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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)
Bend SpellCover does little to reduce the effectiveness of your spells.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)
Guided SpellYour spells zero in on a specific target.Dragon Compendium (DC)
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)
Eschew MaterialsYou can cast spells without material components.Lords of Darkness (LD)
Ghost-Touch SpellYou know how to tune your damaging spells to affect ghosts without harming other creatures.Ghostwalk (Gh)
Coercive SpellLiving foes damaged by your spell become more pliable and vulnerable to your commands.Drow of the Underdark (DrU)
Deafening SpellYou can modify a spell so it deafens targetsDrow of the Underdark (DrU)
Umbral SpellYou add the darkness descriptor to a spell you cast.Drow of the Underdark (DrU)
Fiery SpellYour fire magic is bolstered, further scorching your enemies.Sandstorm (Sa)
Searing SpellYour fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.Sandstorm (Sa)
Blistering SpellYourfirespells sear the fl esh from your enemies' bones, leaving them wracked with pain.Player's Handbook II (PH2)
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)
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)
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)
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)
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)
Sudden EmpowerYou can cast one spell per day to greater effect 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 EnlargeYou may cast one spell per day with a greater range than normal without special preparation.Miniatures Handbook (MH)
Sudden ExtendYou can cast one spell per day with a longer duration than normal without special preparation.Miniatures Handbook (MH)
Sudden MaximizeOnce per day you can cast a spell to maximum effect without special preparation.Miniatures Handbook (MH)
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 SilentOnce per day you can cast a spell silently without special preparation.Miniatures Handbook (MH)
Sudden StillOnce per day you can cast a spell without gestures without special preparation.Miniatures Handbook (MH)
Sudden WidenOnce per day you can increase the area of a spell without special preparation.Miniatures Handbook (MH)
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)
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)
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)
Fell AnimateLiving foes slain by your spell may rise as zombies.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 FrightenLiving foes damaged by your spell are also shaken.Libris Mortis: The Book of the Dead (LM)
Fell WeakenLiving foes damaged by your spell are also weakened.Libris Mortis: The Book of the Dead (LM)
Piercing ColdYour cold spells are so cold that they can damage creatures normally resistant or immune to cold.Frostburn (Fr)
Disrupting SpellYou can cast spells that disrupt other caster's magical capabilities.Fiendish Codex II: Tyrants of the Nine Hells (FCII)
Retributive SpellYou can keep a spell in reserve to use when a foe causes you harm.Complete Mage (CM)
Imbued HealingYou imbue your healing spells with additional BENEFITS: based on the power of your belief.Complete Champion (CC)
Consecrate SpellYou can imbue your spells with the raw energy of good.Complete Divine (CD)
Corrupt SpellYou can transform one of your spells into an evil version of itself.Complete Divine (CD)
Rapid SpellYou can cast spells with long casting times more quickly.Complete Divine (CD)
Reach SpellYou can cast touch spells without touching the spell recipient.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 Divine (CD)
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)
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)
Chain SpellYou can cast spells that arc to other targets in addition to the primary target.Complete Arcane (CAr)
Cooperative SpellYou can cast spells to greater effect in conjunction with the same spell cast by another individual.Complete Arcane (CAr)
Delay SpellYou can cast spells that take effect after a short delay of your choosing.Complete Arcane (CAr)
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)
Energy SubstitutionKnowledge (arcana) 5 ranksYou can modify an energy-based spell to use another type of energy instead.Complete Arcane (CAr)
Enhance SpellMaximize SpellYou can increase the power limit of your damage-dealing spells.Complete Arcane (CAr)
Explosive SpellYou can cast spells that blast creatures off their feet.Complete Arcane (CAr)
Fortify SpellYou cast spells that more easily penetrate spell resistance.Complete Arcane (CAr)
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)
Nonlethal SubstitutionKnowledge (arcana) 5 ranksYou can modify an energy spell to deal nonlethal damage.Complete Arcane (CAr)
Persistent SpellExtend SpellYou can make a spell last all day.Complete Arcane (CAr)
Repeat SpellYou can cast a spell that repeats on the following round.Complete Arcane (CAr)
Sanctum SpellYour spells are especially potent on home ground.Complete Arcane (CAr)
Sculpt SpellYou can alter the area of your spells.Complete Arcane (CAr)
Split RayYour ray spells can affect an additional target.Complete Arcane (CAr)
Sudden EmpowerYou can cast a spell to greater effect without special preparation.Complete Arcane (CAr)
Sudden ExtendYou can make a spell last longer than normal without special preparation.Complete Arcane (CAr)
Sudden MaximizeYou can cast a spell to maximum effect without special preparation.Complete Arcane (CAr)
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 SilentYou can cast a spell silently without special preparation.Complete Arcane (CAr)
Sudden StillYou can cast a spell without gestures or special preparation.Complete Arcane (CAr)
Sudden WidenYou can increase a spell's area without special preparation.Complete Arcane (CAr)
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)
Twin SpellYou can simultaneously cast a single spell twice.Complete Arcane (CAr)
City Magic You can use the city itself to enhance your spellcasting.CityScape (Ci)
Deceptive Spell You can cast spells that seem to come from somewhere other than where they should.CityScape (Ci)
Invisible Spell You can make your spell effects invisible.CityScape (Ci)
Consecrate SpellYou can imbue your spells with the raw energy of good, by the grace of a celestial power.Book of Exalted Deeds (BE)
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)
Purify SpellYou can charge your damaging spells with celestial energy that leaves good creatures unharmed.Book of Exalted Deeds (BE)
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)
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)
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)
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)
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)
Persistent SpellExtend SpellYou make one of your spells last all day.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Repeat SpellYou can cast a spell that repeats the following round.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)
Sculpt SpellYou can alter the shape of a spell's area.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)
Spell Specialization: RayYou deal more damage with ray or energy missile spells.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Split RayYou can affect two targets with a single ray.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
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)
Eschew MaterialsYou can cast spells without material components.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)
Widen SpellYou can increase the area of your spells.Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)
Disguise SpellPerform 12 ranksYou can cast spells without observers noticing.Song and Silence: A Guidebook to Bards and Rogues (SaS)
Enhance SpellMaximize SpellYou can increase the power limit of your damage-dealing spells.Epic Level Handbook (EL)
Improved Heighten SpellHeighten Spell, Spellcraft 20 ranksYou can cast a spell at any level above its own.Epic Level Handbook (EL)
Intensify SpellEmpower Spell, Maximize Spell, Spellcraft 30 ranksYou can cast spells with exceptionally great effect.Epic Level Handbook (EL)
Eschew MaterialsYou can cast spells without material components.Epic Level Handbook (EL)
Eschew MaterialsThe deity can cast spells without material components.Deities and Demigods (DD)
Persistent SpellExtend SpellThe deity makes one of its spells last all day.Deities and Demigods (DD)
Reach SpellThe deity can cast touch spells without touching the spell recipient.Deities and Demigods (DD)
Repeat SpellThe deity can cast a spell that repeats the following round.Deities and Demigods (DD)
Sacred SpellThe deity's damaging spells are imbued with divine power.Deities and Demigods (DD)
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)
Energy SubstitutionKnowledge (arcana) 5 ranksThe deity can modify a spell that uses energy to use another type of energy.Deities and Demigods (DD)
Widen SpellThe deity can increase the area of its spells.Deities and Demigods (DD)
Reach SpellYou can cast touch spells without touching the spell recipient.Defenders of the Faith: A Guidebook to Clerics and Paladins (DF)
Sacred SpellYour damaging spells are imbued with divine power.Defenders of the Faith: A Guidebook to Clerics and Paladins (DF)
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)
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)
Violate Spell-Like AbilityThe creature's spell-like abilities are particularly tainted with evil.Book of Vile Darkness (BV)
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)
Explosive SpellYou can cast spells that blast creatures off their feet.Unapproachable East (Una)
Fortify SpellYou can cast spells that easily penetrate spell resistance.Unapproachable East (Una)
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)
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)
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)
Entangling SpellYour spell releases residual eldritch power that entangles your enemies.Champions of Ruin (CR)
Lingering SpellResidual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired.Champions of Ruin (CR)
Reaping SpellThe dark energy of your spell devours the soul of any creature killed by it.Champions of Ruin (CR)
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)
Selective SpellYou can screen allies from the effects of your area spells.Shining South (ShS)
Delay SpellYou can cast spells that take effect after a short delay of your choosing.Player's Guide to Faerûn (PG)
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)
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)
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)
Persistent SpellExtend SpellYou can make a spell last all day.Player's Guide to Faerûn (PG)
Twin SpellYou can cast a spell simultaneously with another spell just like it.Player's Guide to Faerûn (PG)
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)
Widen SpellYou can increase the area of your spells.Magic of Faerun (Mag)
Eschew MaterialsYou can cast spells without material components.Magic of Faerun (Mag)
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)
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)
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)
Persistent SpellExtend SpellYou make one of your spells last all day.Forgotten Realms Campaign Setting (FRCS)
Twin SpellYou can cast a spell simultaneously with another spell just like it.Forgotten Realms Campaign Setting (FRCS)
Reach SpellYou can cast touch spells without touching the spell recipient.Faiths & Pantheons (FP)
Sacred SpellYour damaging spells are imbued with divine power.Faiths & Pantheons (FP)
Echoing Spell Spellcraft 12 ranksYour spell Is return after you cast them . all hour with lessened effects.Secrets of Xen'drik (SX)
Empower SpellYou can cast spells to greater effect.Player's Handbook v.3.5 (PH)
Enlarge SpellYou can cast spells farther than normal.Player's Handbook v.3.5 (PH)
Extend SpellYou can cast spells that last longer than normal.Player's Handbook v.3.5 (PH)
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)
Maximize SpellYou can cast spells to maximum effect.Player's Handbook v.3.5 (PH)
Quicken SpellYou can cast a spell with a moment's thought.Player's Handbook v.3.5 (PH)
Silent SpellYou can cast spells silently.Player's Handbook v.3.5 (PH)
Still SpellYou can cast spells without gestures.Player's Handbook v.3.5 (PH)
Widen SpellYou can increase the area of your spells.Player's Handbook v.3.5 (PH)