystery, or Winter domain.

Benefit: Your spells with the [cold] descriptor are so horribly cold that they are capable of damaging creatures normally unharmed by or resistant to cold. Piercing cold spells completely ignore any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).

Creatures normally immune to cold can be damaged by piercing cold spells as well; piercing cold spells deal half damage to these creatures (or one-quarter on a successful saving throw). Creatures with the [fire] subtype who are damaged by a piercing cold spell take double normal damage instead of the usual +50%.

Metamagic Cost: +1 level.

Source: Frostburn.

Evocation, Searing [Metamagic, Fire]

Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.

Prerequisite: Evoker, elemental fire esoteric branch, elemental fire (or other fire-dominant) bloodline, flame mystery, or Fire domain.

Benefit: This feat can be applied only to spells with the [fire] descriptor. A searing spell is so hot that it ignores the resistance to fire of creatures, and creatures with immunity to fire still take half damage. Creatures with the [cold] subtype take double damage from a searing spell.

Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows.

Metamagic Cost: +1 level.

Source: Sandstorm.

Evocation, Versatile [Metamagic]

You can alter the damage type of the spell in question.

Prerequisite: Evocation is not a barred school.

Benefit: Choose a damage type from the table below. When you prepare or spontaneously cast a damage-dealing spell, you can apply this feat in order to change the damage type from the original type to the type you selected.

Metamagic Cost: Per the following table.

Damage Type Metamagic Cost
Acid, cold, electricity, fire +0
Sonic, negative energy +1
Force +2

Special: An evoker (Chapter 3) can use this effect without any increase in spell level.

Evocation, Vitriolic [Metamagic, Acid]

Your acid spells continue to deal damage after the initial effects.

Prerequisite: Evocation is not a barred school.

Benefit: This metamagic feat can be applied only to a spell that has the [acid] descriptor, or that create a lingering fog. Any creature taking damage from a vitriolic spell continues to take 1d6 acid damage per round after the first, for a number of additional rounds equal to one-third of your caster level (maximum 6 addition rounds or until the acid is neutralized, whichever comes first).

Metamagic Cost: +1 level. For each additional spell level increase, increase the continuing acid damage by 1d6 per round (so that a Vitriolic Spell with a metamagic cost of +3 spell levels deals 3d6 acid per round until neutralized or the duration ends.

Source: This feat allows the construction of a number of spells, as shown in Appendix B. In conjunction with the Innate Metamagic feat and applied to a sorcerer’s eldritch blast, this feat supersedes the Warlock’s vitriolic blast invocation from Complete Arcane.

Explosive Spell [Metamagic]

You can cast spells that blast creatures back out of the area.

Prerequisite: Evocation is not a barred school.

Benefit: On a failed Reflex save, an explosive spell ejects any creature caught its area, sending it to a location outside the nearest edge of that area and dealing additional damage. For example, all creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell's 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defined by the squares the bolt's line passes through (any creature struck dead-on, determined by a ranged touch attack, is pushed the full length of the line).

Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect; maximum 10d6 if moved 100 ft. or more). If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity. Explosive Spell can be applied only to spells that allow Reflex saves and affect an area (a cone, cylinder, line, or burst).

Metamagic Cost: +2 levels.

Source: Complete Arcane.

Extend Spell [Metamagic]

You can make your spells last longer than normal.

Benefit: 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.

Metamagic Cost: +1 level. By using a higher level spell slot, you can extend the duration further, as follows:

New Duration Original Duration:
1 rd.
1 rd./level +2
1 min./level +3
10 min./level +4
1 hour/level +6

Fell Draining [Metamagic]

Living foes damaged by your spell also gain a negative level.

Prerequisite: Necromancy is not a barred school.

Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15).

Metamagic Cost: +2 levels.

  • +3 levels: A Fortitude save is needed after 24 hours in order to remove the negative level.

  • +5 levels: The effect increases to 1d4 negative levels (as Cascade Spell: enervation).

Source: Libris Mortis. Used with the Innate Metamagic feat and applied to a sorcerer’s eldritch blast, it stands in for the Warlock’s utterdark blast invocation, from Complete Arcane.

Fell Affliction [Metamagic]

Attribute damage from your spells becomes attribute drain.

Prerequisite: Necromancy is not a barred school.

Benefit: Attribute damage dealt by a Fell Affliction spell becomes attribute drain instead. This feat as no effect on spells that deal attribute penalties, rather than damage.

Metamagic Cost: For every 1d4 of attribute damage dealt, a fell affliction spell uses up a spell slot one level higher than the spell's actual level. For example, a spell dealing 3d4 Dexterity damage can be made into a Fell Affliction spell by using a spell slot 3 levels higher than the spell’s actual level.

Special: The spell level cost for this feat cannot be decreased through metamagic synergy; it is always a number of levels equal to the number of dice affected.

Fell Frightening [Metamagic]

Living foes damaged by your spell are also shaken.

Prerequisite: Necromancy is not a barred school.

Benefit: You can alter a spell that deals damage to foes so that any creature subject to fear effects and mind-affecting spells and abilities that is dealt damage also becomes shaken for 1 minute.

Metamagic Cost: +1 level.

  • +3 levels: The condition increases to frightened.

  • +5 levels: The condition increases to panicked (Cf. Cascade Spell: fear).

Source: Libris Mortis. Used with the Innate Metamagic feat and applied to a sorcerer’s eldritch blast, it stands in for the Warlock’s frightful blast invocation, from Complete Arcane.

Fell Nausea [Metamagic]

Prerequisite: Necromancy is not a barred school.

Benefit: Choose one creature targeted or within the area of the spell; that creature becomes nauseated for 1 round. If the spell allows a saving throw, a successful save reduces the condition to sickened. If the spell does not allow a save, the target can make a Fortitude save (DC 10 + level of spell + your Charisma modifier) to negate the nauseating effect. Spells that do not inflict damage do not benefit from this feat.

Metamagic Cost: +2 levels.

  • +3 levels: The duration is 1 round per caster level (Cf. Cascade Spell: cacophonous call).

  • +6 levels: All affected creatures are nauseated for 1 round per level (Cf. Cascade Spell: mass cacophonous call).

Source: This feat supersedes the Slimy Spell feat from Dragon magazine, issue 358, and also the “acrid fumes” function of the Energy Gestalt feat from Complete Mage. Used with the Innate Metamagic feat and applied to a sorcerer’s eldritch blast, it stands in for the Warlock’s noxious blast invocation from Complete Arcane.

Fell Weakening [Metamagic]

Prerequisite: Necromancy is not a barred school.

Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a –4 penalty to Strength for 1 minute. Strength penalties from multiple spells enhanced by the Fell Weakening feat do not stack.

Metamagic Cost: +1 level. You can increase the cost to +2 spell levels in order to change the penalty to Strength into 1d4 Strength damage instead (this is equivalent to using Cascade Spell: attribute damage, if the optional “save-or-lose” spells rules are used).

Source: Libris Mortis.

Focused Spell [Metamagic]

When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.

Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. The spell affects no other creatures, but that individual target’s saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell.

Metamagic Cost: +0 levels. If you have at least twice as many ranks in Spellcraft as the level of the spell to be modified, this feat can be applied spontaneously, with no increase in casting time.

Special: Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.

Source: Pathfinder Advanced Player’s Guide.

Illusion, Dazzling [Metamagic]

Prerequisite: Illusion is not a barred school.

Benefit: Casting a dazzling illusion spell causes the air about you to be filled with flashing colors that dazzle your foes. When you cast an illusion spell, you can choose to render all enemies within 30 feet dazzled for 1 round. Blind creatures are immune to this effect.

Metamagic Cost: +1 level (+0 levels if you are an Illusionist).

Special: Per the Introduction chapter, the dazzled condition now applies partial concealment (20% miss chance) to everything the afflicted creature sees. In addition, it applies a -4 penalty to Perception checks.

Source: Complete Mage.

Illusion, Threatening [Metamagic]

You’ve mastered the art of making illusions that force foes to divide their attention in combat.

Prerequisites: Gnome or Illusionist level 1st.

Benefit: You can use this metamagic feat only on illusion [figment] spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one 5-foot square within the area of your illusion; that square threatens the target as long as it is adjacent. Thus, if you or an ally is on the opposite side of the target, it is considered flanking.

Normally the area must contain an illusory creature of Small or Medium size. However, you can select one square of a larger illusory creature to threaten the target. For example, an illusory Large ogre takes up four 5-foot squares; you select one square to be the source of the threat, and its other three squares do not threaten anyone.

If the target has reason to believe there is an invisible creature in the vicinity, even an auditory illusion with no visual elements (such as ghost sound) is sufficient to convince the target that the selected square contains an actual threat. As long as you maintain the illusion, you can change the location of the threatening square as a swift action.

When you threaten a target with this spell, the foe may make an Intuition save to disbelieve (DC 10 + threatening spell’s level + your Charisma modifier). If the target makes this save, the threatening effect of this feat no longer applies to it.

Metamagic Cost: +3 levels.

Normal: Illusion spells do not threaten squares.

Source: Gnomes of Golarion.

Innate Metamagic [Arcane, Skill]

Prerequisite: Able to use spell-like abilities or to cast spells; Concentration 2+ ranks (see below).

Benefit: Choose one spell-like ability you possess or one spell known. You can apply any one metamagic feat of your choice to that spell or spell-like ability, without increasing the casting time or the level of the spell. You need not know the metamagic feat in question. Once the spell-like ability (or spell) and feat are selected, they cannot be changed.

You must meet a minimum number of ranks in Concentration to be able to apply this feat to any given spell or spell-like ability, depending on the spell level and the normal cost of the metamagic feat. If you meet the minimum number of ranks, you can apply the metamagic effect spontaneously up to three times per day (or less, if the ability is normally usable only once or twice per day). If your number of ranks is greater than or equal to twice the minimum, then you can apply the effect at will.

Minimum Ranks for 3/day Metamagic =

2 x (Level of the spell-like ability + level cost to apply the metamagic feat).

For example, a spell-like ability of scorching ray (a 2nd level spell) could therefore be Empowered (normally +2 levels cost) three times per day by a caster with at least 8 ranks in Concentration, and could be Empowered at will by a caster with at least 16 ranks.

Spell-like abilities gained as class features that do not have a designated spell level are treated as if they were of a level equal to half the class level at which they are obtained (round up). For example, the various 1st level clerical domain spell-like abilities count as 1st level spells, for purposes of this feat.

Special: You can gain this feat multiple times; each time, it applies to a different spell or spell-like ability and/or metamagic feat. In the case of multiple Innate Metamagics applied to a single spell or spell-like ability, calculate the minimum Concentration ranks using the total metamagic cost (see Metamagic Feats introduction).

Source: This feat supersedes the various spell-like ability metamagic feats (Empower Spell-Like Ability, Quicken Spell-Like Ability, etc.), and also provides a metamagic option not available to sorcerers, bards, incarnates, etc. in the Core rules. When applied to a sorcerer’s eldritch blast, it supersedes the Warlock’s various blast invocations, from Complete Arcane. When applied to a spell known, it supersedes the Wu Jen’s spell secret class feature from Complete Arcane and the Theologian’s domain secret variant class feature from Ultimate Magic.

Lingering Spell [Metamagic]

Your spell clings to existence, slowly fading from the world.

Benefit: 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 creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.

Alternatively, you can apply this feat to a spell requiring an attack roll. After casting the spell, you can use your next standard action to attack with the same spell. You can designate either a different target or the same target. If any other actions are taken, or the spell is disrupted before your next action, then you lose the Lingering spell (though any previous effects remain).

Metamagic Cost: +1 level. You can increase the duration of a Lingering spell further using the Concentration Spell and/or Extend Spell feat (q.v.)

Source: Pathfinder Advanced Player’s Guide. This feat also supersedes the Ray Extension feat from Dragon Annual #5 (Paizo Publishing).

Mass Effect Spell [Metamagic]

Your spells can affect more targets.

Benefit: A spell that normally affects a single target (e.g., hold person) can be modified to affect one target per level, no two of which can be more than 30 ft. apart.

Metamagic Cost: +4 levels.

Special: For touch range spells, a similar effect can be simulated using Reach Spell (+1 spell level) + Selective Spell (+1 Spell Level) + Shape Spell (ray to burst; +3 spell levels, -1 for multiple effects = +2 spell levels), for a final metamagic cost of 4 levels.

Source: Suggested by the various “mass X” spells in the core rules. This feat also subsumes the Chain Spell feat from Complete Arcane. Combined with the Innate Metamagic feat, this supersedes the Warlock’s eldritch chain invocation, also from Complete Arcane.

Maximize Spell [Metamagic]

Your spells have the maximum possible effect.

Benefit: 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.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Metamagic Cost: +3 levels.

Merciful Spell [Metamagic]

Your damaging spells subdue rather than kill.

Benefit: You can alter spells that inflict damage to inflict nonlethal (subdual) damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type.

Metamagic Cost: +0 levels.

Source: Pathfinder Advanced Player’s Guide.

Metamagic Spell Trigger

You can apply metamagic feats you know to spell trigger magic items you activate.

Prerequisites: Any metamagic feat, Spellcraft 12 ranks.

Benefit: You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a wand or staff) that you activate. You expend one extra charge for each change in spell level a metamagic feat normally requires. If the metamagic feat's level adjustment would normally increase the slot of the chosen spell's level above the maximum spell level you can normally cast, you can't apply the metamagic effect to the spell. For example, a caster with access to 9th level spells cannot apply Quicken Spell to an antimagic field generated by a staff (since that would take a 10th level spell slot to cast).

If sufficient charges aren't available in the item to power the application of metamagic feats (or if the item doesn't use charges), the item fails to activate and no charges are used, but the action used to activate the item is wasted.

Source: Complete Mage.

Natural Spell [Metamagic]

You can cast spells even while in a form that cannot normally cast spells.

Prerequisites: Wis 13, ability to assume non-speaking form.

Benefit: You can complete the verbal and somatic components of spells modified with this feat while using wild shape, beast shape, or the like. You substitute various noises and gestures for the normal verbal and somatic components of a spell. However, you cannot cast spells modified with this feat while in your normal form.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while shapeshifted.

Metamagic Cost: +0 levels. If you increase the cost to +1 level, you can cast the spell in any form you take.

Penetrating Spell [Metamagic]

Your spells bypass spell resistance more easily.

Benefit: When casting a Penetrating spell, you gain a +2 enhancement bonus to Concentration checks to overcome the target’s spell resistance.

Metamagic Cost: +1 level. You can use higher-level spell slots; each additional spell level increases the bonus by +2.

Permanent Spell [Metamagic]

One of your spells is constantly active, without the need to prepare or cast it.

Prerequisites: Able to cast 5th level spells, Concentration 8 ranks + 1 rank per level of the spell, Extend Spell feat.

Benefit: Cast one spell you know, with duration longer than “instantaneous,” using a spell slot 4 levels higher than the spell’s actual level. The effects of that single casting of the spell become permanent. If successfully dispelled, the permanent spell is merely suppressed for 2d4 rounds. You can use this feat in three ways:

  • On yourself. This can be any spell with a range of personal, or any spell that targets you specifically or has a mobile emanation centered on you (it cannot be used on spells that are discharged). For permanent spells such as detect magic or detect thoughts, you need not concentrate to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity.

  • On an object or location. If in another creature’s possession, a saving throw applies, even if the spell being made permanent does not normally allow one (Intuition negates, in that case).

  • On a willing creature. In that case, the recipient of the spell selects this feat (and need not meet the prerequisites him or herself), but you cast the spell. For example, a 13th level cleric could imbue a fighter companion with a permanent +4 luck bonus to attacks and damage (by means of a permanent divine favor spell); the fighter would have to select Permanent Spell as a feat in order to gain this effect. The recipient must also have a minimum number of Hit Dice equal to 8 + the level of the spell to be made permanent, or the effect fails.

Special: You can select this feat multiple times. Each time, it applies to a different casting of a different spell.

Source: This feat supersedes the permanency spell from the core rules and subsumes the Permanent Emanation feat (3.5 edition System Reference Document, “Epic Feats”). It is also proposed as a means to allow somewhat the same effect as the Persistent Spell feat from Complete Arcane, without that feat’s seemingly limitless potential for abuse.

Personal Spell [Metamagic]

Certain of your personal spells last all day.

Prerequisite: Extend Spell.

Benefit: A personal spell’s range changes from Touch to Personal, and the duration is extended until the next time you fall asleep. The following spells can be made personal: barkskin, mage armor, extended (+1 spell level) resistance, extended (+2 spell levels) bull’s strength (etc.), extended (+3 spell levels) blur, extended (+4 spell levels) displacement. Spells extended in order to qualify for this feat are not automatically heightened (see Heighten spell), although they can subsequently be heightened in order to provide increased bonuses.

Metamagic Cost: +0 levels (plus the cost for Extend Spell, as indicated above).

Special: This feat may be disallowed by many referees; I personally use it in order to avoid the need for tracking long-duration personal buffs (which I am too lazy to do).

Poison Spell [Metamagic]

You can mystically transfer a poison to the target of your spells.

Prerequisite: Craft (Toxicology) 2 ranks per final spell level of the spell to be affected.

Benefit: You can add a contact or injury poison as a material component to a melee touch spell you are casting. Doing this entails the same risk of poisoning yourself as applying poison to a weapon.
The target of the spell, in addition to being subject to the normal effects of the spell, is also exposed to the poison (a melee touch spell must deal damage to deliver the effect of an injury poison).

The dose of poison used as the component is expended when you cast the spell, whether or not the spell or poison successfully affects the target.

Metamagic Cost: +0 levels.

Source: Drow of the Underdark.

Positive Spell [Metamagic]

Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.

Prerequisite: Ability to channel positive energy.

Benefit: A positive spell is infused with positive energy; it deals an extra 50% damage to undead creatures, but deals 50% less damage to non-undead creatures and to objects.

Metamagic Cost: +0 levels.

Synergy: If applied to a damaging spell with the [light] descriptor, the spell also damages molds, fungi, oozes, and slimes as if they were undead. If the spell generates light that is at least equivalent to daylight, undead specifically harmed by bright light or sunlight are also destroyed by the spell on a failed save.

Source: This is the Energize Spell feat from Libris Mortis.

Pushing Spell [Metamagic]

Prerequisite: Evocation is not a barred school.

Benefit: In addition to its normal effects, a pushing spell creates a bull rush effect on the target or those within the area of effect, with a CMB equal to your Concentration bonus.

Metamagic Cost: +1 level.

Quicken Spell [Metamagic]

You can cast spells in a fraction of the normal time.

Benefit: 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 casting time is more than 1 full-round action cannot be quickened. Casting a quickened spell doesn’t provoke an attack of opportunity.

Metamagic Cost: +4 levels.

Special: This feat can be applied to any spell cast spontaneously (including incarnate spells, sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), without increasing the casting time, allowing it to be cast as a swift action.

Ray Splitting [Metamagic]

You can attack three adjacent targets with a ray spell.

Benefit: This feat functions similarly to Manyshot, but it applies to ray attacks. One ray can instead be used to attack two different targets; each attack takes a -2 penalty to the attack roll. If your base attack bonus is at least +6, you can make iterative attacks as well (or instead of) splitting the ray as described above. For example, a caster with a base attack bonus of +6 could attack with three rays at +6/+1/+1, or with two rays at +4/+4.

Calculate the damage or effects cap (see above) as if for a single target, based on the final spell level. Add +1/+1d6 per final level of the spell to the cap, and divide the total among the total number of rays to determine the damage for each ray. For example, scorching ray (essentially, a Split ray of frost) is a 2nd level spell, which has a damage cap of 10d6 against a single target, or a total damage cap of 12d6 for multiple rays. A BAB +6 caster can attack with 2 rays at +6/+1 for 6d6 each, or with 3 rays at +4/+4/-1 for 4d6 each (the latter is similar to the scorching ray spell in the Core rules for a 12th level caster, but with a lower attack bonus).

Metamagic Cost: +2 levels.

Source: Dragon Annual #5 (Paizo Publishing).

Reach Spell [Metamagic]

Benefit: 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 long. Increases beyond long range can be made as follows: extreme (1,000 ft. + 100 ft./level), and line of sight. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat. Spells with a fixed range of 30 ft. are treated as Close range spells for purposes of this feat.

Metamagic Cost: +1 level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.

Source: Pathfinder Advanced Player’s Guide. This feat supersedes the Enlarge Spell feat from the core rules.

Reduce Spell [Metamagic]

A reduced spell is slightly weaker than normal.

Benefit: A reduced spell has its damage cap and/or bonus cap reduced by two spell levels’ worth (1 step on the table). For example, a 5th level evocation spell (normal damage cap 15d6 for multiple opponents) would have its damage cap reduced to 10d6 if reduced. This feat cannot be applied to spells that have no damage or bonus cap.

Metamagic Cost: -1 level.

Repeat Spell [Metamagic]

Benefit: The target of a repeated spell is subject to its effects again on the next round. For direct-damage spells, this cannot be used to exceed the spell’s normal damage cap. Area-effect spells and spells affecting more than one target cannot be modified with this feat.

Metamagic Cost: +2 levels.

Source: Complete Arcane.

Residual Spell [Metamagic]

Benefit: The area a residual spell affects is considered difficult terrain for 1 round per level of the spell. The exact reason for the difficult terrain depends on the existing terrain and type of spell; explosive spells cast underground might leave rubble; cold spells might leave jagged ice or snow; etc. Creatures with appropriate favored terrain (e.g., underground for the former case; arctic for the latter) ignore the difficult terrain created by the spell.

Metamagic Cost: +1 level.

Source: Strategists and Tacticians (4 Winds Fantasy Gaming).

Ricochet Spell [Metamagic]

Prerequisite: Evocation is not a barred school.

Benefit: Spells you cast with an effect that is a line (e.g., lightning bolt) or a ray (e.g., scorching ray) can be bounced off of walls or other solid barriers. In general, a ranged touch attack against AC 15 is needed in order to hit the barrier in such a way that the spell reflects in the direction desired (a second ranged touch attack to strike the target is also necessary, in the case of rays). Creatures whose spaces are entered twice by a reflected line spell effect are potentially affected twice.

Metamagic Cost: +0 levels.

Source: Suggested by the 1st edition D&D lightning bolt spell description.

Sanctum Spell [Metamagic]

Your spells are especially potent on home ground.

Prerequisite: Abjuration is not a barred school.

Benefit: A sanctum spell has an effective spell level one level higher than its normal level if cast in your sanctum (see below), but if not cast in the sanctum, the spell has an effective spell level one lower than normal. All effects dependent on spell level (such as damage cap, save DCs, etc.; see effects of Heightened spells, above) are calculated according to the adjusted level.

Metamagic Cost: +0 levels.

Special: Your sanctum is a particular site, building, or structure previously designated by you, and no larger than 20 feet per level in diameter. The designated area must be a site where you have spent a cumulative period of at least three months. Though a sanctum can be designated within a larger structure, its special advantages do not apply beyond the maximum area. Once designated, it takes seven days for a site to become a sanctum, and if you designate a new area to be your sanctum, the benefits of the old one immediately fade.

Source: Complete Arcane.

Selective Spell [Metamagic]

Your allies need not fear friendly fire.

Prerequisite: Spellcraft 1 rank per original (unmodified) level of the spell to be affected.

Benefit: When casting a selective spell with an area effect, you can choose a number of targets in the area equal to your spellcasting attribute modifier. These targets are excluded from the effects of your spell. Spells that do not have an area of effect do not benefit from this feat.

Metamagic Cost: +1 level.

Source: Pathfinder Advanced Player’s Guide.

Shape Spell [Metamagic]

You can alter the area of effect of spells, making them lines, cones, bursts, or rays.

Prerequisite: Spellcraft 2 ranks per final spell level of the affected spell.

Benefit: You can alter the area of effect of any spell with any of the following areas of effect: ray, burst, cone, or line. You can change the area to any of the other options on the list. The range for a line or burst remains the same. A line extends from you out to the full range in a 5-ft. wide path; a burst is 20 ft. in radius as a default; a cone extends 30 ft. (these can be changed using the Widen Spell feat).

Damaging rays changed to cones, lines, and bursts allow a Reflex save for half damage, even if the original ray spell did not. For area spells changed to rays, even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fort or Will save to reduce or negate the spell’s effect, that still applies.

Metamagic Cost: Dependent on the change in shape, according to the following table.

New Shape Original Shape:
Ray
Ray
Line +1
Cone or wall +2
Burst +3

Special: Instead of a burst, you can form a cylinder with half the radius (10 ft.) but double the height (40 ft.) for the same metamagic cost.

Source: This feat supersedes the Ray Burst and Ray Coning spells from Dragon Annual #5 (Paizo Publishing), and also the Spellwarp Sniper’s “spellwarp” prestige class feature from Complete Scoundrel.

Sickening Spell [Metamagic]

Prerequisite: Necromancy is not a barred school.

Benefit: Creatures that take damage from a sickening spell become sickened for a number of rounds equal to the level of the spell. If the spell allows a saving throw, a successful save reduces the duration of the sickening effect to 1 round. If the spell does not allow a save, the target can make a Fortitude save (DC 10 + level of spell + your Charisma modifier) to negate the sickening effect.

Metamagic Cost: +1 level.

Special: If the base spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell.

Source: Pathfinder Advanced Player’s Guide; the effects also subsume the penalty caused by the Blistering Spell feat from the Player’s Handbook II. Used with the Innate Metamagic feat and applied to a sorcerer’s eldritch blast, it stands in for the Warlock’s sickening blast invocation from Complete Arcane.

Silent Spell [Metamagic]

You can cast your spells without making any sound.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected.

Metamagic Cost: +1 level.

Special: Bard spells cannot be used in conjunction with this metamagic feat.

Staggering Spell [Metamagic]

Benefit: Creatures that fail a saving throw against a staggering spell are staggered 1 round. If the spell does not normally allow a saving throw, a Will save is permitted to negate the staggering effect.

Metamagic Cost: +2 levels. By using a spell level four levels higher than the spell’s actual level, you increase the duration to 1 round per rank in Concentration you possess, and those affected are slowed rather than merely staggered (Cf. Cascade Spell: slow).

Steam Spell [Metamagic]

You imbue your fire spells with elemental water, transforming them into powerful gouts of steam.

Prerequisites: Water domain, elemental water bloodline or esoteric branch of wizardry, or Waves mystery.

Benefit: You may increase the casting time of a [fire] spell to a full-round action, infusing it with elemental power (spells with a casting time of 1 full-round action or longer do not have an increased casting time). The spell is treated as if it had the [water] descriptor. All fire effects of the altered spell instead manifest as superheated steam. The altered spell works normally underwater without requiring a caster level check. Unlike fire, the steam cannot ignite objects or set creatures on fire. As the spell still deals fire damage, fire resistance or immunity still applies to the spell's effects.

Metamagic Cost: +0 levels.

Source: Pathfinder Advanced Race Guide.

Still Spell [Metamagic]

You can cast spells without moving.

Benefit: A stilled spell can be cast with no somatic components (spells already without somatic components are not affected). A spell with no somatic or material components can be cast as a standard action, rather than as a full attack action.

A stilled spell uses up a spell slot one level higher than the spell’s actual level.

Sudden Metamagic [Metamagic]

Prerequisite: Metamagic feat to be affected.

Benefit: Upon gaining this feat, choose one metamagic feat you possess. A number of times per day according to the metamagic cost of the feat, you can apply the effects of that feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. Keep track of what the spell level would have been if you had applied the metamagic feat normally; the final spell level thus calculated must be less than or equal to the highest level of spells you can cast.

Normal Metamagic Cost Uses per Day
+1 spell level 3/day
+2 to +3 spell levels 2/day
+4 spell levels 1/day
+5 spell levels or more

You can still use the feat normally.

Special: You can select this feat multiple times. Each time, choose a different feat. Alternatively, you can choose the same feat and gain additional uses per day.

Source: Complete Arcane.

Summoning, Imbued [Metamagic]

Your summoning spells gain an element of surprise. You can summon creatures that come into existence with the benefit of a spell such as invisibility.

Prerequisite: Conjurer or Spell Focus (conjuration).

Benefit: When you cast a spell from the summoning sub-school, you can choose to grant the summoned creature(s) the benefit of any spell of 3rd level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature (using a prepared spell or a spell slot as appropriate) at the same time you cast your summoning spell. The creature gains the benefit of the spell when it appears.

Metamagic Cost: +1 level.

Special: The summoning spell affected by this feat is not automatically Heightened (see above).

Source: Player's Handbook II.

Sudden Spell [Metamagic]

You can cast a spell very quickly at the cost of greatly reduced duration.

Benefit: A Sudden spell is cast as a swift action. You may only use Sudden Spell on a spell with a range of touch or personal, and only on spells that normally have a duration of at least one minute (ten rounds) when you cast them. The duration of a swift spell is reduced to one round.

Metamagic Cost: +0 levels.

Source: Feats of Metamagic (Super Genius Games).

Threnodic Spell [Metamagic]

You can convert mind-affecting magic to necromantic power capable of controlling undead.

Prerequisites: Knowledge (the planes) 6 ranks, Spell Focus (necromancy); Necromancy is not a barred school.

Benefit: This feat works only 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 creatures.

Metamagic Cost: +2 levels.

Normal: Undead are immune to mind-affecting spells and effects.

Source: Ultimate Magic.

Toppling Spell [Metamagic]

Prerequisite: Evocation is not a barred school.

Benefit: The target(s) of a toppling spell (or those caught within the area) are knocked prone on a failed saving throw, in addition to the spell’s other effects (if the spell does not normally allow a saving throw, a Reflex save at DC 10 + the final level of the spell + your Charisma bonus prevents the target from being knocked prone).

Metamagic Cost: +1 level.

Source: Ultimate Magic. Used in conjunction with Dazing Spell, this also supersedes the Forceful Spell feat from Dragon magazine, issue 358.

Transdimensional Spell [Metamagic]

You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area.

Prerequisite: Conjuration is not a barred school.

Benefit: A transdimensional spell has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the spell's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket. You must be able to perceive a creature to target it with a transdimensional spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.

Metamagic Cost: +1 level (+0 levels if it only affects ethereal or incorporeal creatures, rather than material ones as well).

Normal: Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. Spells other than a force effects deal 50% damage against incorporeal creatures.

Source: Complete Arcane. This feat also supersedes the Ectoplasmic Spell feat, from the Pathfinder Advanced Player’s Guide.

Unskittering Spell [Metamagic]

Your knowledge of arcane defenses allows you to cast spells that bypass them.

Prerequisite: Evocation is not a barred school.

Benefit: This feat can be applied only to spells that require an attack roll (melee or ranged; normal or touch). An unskittering spell ignores deflection bonuses to AC and CMD, and also ignores any AC bonus granted by mage armor or bracers of armor.

Metamagic Cost: +1 level.

Special: There also exists a corresponding magical weapon property, carrying an additional +1 (ignores deflection) or +2 (ignores deflection and mage armor) enhancement cost.

Source: This is the “Piercing Spell” home brew feat from the Migdalia campaign, as hosted on angelfire.com.

Volumetric Burst [Metamagic]

Prerequisite: Shape Spell; Evocation is not a barred school.

Benefit: When this feat is applied to a spell with a “burst” or “spread” area of effect, the spell effects always fill the full (normal) volume of space. Each square that an affected spell is prevented from occupying (because of a wall or similar obstruction) is added to the other side of the effect's area. For example, a fireball normally bursts in a 20-ft. radius (1255 square feet, or 50 squares). When used in a long, 10-ft.-wide hallway, a volumetric fireball would occupy 125 feet of the corridor’s length (the target pair of squares, plus 12 pairs of squares in either direction along the length of the hallway). If cast in a totally confined area less than or equal to half the total volume (for example, a fireball cast within a closed 20-ft. x 20-ft. room), the spell deals double damage/effects to everyone within the area.

Metamagic Cost: +0 levels.

Source: 1st edition Players Handbook.

Widen Spell [Metamagic]

You can cast your spells so that they occupy a larger space.

Benefit: You can alter a burst, cone, emanation, line, or spread-shaped spell to increase its measurements in all three dimensions. Alternatively, you can increase the size of affected cubes or squares, for spells with areas calculated that way.

Metamagic Cost: +2 levels to double the dimensions; tripling them uses up a slot three levels higher, etc. At the extreme end of things, a fireball could Widened to a 9th level spell, resulting in a blast radius of 120 feet (allowing you to envelop a large mansion).

Appendix B: Examples of Spells Built Using Metamagic Feats

These examples include the synergy effects of metamagic stacking, and also the automatic Heighten Spell effects of applied metamagic.

Direct-Damage Evocations

Assume that ray of frost represents the baseline evocation. Most other evocations can be “built” from that, using Versatile Evocation to alter the energy type and other metamagic feats to furnish the additional spell traits. Note that many of these spells deal substantially more damage, or are otherwise somewhat more powerful, than their core rules equivalents (e.g., greater shout).

Acid Arrow: Ray of frost (0) + Versatile Evocation (acid; +0 levels) + Reach Spell (close to long; +2 levels) + Vitriolic Evocation (+1 level) + Reduce Spell (-1 level) = 2nd level (damage cap 5d6, and 2d6/round thereafter.

Acid Fog: Solid fog (4th; see below) + Vitriolic Evocation (2d6/round; +2 levels) = 6th level.

Acid Splash: Ray of frost (0) + Versatile Evocation (acid; +0 levels).

Acidic SprayUM: Ray of frost (0) + Versatile Evocation (acid; +0 levels) + Shape Spell (ray to line; +1 level) + Vitriolic Evocation (+4 levels) = 5th level spell (max. 15d6 plus 5d6 lingering acid damage for 1 round/3 levels).

Blade Barrier: Ray of frost (0) + Reach Spell (close to medium; +1 level) + Lingering Spell (+1 level) + Extend Spell (2 rds. to 1 min./level; +2 levels) + Shape Spell (ray to wall; +1 level) + Versatile Evocation (force; +1 level) = 6th level; damage cap 15d6.

Burning Hands: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Shape Spell (ray to cone; +2 levels) + reverse Widen Spell (30 ft. to 15 ft.; -1 level) = 1st level (cap 5d6).

Call Lightning: Ray of frost (0) + Versatile Evocation (electricity; +0 levels) + Reach Spell (close to medium; +1 level) + Lingering Spell (+1 level) + Extend Spell (2 rds. to 1 min./level; +2 levels) + Shape Spell (ray to vertical line; -1 level) = 3rd level (damage cap 5d6).

Call Lightning Storm: As call lightning, but long range (+1 level) = 4th level (damage cap 10d6).

Chain Lightning: Ray of frost (0) + Versatile Evocation (electricity; +0 levels) + Shape Spell (ray to line; +1 level) + Reach Spell (30 ft. to Long range; +2 levels) + Mass Effect Spell (+3 levels) = 6th level (damage cap 20d6 for the primary bolt and 15d6 for the secondary bolts).

Cold Ice StrikeUM: Ray of frost (0) + Shape Spell (ray to line; +1 level) + Maximize Spell (+2 levels) + Quicken Spell (+3 levels) = 6th level spell (damage 6 x caster level, max. 90).

Cone of Cold: Ray of frost (0) + Shape Spell (ray to cone; +2 levels) + Widen Spell (30 ft. to 60 ft.; +1 level) + Flash Frost Evocation (+1 level) + Numbing Cold Evocation (+1 level) = 5th level (damage cap 15d6 plus -4 penalty to Dex for 1 minute, and area is slippery for 1 round).

Disc of Concordant OppositionGA: Ray of frost (1st) + Versatile Evocation (negative energy; +1 level) + Energy Admixture (holy; +1 level) + Maximize Spell (+2 levels) = 5th level, damage 6 x CL (max. 90 at 15th).

Ear-Piercing ScreamUM: Ray of frost (0) + Versatile Evocation (Sonic; +1 level) + Cascade Spell (daze person; +1 level) = 2nd level (damage cap 5d6).

Fire Storm: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Reach Spell (close to medium; +1 level) + Shape Spell (ray to burst, +2 levels, plus rearrange squares, +1 level) + Selective Spell (vegetation and plants; +1 level) + Widen Spell (+1 level) + Burning Evocation (+2 levels) = 8th level (damage cap 20d6, plus 5d6 burn/round).

Fireball: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Shape Spell (ray to burst; +3 levels) + Reach Spell (close to long; +1 level) + Reduce Spell (-1 level) = 3rd level (damage cap 10d6).

Fireball, Delayed Blast: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Shape Spell (ray to burst; +3 levels) + Burning Spell (+1 level) + Reach Spell (close to long; +1 level) + Delay Spell (+2 levels) = 7th level (damage cap 20d6 and catch on fire for 1d6/round).

FirefallAPG: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Burning Spell (1d6; +1 level) + Reach Spell (close to long; +1 level) + Shape Spell (ray to burst; +2 levels) + Widen Spell (20’r. to 60’r.; +1 level) + Blinding Spell (+1 level) + Reduce Spell (-1 level) = 5th level spell (damage cap 10d6; blinds 5 rounds).

Flame Strike: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Reach Spell (close to medium; +1 level) + Shape Spell (ray to cylinder; +2 levels) + Energy Admixture (holy/unholy; +1 level) = 4th level (max. 10d6).

Flaming Sphere: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Lingering Spell (+1 level) + Concentration Spell (+1 level) = 2nd level (max. 5d6, concentration + 2 rounds duration).

Frigid TouchUM: Ray of frost (0) + Reach Spell (close to touch; -1 level) + Staggering Spell (+3 levels) = 2nd level spell (damage cap 5d6 and slowed 1 rd./level).

HaboobSSt: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Energy Admixture (slashing; +0 levels) + Reach Spell (close to medium; +1 level) + Lingering Spell (+1 level) + Shape Spell (ray to emanation; +2 levels) + Cascade Spell (obscuring mist; +1 level) + Reduce Spell (-1 level) = 4th level spell (damage cap 5d6).

HellballSRD: Ray of frost (0) + Versatile Evocation (sonic; +1 level) + Shape Spell (ray to burst; +2 levels) + Reach Spell (short to long; +1 level) + Widen Spell (40’r., +1 level) + Empower Spell (+1 level) + Energy Admixture (acid, electricity, and fire; +0 levels) + Burning Evocation (2d6/round; +1 level) + Vitriolic Evocation (2d6/round; +1 level) = 8th level spell, damage cap 20d6 x 1.5.

HellfireBVD: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Energy Admixture (unholy; +2 levels) + Shape Spell (ray to burst; +2 levels) + Widen Spell (20-ft. to 5-ft. radius; -2 levels) + Inexorable Evocation (+3 levels) = 5th level (damage cap 10d6: 5d6 fire and 5d6 unholy).

Hellfire StormBVD: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Reach Spell (close to medium; +1 level) + Energy Admixture (unholy; +1 level) + Shape Spell (ray to burst; +2 levels) + Inexorable Evocation (+3 levels) = 7th level (damage cap 15d6).

Horrid Wilting: Ray of frost (0) + Versatile Evocation (negative energy; +1 level) + Energy Admixture (desiccation; +1 level) + Bane Magic (water creatures and plants; fixed, +0 levels) + Reach Spell (close to long range; +1 level) + Shape Spell (ray to burst; +2 levels) + Widen Spell (20-ft. radius to 60-ft. radius; +2 levels) + Selective Spell (+1 level) = 8th level (damage cap 20d6).

Ice BlastCA: Ray of frost (0) + Cascade Spell (touch of fatigue; +2 levels) + Shape Spell (ray to cone; +1 level) + Reduce Spell (-1 level) = 2nd level spell, damage cap 5d6 and fatigues.

Ice Storm: Ray of frost (0) + Flash Frost Evocation (+1 level) + Energy Admixture (bludgeoning; +0 levels) + Reach Spell (close to long; +1 level) + Shape Spell (ray to burst; +2 levels) = 4th level (damage cap 10d6, 5d6 cold, 5d6 bludgeoning; save for half).

Incendiary Cloud: Fog cloud (2nd level) + Cascade Spell (ray of frost; +1 level) + Versatile Evocation (fire; +0 levels) + Shape Spell (ray to burst; +2 levels) + Lingering Spell (+1 level) + Extend Spell (1 round/level; +1 level) + Drifting Spell (+1 level) = 8th level (damage cap 20d6).

Inflict Light Wounds: Ray of frost (0) + Versatile Evocation (negative energy; +1 level) + Reach Spell (close to touch; -1 level) + Empower Spell (+1 level) = 1st level. 1d6 damage x 1.5 is close enough to 1d8+1/level (max. +5 for a 1st level spell). Note that the spell, using this construction, should not allow a saving throw for half damage.

Lightning ArcUM: Ray of frost (0) + Versatile Evocation (electricity; +0 levels) + Shape Spell (ray to line; +1 level) + Reach Spell (close to long range; +1 level) + Energy Admixture (fire; +0 levels) + Burning Evocation (+2 levels) + Empower Spell (+1 level) = 5th level (damage cap 15d6 and 3d6 burn damage if caught on fire).

Lightning Bolt: Ray of frost (0) + Versatile Evocation (electricity; +0 levels) + Reach Spell (close to medium range; +1 level) + Ray Splitting (+1 level) + Shape Spell (ray to line; +1 level) = 3rd level. You can produce a single line with a damage cap of 10d6, or fork the lightning into multiple bolts (per the Ray Splitting feat), for up to 13d6 total damage. Add the Ricochet Spell feat to get a lightning bolt that bounces off of walls, etc.

Magic Missile: Ray of frost (0) + Reach Spell (close to medium; +1 level) + Versatile Evocation (force; +1 level) + Ray Splitting (+1 level) + Reduce Spell (-2 levels) = 1st level (damage cap 5d6 divided among missiles). This spell is only very approximately equivalent to the one in the Core rulebook, and that version can be used in preference to this one.

Meteor Swarm: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Energy Admixture (bludgeoning; +0 levels) + Ray Splitting (+1 level) + Reach Spell (close to long; +1 level) + Shape Spell (ray to burst; fire damage portion only; +2 levels) + Widen Spell (burst radius from 20 ft. to 40 ft.; +1 level) + Empower Spell (+1 level) + Cascade Spell (create pit; +2 levels) + Residual Spell = 9th level. Single-target damage cap is 25d6, +8d6 for the Ray Splitting feat = 33d6 total, x 1.5 for Empower Spell = 49.5d6 total, divided among 4 meteors = approx. 12d6 each. Therefore, each meteor gains a ranged touch attack to hit for 6d6 impact damage, then bursts in a 40-ft. radius for 6d6 fire damage (Reflex half) and creates difficult terrain within the blast radius. In addition, the spell leaves one 10 ft. x 10 ft. x 30-ft. deep crater; those in adjacent squares may also fall in (see the Pathfinder Advanced Players Guide).

Orb of AcidCA: Ray of frost (0) + Versatile Evocation (acid; +0 levels) + Sickening Spell (+1 level) + Irresistible Evocation (no SR; +2 levels) + Vitriolic Evocation (+1 level) = 4th level; damage cap 15d6 and sickens 1 round and deals 2d6 acid/round for 1 round/3 levels (or until neutralized).

Orb of ColdCA: Ray of frost (0) + Blinding Spell (+2 levels) + Irresistible Evocation (no SR; +2 levels) = 4th level; damage cap 15d6 and blinds 4 rounds.

Orb of ElectricityCA: Ray of frost (0) + Versatile Evocation (electric; +0 levels) + Entangling Spell (+2 levels) + Irresistible Evocation (no SR; +2 levels) = 4th level; damage cap 15d6 and entangles 4 rounds.

Orb of FireCA: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Irresistible Evocation (no SR; +3 levels) + Dazing Spell (+2 levels) = 5th level; damage cap 15d6 and dazes 1 round.

Orb of ForceCA: Ray of frost (0) + Versatile Evocation (force; +2 levels) + Irresistible Evocation (no SR; +2 levels) = 4th level; damage cap 15d6.

Orb of SoundCA: Ray of frost (0) + Versatile Evocation (sonic; +1 level) + Irresistible Evocation (no SR; +2 levels) + Deafening Spell (+1 level) = 4th level; damage cap 15d6 and deafens 4 rounds.

Polar Ray: Damage attribute (1st; Dex) + Fell Affliction (+1 level) + Cascade Spell (ray of frost; +1 level) + Reach Spell (touch to medium; +1 level) + Inexorable Evocation (+3 levels) = 7th level; damage cap 20d6 and deals 1d4 Dex drain (no save).

Ride the LightningUM: Ray of frost (0) + Versatile Evocation (electricity; +0 levels) + Reach Spell (close to medium; +1 level) + Cascade Spell (dimension leapME; +2 levels) + Lingering Spell (+1 level) + Extend Spell (1 round/level; +1 level) + Staggering Spell (+1 level) + Quicken Spell (+3 levels) = 9th level (damage cap 25d6).

Scorching Ray: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Ray Splitting (+2 levels) = 2nd level (damage cap 10d6 + 2d6 =12d6, divided evenly among rays).

Searing Light: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Reach Spell (close to medium range; +1 level) + Energy Admixture (holy; +1 level) + Cascade Spell (light; +1 level) + Positive Spell (+0 levels) = 3rd level (damage cap 15d6 vs. undead, molds, oozes, etc.; 5d6 to others).

Shocking Grasp: Ray of frost (0) + Versatile Evocation (electricity; +0 levels) + Conductive Evocation (+1 level) + Irresistible Evocation (+2 levels) + Reduce Spell (-1 level) + Reach Spell (30 ft. to touch; -1 level) = 1st level (damage cap 5d6, no SR).

Shout: Ray of frost (0) + Versatile Evocation (sonic; +1 level) + Deafening Spell (+1 level) + Shape Spell (ray to cone; +1 level) + Still Spell (+1 level) = 4th level (damage cap 10d6).

Shout, Greater: Ray of frost (0) + Versatile Evocation (sonic; +1 level) + Bane Spell (crystalline; +0 levels, fixed) + Deafening Spell (+2 levels) + Dazing Spell (+2 levels) + Shape Spell (ray to cone; +1 level) + Widen Spell (30 ft. to 60 ft.; +1 level) = 7th level (damage cap 15d6 or 15d8 vs. for crystalline; deafness permanent; dazes up to 10 HD).

SiroccoAPG: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Bane Spell (water; +1 level) + Cascade Spell (touch of fatigue; +1 level) + Reach Spell (medium; +1 level) + Shape Spell (ray to cylinder; +2 levels) + Toppling Spell (+1 level) = 6th level spell (max. 15d6).

Sound Burst: Ray of frost (0) + Versatile Evocation (sonic; +1 level) + Shape Spell (ray to burst; +2 levels) + Widen Spell (20-ft. radius to 10-ft.; -1 level) + Dazing Spell (+2 levels) + Reduce Spell (-1 level) = 3rd level spell (damage cap 5d6, dazes up to 6 HD).

Sunbeam: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Reach Spell (close to medium range; +1 level) + Cascade Spell (light; +1 level) + Positive Spell (+0 levels) + Blinding Spell (+2 levels) + Lingering Spell (+1 level) + Concentration Spell (+1 level) + Shape Spell (ray to line; +1 level) = 7th level (damage cap 10d6, or 30d6 vs. undead, fungi, oozes, etc.).

Sunburst: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Cascade Spell (light; +1 level) + Positive Spell (+0 levels) + Blinding Spell (+2 levels) + Reach Spell (long range; +1 level) + Shape Spell (ray to burst; +2 levels) + Widen Spell (20 ft. to 80 ft.; +2 levels) = 8th level (damage cap 10d6, or 30d6 vs. undead, fungi, molds, oozes, etc.).

Tar BallUM: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Burning Evocation (+1 level) + Irresistible Evocation (+2 levels) + Cascade Spell (ray of clumsiness; +1 level) + Reduce Spell (-1 level) + normal ranged attack (not touch; ad hoc -1 level) = 2nd level (damage cap 5d6 plus 1d6 burn).

Tar PoolUC: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Burning Spell (+1 level) + Shape Spell (ray to burst; +2 levels) + Lingering Spell (+1 level) + Extend Spell (1 round/level; +1 level) + Residual Spell (+1 level) + Entangling Spell (+1 level) = + Reduce Spell (-1 level) = 6th level (damage cap 15d6; 20’r. difficult terrain entangles, catches on fire).

Wall of Fire: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Concentration Spell (+1 level) + Reach Spell (close to medium; +1 level) + Shape Spell (ray to wall; +2 levels) = 4th level (damage cap 10d6).

Patterns

Rainbow Pattern: Hypnotic pattern (2nd) + Extend Spell (C + 2 rds to +1 rd/CL; +1 level) + Drifting Spell (+1 level) = 4th level spell affecting (2d4+4+level, max +15) Hit Dice.

Scintillating Pattern: Color spray (1st) + Lingering Spell (+1 level) + Concentration Spell (+1 level) + Widen Spell (15 ft. to 30 ft.; +1 level) + Shape Spell (cone to spread; +1 level) + Heighten Spell (+3 levels) = 8th level spell affecting up to 19 HD (use 1 HD/level for convenience).

“Save-or-Lose” Spells

These examples use ray of enfeeblement and damage attribute (see above) as the base effects.

Blood MistUM: Damage attribute (1st) + Cascade Spell (murderous commandUM; +2 levels) + Reach Spell (Medium range; +1 level) + Shape Spell (ray to burst; +2 levels) + Widen Spell (20’r. to 60’r.; +1 level) + Lingering Spell (+1 level) + Extend Spell (+1 level) = 9th level spell dealing 1d4 Wis damage and causing murderous rage and concealing conditions in 60’r.; lasts 1 minute/level.

Charm Monster: Ray of enfeeblement (1st) + attribute change (Str to Cha) + Reduce Spell (-1 level) + Extend Spell (rounds to days; +5 levels) + limited combat use (ad hoc -1 level) = 4th level spell inflicting penalty to Cha with respect to the caster equal to 1d6+ ½ level (max +10) to a single target.

Charm Monster, Mass: As charm monster (4th), plus Mass Effect Spell (+3 levels) = 7th level (splits the difference between the bard and sorcerer/wizard versions). Charisma penalty is 1d6 +1/level (max +15 due to reduce spell effect from charm monster).

Charm Person: Ray of enfeeblement (1st) + attribute change (Str to Cha) + Reduce Spell (-1 level) + Extend Spell (rounds to hours; +4 levels) + Creature-Specific Spell (humanoids only; -2 levels) + limited combat use (ad hoc -1 level) = 1st level spell inflicting penalty to Cha with respect to the caster equal to 1d6+ ½ level (max +5) to a single humanoid target.

Charm Person, MassRD: As charm person, plus Mass Effect Spell (+3 levels) – Reduce Spell (+1 level) = 5th level spell; Cha penalty is 1d6 +1/level (max. +15).

Chill Touch: Ray of frost (0) + Versatile Evocation (negative energy; +1 level) + Fell Weakening (+1 level) + Reach Spell (close to touch, for -1 level) = 1st level (damage cap 5 dice, or 1d6 negative energy +1d4 Str damage per touch for up to 5 touches).

Circle of Death: Damage attribute (1st; Constitution) + Heighten Spell (+1d4, +1 level) + Shape Spell (ray to 20-ft. burst; +2 levels) + Widen Spell (+1 level) + Reach Spell (medium range; +1 level) = 6th level spell dealing 2d4 Con damage, save for half.

Confusion: Ray of enfeeblement (1st level) + attribute change (Str to Wis) + Reach Spell (close to medium; +1 level) + Mass Effect Spell (+3 levels) = 5th level; up to one creature per caster level takes a penalty to Wisdom equal to 1d6 + 1 per caster level (maximum +15), half on a successful Will save. Wisdom cannot be reduced below 1 by this spell; a creature with a Wisdom of 1 is confused.

Death HailFB: Damage attribute (1st; Constitution) + versatile spell (split damage between Str and Con; +0 levels) + Reach Spell (touch to medium; +1 level) + Shape Spell (ray to burst; +2 levels) + Widen Spell (20’r. to 40’r.; +1 level) + Lingering Spell (+1 level) + Extend Spell (1 round/level; +1 level) = 7th level spell dealing 1d2 Str and 1d2 Con per round within the area.

DehydrateSW: Damage attribute (1st; Constitution) + Bane Spell (plants, oozes, and aquatic creatures; +1 level) + Reach Spell (touch to medium; +1 level) + Heighten Spell (+2d4; +2 levels) = 5th level spell dealing 3d4 Con damage, or 3d6 Con vs. plants, oozes, and aquatic creatures.

Destruction: Damage attribute (1st; Constitution) + Reach Spell (touch to close; +1 level) + Heighten Spell (+2d4; +2 levels) + Fell Affliction (+3 levels) = 7th level spell dealing 3d4 Con drain.

Dominate Person: Damage attribute (1st; Charisma) + Heighten Spell (+5d4; +5 levels) + Creature-Specific Spell (humanoids only; -2 levels) = 4th level spell dealing 6d4 Charisma damage (or 5th level for 7d4).

Dominate Monster: Damage attribute (1st; Charisma) + Heighten Spell (+8d4; +8 levels) = 9th level spell dealing 9d4 Cha damage.

Domination, TrueCD: Damage attribute (1st; Charisma) + Heighten Spell (+4d4; +4 levels) + Creature-Specific Spell (humanoids only; -2 levels) + Cascade Spell (telepathic bond; +5 levels) = 8th level spell dealing 5d4 Cha damage.

Ego WhipSRD: Damage attribute (1st; Charisma) + Reach Spell (touch to close; +1 level) + Cascade Spell (daze; +1 level) = 3rd level spell dealing 1d4 Cha damage; dazes humanoid of HD less than or equal to caster level (max 10 HD) 1 round on a failed save.

Feeblemind: Damage attribute (1st; Intelligence) + Heighten Spell (+1d4; +1 level) + Reach Spell (touch to medium; +1 level) + Fell Affliction (+2 levels) = 5th level spell dealing 2d4 Intelligence drain.

Finger of Death: Damage attribute (1st; Constitution) + Reach spell (touch to close; +1 level) + Heighten spell (+5d4, for +5 levels) = 7th level spell dealing 6d4 Con damage (half if save).

Flesh to Stone: Damage attribute (1st; Dexterity) + Heighten Spell (+2d4; +2 levels) + Reach Spell (touch to medium; +1 level) + Fell Affliction (+2 levels) = 6th level spell dealing 1d4 Dex damage and 2d4 Dex drain.

FrostbiteFB: Ray of frost (0) + Shape Spell (ray to burst; +3 levels) + Selective Spell (+1 level) + Cascade Spell (damage attribute, Dexterity; +1 level) + Heighten Spell (+1d4 Dex; +1 level) = 6th level; deals 1d6 cold/level (max 15d6) and 2d4 Dex damage.

Harm: Ray of enfeeblement (1st) + Reach Spell (close to touch; -1 level) + Extend Spell (rounds to days; +5 levels) = 5th level spell inflicting Con penalty equal to 1d6 + 1/level (max +15) lasting 1 day/level.

Hold Person: Damage attribute (1st; Dexterity) + Reach spell (touch to ray; +1 level) + Heighten spell (+2d4; +2 level) + Creature-Specific Spell (humanoids only; -2 levels) = 2nd level ranged touch spell dealing 3d4 Dex damage, or 3rd level dealing 4d4 Dex damage.

Hold Person, Mass: As hold person + mass effect spell (+3 levels) + Heighten Spell (+2d4; +2 levels) = 7th level spell dealing 5d4 Dex damage.

Hold Monster: Damage attribute (1st; Dexterity) + Reach spell (touch to ray; +1 level) + Heighten spell (+3d6; +3 levels) = 5th level spell dealing 4d4 Dex damage.

Hold Monster, Mass: As hold monster + Mass Effect Spell (+3 levels) + Heighten Spell (+1d4; +1 level) = 9th level spell dealing 5d4 Dex damage.

Insanity: Damage attribute (1st; Wisdom) + Heighten Spell (+2d4; +2 levels) + Reach Spell (touch to medium; +1 level) + Fell Affliction (+3 levels) = 7th level spell dealing 3d4 Wis drain.

Monstrous ThrallCD: Damage attribute (1st; Charisma) + Heighten Spell (+4d4; +4 levels) + Fell Affliction (+4 levels) = 9th level spell dealing 1d4 Cha damage and 4d4 Cha drain.

MindfrostFB: Damage attribute (1st; Intelligence) + Reach Spell (touch to close ray; +1 level) + Cascade Spell (ray of frost; +1 level) = 3rd level spell dealing 1d6 cold/level (max. 10d6) and 1d4 Int damage.

ParboilSSt: Damage attribute (1st; Intelligence) + Heighten Spell (+1d4; +1 level) + Reach Spell (touch to close ray; +1 level) + Cascade Spell (ray of frost; +1 level) + Versatile Evocation (fire; +0 levels) + Shape Spell (ray to burst; +2 levels) = 6th level spell dealing 1d6 fire/level (max. 15d6) and 2d4 Int damage.

Poison: Damage attribute (1st; Constitution) + Repeat Spell (+2 levels) + Extend Spell (+1 level) = 4th level spell dealing 1d4 Con damage per round for 1 round/level (save each round for half).

PoxBVD: Damage attribute (1st; Constitution) + Reach Spell (touch to close; +1 level) + Mass Effect Spell (+3 levels) + Fell Affliction (+1 level) = 6th level spell dealing 1d4 Con drain.

Slay Living: Damage attribute (1st; Constitution) + Heighten Spell (+4d4; +4 levels) = 5th level spell dealing 5d4 Con damage.

Slow: Ray of enfeeblement (1st) + attribute change (Str to Dex) + Reduce Spell (-1 level) + Mass Effect Spell (+3 levels) = 3rd level; targets take Dex penalty equal to 1d6 + ½ caster level (max +10), half if save, for 1 round per caster level.

Touch of Idiocy: Damage attribute (Intelligence, Wisdom, and Charisma = 3 levels) + Heighten Spell (+1d4 Int, +1 level) + Extend Spell (days to 10 min.; -2 levels) = 2nd level spell dealing 2d4 Int damage and 1d4 each Wis and Cha damage.

Undeath to Death: Disrupt undead (0) + Reach Spell (close to medium; +1 level) + Shape Spell (ray to burst; +2 levels) + Widen Spell (20’r. to 40’r.; +1 level) + Cascade Spell (disrupting weapon; +5 levels) + Creature-Specific Spell (undead only; -2 levels) = 7th level spell; undead of up to 1 HD/level save vs. Will or destroyed; those not annihilated outright take 1d6/level (max. 20d6).

Wail of the Banshee: Damage attribute (1st; Constitution) + Reach Spell (touch to close; +1 level) + Mass Effect Spell (+3 levels) + Heighten Spell (+4d4; +4 levels) = 9th level spell dealing 5d4 Con damage.