Feat Name▲ |
Requirements |
Description |
Rulebook  |
Bend Spell | | Cover does little to reduce the effectiveness of your spells. | Dragon Compendium (DC) |
Black Lore of Moil | Spell Focus (necromancy) | Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent. | Complete Arcane (CAr) |
Blistering Spell | | Yourfirespells sear the fl esh from your enemies' bones, leaving them wracked with pain. | Player's Handbook II (PH2) |
Born of the Three Thunders | Energy Substitution (electricity), Knowledge (nature) 4 ranks | You have learned to marry the power of lightning and thunder in your electricity and sonic spells. | Complete Arcane (CAr) |
Chain Spell | | You can cast spells that arc to other targets in addition to the primary target. | Complete Arcane (CAr) |
Chain Spell | | You can cast spells that arc to other targets in addition to the primary target. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
City Magic | | You can use the city itself to enhance your spellcasting. | CityScape (Ci) |
Coercive Spell | | Living foes damaged by your spell become more pliable and vulnerable to your commands. | Drow of the Underdark (DrU) |
Consecrate Spell | | You can imbue your spells with the raw energy of good, by the grace of a celestial power. | Book of Exalted Deeds (BE) |
Consecrate Spell | | You can imbue your spells with the raw energy of good. | Complete Divine (CD) |
Cooperative Spell | | You can cast spells to greater effect in conjunction with the same spell cast by another individual. | Complete Arcane (CAr) |
Cooperative Spell | | You can cast spells to greater effect in conjunction with the same spell cast by another. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Corrupt Spell | | The character can transform one of her spells into a thing of evil due to a deal she makes with an evil power. | Book of Vile Darkness (BV) |
Corrupt Spell | | You can transform one of your spells into an evil version of itself. | Complete Divine (CD) |
Corrupt Spell | | You can transform one of your spells into a thing of evil due to a deal you make with an evil power. | Champions of Ruin (CR) |
Deafening Spell | | You can modify a spell so it deafens targets | Drow of the Underdark (DrU) |
Deceptive Spell | | You can cast spells that seem to come from somewhere other than where they should. | CityScape (Ci) |
Delay Spell | | You can cast spells that take effect after a short delay of your choosing. | Complete Arcane (CAr) |
Delay Spell | | You can cast spells tliat take effect after a short delay of your choosing. Prerequiitte: Any other metimagic feat. | Forgotten Realms Campaign Setting (FRCS) |
Delay Spell | | You can cast spells that take effect after a short delay of your choosing. | Player's Guide to Faerûn (PG) |
Delay Spell | | You can cast spells that take effect after a short delay of your choosing. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Disguise Spell | Perform 12 ranks | You can cast spells without observers noticing. | Song and Silence: A Guidebook to Bards and Rogues (SaS) |
Disrupting Spell | | You can cast spells that disrupt other caster's magical capabilities. | Fiendish Codex II: Tyrants of the Nine Hells (FCII) |
Earthbound Spell | | You bind a spell into the rock and soil, leaving it there until an opponent stumbles across it. At that time, the spell releases its energy. | Player's Handbook II (PH2) |
Echoing Spell | Spellcraft 12 ranks | Your spell Is return after you cast them . all hour with lessened effects. | Secrets of Xen'drik (SX) |
Empower Spell | | You can cast spells to greater effect. | Player's Handbook v.3.5 (PH) |
Energize Spell | | Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents. | Libris Mortis: The Book of the Dead (LM) |
Energy Admixture | Energy Substitution | You can modify a spell that uses one type of energy to add an equal amount of another energy type. | Complete Arcane (CAr) |
Energy Admixture | Energy Substitution, Knowledge (arcana) 5 ranks | You can modify a spell that uses one type of energy to mix in an equal amount of another type of energy. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Energy Affinity | Knowledge (arcana) 5 ranks | You can modify a spell that uses one type of energy to use another type (acid, cold, electricity, or fire) instead. | Miniatures Handbook (MH) |
Energy Substitution | Knowledge (arcana) 5 ranks | You can modify an energy-based spell to use another type of energy instead. | Complete Arcane (CAr) |
Energy Substitution | Knowledge (arcana) 5 ranks | You can modify a spell that uses one type of energy to use another type of energy. | Magic of Faerun (Mag) |
Energy Substitution | Knowledge (arcana) 5 ranks | You can modify a spell that uses one type of energy to use another type of energy. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Energy Substitution | Knowledge (arcana) 5 ranks | The deity can modify a spell that uses energy to use another type of energy. | Deities and Demigods (DD) |
Energy Substitution | Knowledge (arcana) 5 ranks | With this feat, you can modify an energy based spell to use another type of energy instead. | Shadowdale: The Scouring of the Land (S:TSotL) |
Enervate Spell | | Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents. | Libris Mortis: The Book of the Dead (LM) |
Enhance Spell | Maximize Spell | You can increase the power limit of your damage-dealing spells. | Complete Arcane (CAr) |
Enhance Spell | Maximize Spell | You can increase the power limit of your damage-dealing spells. | Epic Level Handbook (EL) |
Enlarge Spell | | You can cast spells farther than normal. | Player's Handbook v.3.5 (PH) |
Entangling Spell | | Your spell releases residual eldritch power that entangles your enemies. | Champions of Ruin (CR) |
Eschew Materials | | The deity can cast spells without material components. | Deities and Demigods (DD) |
Eschew Materials | | You can cast spells without material components. | Magic of Faerun (Mag) |
Eschew Materials | | You can cast spells without material components. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Eschew Materials | | You can cast spells without material components. | Lords of Darkness (LD) |
Eschew Materials | | You can cast spells without material components. | Epic Level Handbook (EL) |
Explosive Spell | | You can cast spells that blast creatures off their feet. | Complete Arcane (CAr) |
Explosive Spell | | You can cast spells that blast creatures off their feet. | Unapproachable East (Una) |
Extend Spell | | You can cast spells that last longer than normal. | Player's Handbook v.3.5 (PH) |
Fell Animate | | Living foes slain by your spell may rise as zombies. | Libris Mortis: The Book of the Dead (LM) |
Fell Drain | | Living foes damaged by your spell also gain a negative level. | Libris Mortis: The Book of the Dead (LM) |
Fell Energy Spell | | You add a dose of raw necromantic energy to your beneficial spells, making them especially effective for undead creatures. | Dragon Compendium (DC) |
Fell Frighten | | Living foes damaged by your spell are also shaken. | Libris Mortis: The Book of the Dead (LM) |
Fell Weaken | | Living foes damaged by your spell are also weakened. | Libris Mortis: The Book of the Dead (LM) |
Fiery Spell | | Your fire magic is bolstered, further scorching your enemies. | Sandstorm (Sa) |
Flash Frost Spell | | Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost. | Player's Handbook II (PH2) |
Fortify Spell | | You cast spells that more easily penetrate spell resistance. | Complete Arcane (CAr) |
Fortify Spell | | You can cast spells that easily penetrate spell resistance. | Unapproachable East (Una) |
Ghost-Touch Spell | | You know how to tune your damaging spells to affect ghosts without harming other creatures. | Ghostwalk (Gh) |
Guided Spell | | Your spells zero in on a specific target. | Dragon Compendium (DC) |
Heighten Spell | | You can cast a spell as if it were a higher-level spell than it actually is. | Player's Handbook v.3.5 (PH) |
Imbued Healing | | You imbue your healing spells with additional BENEFITS: based on the power of your belief. | Complete Champion (CC) |
Imbued Summoning | Augment Summoning, Spell Focus (conjuration) | 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 or bull's strength. | Player's Handbook II (PH2) |
Improved Heighten Spell | Heighten Spell, Spellcraft 20 ranks | You can cast a spell at any level above its own. | Epic Level Handbook (EL) |
Innate Spell | Silent Spell, Still Spell | You have mastered a spell so thoroughly that you can now use it as a spell-like ability. | Player's Guide to Faerûn (PG) |
Insidious Magic | Shadow Weave Magic | You can use the Shadow Weave to make your spells harder for Weave users to detect. All creatures employing spells or spell-like abilities are considered to be Weave users unless they possess the Shadow Weave Magic feat. | Forgotten Realms Campaign Setting (FRCS) |
Insidious Magic | Shadow Weave Magic | You can use the Shadow Weave to make your spells harder for Weave users to detect. | Player's Guide to Faerûn (PG) |
Intensify Spell | Empower Spell, Maximize Spell, Spellcraft 30 ranks | You can cast spells with exceptionally great effect. | Epic Level Handbook (EL) |
Invisible Spell | | You can make your spell effects invisible. | CityScape (Ci) |
Lingering Spell | | Residual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired. | Champions of Ruin (CR) |
Lord of the Uttercold | Energy Substitution (cold), Knowledge (the planes) 9 ranks | Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold. | Complete Arcane (CAr) |
Maximize Spell | | You can cast spells to maximum effect. | Player's Handbook v.3.5 (PH) |
Metanode Spell | Node Spellcasting, Spellcaster Level 1 | You cast metamagic spells to greater effect in earth nodes than elsewhere (see Node Magic in Chapter 4: Magic and Spells). | Underdark (Und) |
Metanode Spell | Node Spellcasting, Spellcaster Level 1 | You cast metamagic spells to greater effect in nodes to which you are attuned than elsewhere. | Champions of Ruin (CR) |
Nonlethal Substitution | Knowledge (arcana) 5 ranks | You can modify an energy spell to deal nonlethal damage. | Complete Arcane (CAr) |
Nonlethal Substitution | Knowledge (arcana) 5 ranks | You can modify a spell that uses energy to deal damage to deal nonlethal damage instead. | Book of Exalted Deeds (BE) |
Ocular Spell | Knowledge (dungeoneering) 4 ranks | Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells. | Lords of Madness (LoM) |
Pernicious Magic | Shadow Weave Magic | You can use the Shadow Weave to make your spells harder for Weave users to counter. Any creature using a spell, spell-like ability, or magic item without the Shadow Weave Magic feat is considered to be a Weave user. | Forgotten Realms Campaign Setting (FRCS) |
Pernicious Magic | Shadow Weave Magic | You can use the Shadow Weave to make your spells harder for Weave users to resist. | Player's Guide to Faerûn (PG) |
Persistent Spell | Extend Spell | You can make a spell last all day. | Complete Arcane (CAr) |
Persistent Spell | Extend Spell | The deity makes one of its spells last all day. | Deities and Demigods (DD) |
Persistent Spell | Extend Spell | You make one of your spells last all day. | Forgotten Realms Campaign Setting (FRCS) |
Persistent Spell | Extend Spell | You can make a spell last all day. | Player's Guide to Faerûn (PG) |
Persistent Spell | Extend Spell | You make one of your spells last all day. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Piercing Cold | | Your cold spells are so cold that they can damage creatures normally resistant or immune to cold. | Frostburn (Fr) |
Purify Spell | | You can charge your damaging spells with celestial energy that leaves good creatures unharmed. | Book of Exalted Deeds (BE) |
Quicken Spell | | You can cast a spell with a moment's thought. | Player's Handbook v.3.5 (PH) |
Rapid Spell | | You can cast spells with long casting times more quickly. | Complete Divine (CD) |
Reach Spell | | You can cast touch spells without touching the spell recipient. | Complete Divine (CD) |
Reach Spell | | The deity can cast touch spells without touching the spell recipient. | Deities and Demigods (DD) |
Reach Spell | | You can cast touch spells without touching the spell recipient. | Defenders of the Faith: A Guidebook to Clerics and Paladins (DF) |
Reach Spell | | You can cast touch spells without touching the spell recipient. | Faiths & Pantheons (FP) |
Reaping Spell | | The dark energy of your spell devours the soul of any creature killed by it. | Champions of Ruin (CR) |
Repeat Spell | | You can cast a spell that repeats on the following round. | Complete Arcane (CAr) |
Repeat Spell | | The deity can cast a spell that repeats the following round. | Deities and Demigods (DD) |
Repeat Spell | | You can cast a spell that repeats the following round. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Retributive Spell | | You can keep a spell in reserve to use when a foe causes you harm. | Complete Mage (CM) |
Sacred Spell | | The deity's damaging spells are imbued with divine power. | Deities and Demigods (DD) |
Sacred Spell | | Your damaging spells are imbued with divine power. | Defenders of the Faith: A Guidebook to Clerics and Paladins (DF) |
Sacred Spell | | Your damaging spells are imbued with divine power. | Faiths & Pantheons (FP) |
Sanctum Spell | | Your spells are especially potent on home ground. | Complete Arcane (CAr) |
Sanctum Spell | | Sanctum Spell [Metamagic] Your spells have a home ground advantage. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Sculpt Spell | | You can alter the area of your spells. | Complete Arcane (CAr) |
Sculpt Spell | | You can alter the shape of a spell's area. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Searing Spell | | Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire. | Sandstorm (Sa) |
Selective Spell | | You can screen allies from the effects of your area spells. | Shining South (ShS) |
Silent Spell | | You can cast spells silently. | Player's Handbook v.3.5 (PH) |
Smiting Spell | Base attack bonus +1 | You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent. | Player's Handbook II (PH2) |
Song of the Dead | | You can add such a powerful dose of necromantic energy to your mind-affecting spells that they function against undead creatures but are useless against all others. | Dragon Compendium (DC) |
Spell Specialization: Energy Missile | | You deal more damage with ray or energy missile spells. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Spell Specialization: Ray | | You deal more damage with ray or energy missile spells. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Split Ray | | Your ray spells can affect an additional target. | Complete Arcane (CAr) |
Split Ray | | You can affect two targets with a single ray. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Still Spell | | You can cast spells without gestures. | Player's Handbook v.3.5 (PH) |
Subdual Substitution | Knowledge (arcana) 5 ranks | The deity can modify a spell that uses energy to deal damage to deal subdual damage instead. | Deities and Demigods (DD) |
Subdual Substitution | Knowledge (arcana) 5 ranks | You can modify a spell that uses energy to deal damage to deal subdual damage instead. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Sudden Empower | | You can cast a spell to greater effect without special preparation. | Complete Arcane (CAr) |
Sudden Empower | | You can cast one spell per day to greater effect without special preparation. | Miniatures Handbook (MH) |
Sudden Energy Affinity | Energy Affinity | You can modify a spell's energy type once per day without special preparation. | Miniatures Handbook (MH) |
Sudden Enlarge | | You may cast one spell per day with a greater range than normal without special preparation. | Miniatures Handbook (MH) |
Sudden Extend | | You can make a spell last longer than normal without special preparation. | Complete Arcane (CAr) |
Sudden Extend | | You can cast one spell per day with a longer duration than normal without special preparation. | Miniatures Handbook (MH) |
Sudden Maximize | | You can cast a spell to maximum effect without special preparation. | Complete Arcane (CAr) |
Sudden Maximize | | Once per day you can cast a spell to maximum effect without special preparation. | Miniatures Handbook (MH) |
Sudden Quicken | Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still | You can cast a spell with a moment's thought without special preparation. | Complete Arcane (CAr) |
Sudden Quicken | Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still | Once per day you can cast a spell with a moment's thought without special preparation. | Miniatures Handbook (MH) |
Sudden Silent | | You can cast a spell silently without special preparation. | Complete Arcane (CAr) |
Sudden Silent | | Once per day you can cast a spell silently without special preparation. | Miniatures Handbook (MH) |
Sudden Still | | You can cast a spell without gestures or special preparation. | Complete Arcane (CAr) |
Sudden Still | | Once per day you can cast a spell without gestures without special preparation. | Miniatures Handbook (MH) |
Sudden Widen | | You can increase a spell's area without special preparation. | Complete Arcane (CAr) |
Sudden Widen | | Once per day you can increase the area of a spell without special preparation. | Miniatures Handbook (MH) |
Transdimensional Spell | | You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area. | Complete Arcane (CAr) |
Transdimensional Spell | | You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area. | Complete Divine (CD) |
Transdimensional Spell | | You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the area of effect. | Unapproachable East (Una) |
Twin Spell | | You can simultaneously cast a single spell twice. | Complete Arcane (CAr) |
Twin Spell | | You can cast a spell simultaneously with another spell just like it. | Forgotten Realms Campaign Setting (FRCS) |
Twin Spell | | You can cast a spell simultaneously with another spell just like it. | Player's Guide to Faerûn (PG) |
Twin Spell | | You can cast a spell simultaneously with another spell similar to it. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Umbral Spell | | You add the darkness descriptor to a spell you cast. | Drow of the Underdark (DrU) |
Violate Spell | | The character can transform one of his spells into an evil spell, and the wounds the spell inflicts are tainted with the foulest evil. | Book of Vile Darkness (BV) |
Violate Spell-Like Ability | | The creature's spell-like abilities are particularly tainted with evil. | Book of Vile Darkness (BV) |
Widen Spell | | You can increase the area of your spells. | Magic of Faerun (Mag) |
Widen Spell | | You can increase the area of your spells. | Player's Handbook v.3.5 (PH) |
Widen Spell | | The deity can increase the area of its spells. | Deities and Demigods (DD) |
Widen Spell | | You can increase the area of your spells. | Tome and Blood: A Guidebook to Wizards and Sorcerers (TB) |
Wounding Spell | Empower Spell, Knowledge (history) 4 ranks | Because you have studied the cruel arts of the Athalantan magelords of old, you know how to cast spells that cause terrible, bleeding wounds. | Lost Empires of Faerun (LE) |