d20 Logo System Reference Document v3.5
Feat Name  Requirements Description Rulebook 
Energy SubstitutionKnowledge (arcana) 5 ranksWith this feat, you can modify an energy based spell to use another type of energy instead.Shadowdale: The Scouring of the Land (S:TSotL)
Eschew MaterialsYou can cast spells without material components.Epic Level Handbook (EL)
Eschew MaterialsYou can cast spells without material components.Lords of Darkness (LD)
Widen SpellYou can increase the area of your spells.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Twin SpellYou can cast a spell simultaneously with another spell similar to it.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Eschew MaterialsYou can cast spells without material components.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Eschew MaterialsYou can cast spells without material components.Magic of Faerun (Mag)
Metanode SpellNode Spellcasting, Spellcaster Level 1You cast metamagic spells to greater effect in earth nodes than elsewhere (see Node Magic in Chapter 4: Magic and Spells).Underdark (Und)
Metanode SpellNode Spellcasting, Spellcaster Level 1You cast metamagic spells to greater effect in nodes to which you are attuned than elsewhere.Champions of Ruin (CR)
Energy AdmixtureEnergy SubstitutionYou can modify a spell that uses one type of energy to add an equal amount of another energy type.Complete Arcane (CAr)
Widen SpellThe deity can increase the area of its spells.Deities and Demigods (DD)
Energy SubstitutionKnowledge (arcana) 5 ranksThe deity can modify a spell that uses energy to use another type of energy.Deities and Demigods (DD)
Ghost-Touch SpellYou know how to tune your damaging spells to affect ghosts without harming other creatures.Ghostwalk (Gh)
Pernicious MagicShadow Weave MagicYou can use the Shadow Weave to make your spells harder for Weave users to resist.Player's Guide to Faerûn (PG)
Umbral SpellYou add the darkness descriptor to a spell you cast.Drow of the Underdark (DrU)
Deafening SpellYou can modify a spell so it deafens targetsDrow of the Underdark (DrU)
Song of the DeadYou 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)
Guided SpellYour spells zero in on a specific target.Dragon Compendium (DC)
Fell Energy SpellYou add a dose of raw necromantic energy to your beneficial spells, making them especially effective for undead creatures.Dragon Compendium (DC)
Bend SpellCover does little to reduce the effectiveness of your spells.Dragon Compendium (DC)
Searing SpellYour fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.Sandstorm (Sa)
Energy SubstitutionKnowledge (arcana) 5 ranksYou can modify an energy-based spell to use another type of energy instead.Complete Arcane (CAr)
Piercing ColdYour cold spells are so cold that they can damage creatures normally resistant or immune to cold.Frostburn (Fr)
Coercive SpellLiving foes damaged by your spell become more pliable and vulnerable to your commands.Drow of the Underdark (DrU)
Imbued SummoningAugment 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)
Nonlethal SubstitutionKnowledge (arcana) 5 ranksYou can modify a spell that uses energy to deal damage to deal nonlethal damage instead.Book of Exalted Deeds (BE)
Insidious MagicShadow Weave MagicYou can use the Shadow Weave to make your spells harder for Weave users to detect.Player's Guide to Faerûn (PG)
Chain SpellYou can cast spells that arc to other targets in addition to the primary target.Complete Arcane (CAr)
Ocular SpellKnowledge (dungeoneering) 4 ranksYour study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells.Lords of Madness (LoM)
Wounding SpellEmpower Spell, Knowledge (history) 4 ranksBecause 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)
Lingering SpellResidual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired.Champions of Ruin (CR)
Nonlethal SubstitutionKnowledge (arcana) 5 ranksYou can modify an energy spell to deal nonlethal damage.Complete Arcane (CAr)
Energy AdmixtureEnergy Substitution, Knowledge (arcana) 5 ranksYou 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)
Sculpt SpellYou can alter the area of your spells.Complete Arcane (CAr)
Disguise SpellPerform 12 ranksYou can cast spells without observers noticing.Song and Silence: A Guidebook to Bards and Rogues (SaS)
Widen SpellYou can increase the area of your spells.Player's Handbook v.3.5 (PH)
Widen SpellYou can increase the area of your spells.Magic of Faerun (Mag)
Violate Spell-Like AbilityThe creature's spell-like abilities are particularly tainted with evil.Book of Vile Darkness (BV)
Violate SpellThe 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)
Twin SpellYou can cast a spell simultaneously with another spell just like it.Player's Guide to Faerûn (PG)
Twin SpellYou can cast a spell simultaneously with another spell just like it.Forgotten Realms Campaign Setting (FRCS)
Twin SpellYou can simultaneously cast a single spell twice.Complete Arcane (CAr)
Transdimensional SpellYou can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the area of effect.Unapproachable East (Una)
Transdimensional SpellYou 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 SpellYou can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area.Complete Arcane (CAr)
Sudden WidenOnce per day you can increase the area of a spell without special preparation.Miniatures Handbook (MH)
Sudden WidenYou can increase a spell's area without special preparation.Complete Arcane (CAr)
Sudden StillOnce per day you can cast a spell without gestures without special preparation.Miniatures Handbook (MH)
Sudden StillYou can cast a spell without gestures or special preparation.Complete Arcane (CAr)
Sudden SilentOnce per day you can cast a spell silently without special preparation.Miniatures Handbook (MH)
Sudden SilentYou can cast a spell silently without special preparation.Complete Arcane (CAr)
Sudden QuickenQuicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden StillOnce per day you can cast a spell with a moment's thought without special preparation.Miniatures Handbook (MH)
Sudden QuickenQuicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden StillYou can cast a spell with a moment's thought without special preparation.Complete Arcane (CAr)
Sudden MaximizeOnce per day you can cast a spell to maximum effect without special preparation.Miniatures Handbook (MH)
Sudden MaximizeYou can cast a spell to maximum effect without special preparation.Complete Arcane (CAr)
Sudden ExtendYou can cast one spell per day with a longer duration than normal without special preparation.Miniatures Handbook (MH)
Sudden ExtendYou can make a spell last longer than normal without special preparation.Complete Arcane (CAr)
Sudden EnlargeYou may cast one spell per day with a greater range than normal without special preparation.Miniatures Handbook (MH)
Sudden Energy AffinityEnergy AffinityYou can modify a spell's energy type once per day without special preparation.Miniatures Handbook (MH)
Sudden EmpowerYou can cast one spell per day to greater effect without special preparation.Miniatures Handbook (MH)
Sudden EmpowerYou can cast a spell to greater effect without special preparation.Complete Arcane (CAr)
Subdual SubstitutionKnowledge (arcana) 5 ranksYou 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)
Subdual SubstitutionKnowledge (arcana) 5 ranksThe deity can modify a spell that uses energy to deal damage to deal subdual damage instead.Deities and Demigods (DD)
Still SpellYou can cast spells without gestures.Player's Handbook v.3.5 (PH)
Split RayYou can affect two targets with a single ray.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Split RayYour ray spells can affect an additional target.Complete Arcane (CAr)
Spell Specialization: RayYou deal more damage with ray or energy missile spells.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Spell Specialization: Energy MissileYou deal more damage with ray or energy missile spells.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Smiting SpellBase attack bonus +1You 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)
Silent SpellYou can cast spells silently.Player's Handbook v.3.5 (PH)
Selective SpellYou can screen allies from the effects of your area spells.Shining South (ShS)
Sculpt SpellYou can alter the shape of a spell's area.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Sanctum SpellSanctum Spell [Metamagic] Your spells have a home ground advantage.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Sanctum SpellYour spells are especially potent on home ground.Complete Arcane (CAr)
Sacred SpellYour damaging spells are imbued with divine power.Faiths & Pantheons (FP)
Sacred SpellYour damaging spells are imbued with divine power.Defenders of the Faith: A Guidebook to Clerics and Paladins (DF)
Sacred SpellThe deity's damaging spells are imbued with divine power.Deities and Demigods (DD)
Retributive SpellYou can keep a spell in reserve to use when a foe causes you harm.Complete Mage (CM)
Repeat SpellYou can cast a spell that repeats the following round.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Repeat SpellThe deity can cast a spell that repeats the following round.Deities and Demigods (DD)
Repeat SpellYou can cast a spell that repeats on the following round.Complete Arcane (CAr)
Reaping SpellThe dark energy of your spell devours the soul of any creature killed by it.Champions of Ruin (CR)
Reach SpellYou can cast touch spells without touching the spell recipient.Faiths & Pantheons (FP)
Reach SpellYou can cast touch spells without touching the spell recipient.Defenders of the Faith: A Guidebook to Clerics and Paladins (DF)
Reach SpellThe deity can cast touch spells without touching the spell recipient.Deities and Demigods (DD)
Reach SpellYou can cast touch spells without touching the spell recipient.Complete Divine (CD)
Rapid SpellYou can cast spells with long casting times more quickly.Complete Divine (CD)
Quicken SpellYou can cast a spell with a moment's thought.Player's Handbook v.3.5 (PH)
Purify SpellYou can charge your damaging spells with celestial energy that leaves good creatures unharmed.Book of Exalted Deeds (BE)
Persistent SpellExtend SpellYou make one of your spells last all day.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Persistent SpellExtend SpellYou can make a spell last all day.Player's Guide to Faerûn (PG)
Persistent SpellExtend SpellYou make one of your spells last all day.Forgotten Realms Campaign Setting (FRCS)
Persistent SpellExtend SpellThe deity makes one of its spells last all day.Deities and Demigods (DD)
Persistent SpellExtend SpellYou can make a spell last all day.Complete Arcane (CAr)
Pernicious MagicShadow Weave MagicYou 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)
Maximize SpellYou can cast spells to maximum effect.Player's Handbook v.3.5 (PH)
Lord of the UttercoldEnergy Substitution (cold), Knowledge (the planes) 9 ranksThrough careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold.Complete Arcane (CAr)
Invisible Spell You can make your spell effects invisible.CityScape (Ci)
Intensify SpellEmpower Spell, Maximize Spell, Spellcraft 30 ranksYou can cast spells with exceptionally great effect.Epic Level Handbook (EL)
Insidious MagicShadow Weave MagicYou 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)
Innate SpellSilent Spell, Still SpellYou have mastered a spell so thoroughly that you can now use it as a spell-like ability.Player's Guide to Faerûn (PG)
Improved Heighten SpellHeighten Spell, Spellcraft 20 ranksYou can cast a spell at any level above its own.Epic Level Handbook (EL)
Imbued HealingYou imbue your healing spells with additional BENEFITS: based on the power of your belief.Complete Champion (CC)
Heighten SpellYou can cast a spell as if it were a higher-level spell than it actually is.Player's Handbook v.3.5 (PH)
Fortify SpellYou can cast spells that easily penetrate spell resistance.Unapproachable East (Una)
Fortify SpellYou cast spells that more easily penetrate spell resistance.Complete Arcane (CAr)
Flash Frost SpellYour spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.Player's Handbook II (PH2)
Fiery SpellYour fire magic is bolstered, further scorching your enemies.Sandstorm (Sa)
Fell WeakenLiving foes damaged by your spell are also weakened.Libris Mortis: The Book of the Dead (LM)
Fell FrightenLiving foes damaged by your spell are also shaken.Libris Mortis: The Book of the Dead (LM)
Fell DrainLiving foes damaged by your spell also gain a negative level.Libris Mortis: The Book of the Dead (LM)
Fell AnimateLiving foes slain by your spell may rise as zombies.Libris Mortis: The Book of the Dead (LM)
Extend SpellYou can cast spells that last longer than normal.Player's Handbook v.3.5 (PH)
Explosive SpellYou can cast spells that blast creatures off their feet.Unapproachable East (Una)
Explosive SpellYou can cast spells that blast creatures off their feet.Complete Arcane (CAr)
Eschew MaterialsThe deity can cast spells without material components.Deities and Demigods (DD)
Entangling SpellYour spell releases residual eldritch power that entangles your enemies.Champions of Ruin (CR)
Enlarge SpellYou can cast spells farther than normal.Player's Handbook v.3.5 (PH)
Enhance SpellMaximize SpellYou can increase the power limit of your damage-dealing spells.Epic Level Handbook (EL)
Enhance SpellMaximize SpellYou can increase the power limit of your damage-dealing spells.Complete Arcane (CAr)
Enervate SpellYour 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)
Energy SubstitutionKnowledge (arcana) 5 ranksYou 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 SubstitutionKnowledge (arcana) 5 ranksYou can modify a spell that uses one type of energy to use another type of energy.Magic of Faerun (Mag)
Energy AffinityKnowledge (arcana) 5 ranksYou can modify a spell that uses one type of energy to use another type (acid, cold, electricity, or fire) instead.Miniatures Handbook (MH)
Energize SpellYour 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)
Empower SpellYou can cast spells to greater effect.Player's Handbook v.3.5 (PH)
Echoing Spell Spellcraft 12 ranksYour spell Is return after you cast them . all hour with lessened effects.Secrets of Xen'drik (SX)
Earthbound SpellYou 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)
Disrupting SpellYou can cast spells that disrupt other caster's magical capabilities.Fiendish Codex II: Tyrants of the Nine Hells (FCII)
Delay SpellYou can cast spells that take effect after a short delay of your choosing.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Delay SpellYou can cast spells that take effect after a short delay of your choosing.Player's Guide to Faerûn (PG)
Delay SpellYou can cast spells tliat take effect after a short delay of your choosing. Prerequiitte: Any other metimagic feat.Forgotten Realms Campaign Setting (FRCS)
Delay SpellYou can cast spells that take effect after a short delay of your choosing.Complete Arcane (CAr)
Deceptive Spell You can cast spells that seem to come from somewhere other than where they should.CityScape (Ci)
Corrupt SpellYou 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)
Corrupt SpellYou can transform one of your spells into an evil version of itself.Complete Divine (CD)
Corrupt SpellThe 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)
Cooperative SpellYou 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)
Cooperative SpellYou can cast spells to greater effect in conjunction with the same spell cast by another individual.Complete Arcane (CAr)
Consecrate SpellYou can imbue your spells with the raw energy of good.Complete Divine (CD)
Consecrate SpellYou can imbue your spells with the raw energy of good, by the grace of a celestial power.Book of Exalted Deeds (BE)
City Magic You can use the city itself to enhance your spellcasting.CityScape (Ci)
Chain SpellYou can cast spells that arc to other targets in addition to the primary target.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Born of the Three ThundersEnergy Substitution (electricity), Knowledge (nature) 4 ranksYou have learned to marry the power of lightning and thunder in your electricity and sonic spells.Complete Arcane (CAr)
Blistering SpellYourfirespells sear the fl esh from your enemies' bones, leaving them wracked with pain.Player's Handbook II (PH2)
Black Lore of MoilSpell 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)