Metamagic Feats

Applying a metamagic feat to a sphere effect is similar to, but slightly different from, how a spontaneous caster applies a metamagic feat to a spell. A caster may choose to augment their sphere effect with an appropriate metamagic feat at the time of casting. To use a metamagic feat, the caster must spend a number of additional spell points equal to the level increase of the metamagic feat. In addition, the sphere effect’s casting time increases by 1 step. These effects are cumulative for every metamagic feat applied.

Example: A Thaumaturge uses a powerful destructive blast with the explosive orb talent (2 spell points) augmented by the Maximize Spell (3 spell points), and Silent Spell (1 spell point) metamagic talents. This costs 6 spell points and takes 1 round to cast (+2 time increases).

The only exception to this is Quicken Spell which, instead of increasing the casting time, decreases the casting time by 2 steps to a minimum of one swift action. Like all metamagic feats, a caster cannot apply Quicken Spell multiple times to the same effect.

The following metamagic feats may all be applied to an appropriate sphere effect: Bouncing Spell, Coaxing Spell, Consecrate Spell, Widen Spell, Disruptive Spell, Ectoplasmic Spell, Empower Spell, Enlarge Spell, Reach Spell, Extend Spell, Focused Spell, Jinxed Spell, Lingering Spell, Maximize Spell, Merciful Spell, Persistent Spell, Piercing Spell, Quicken Spell, Selective Spell, Silent Spell (if the caster possesses the Verbal Casting drawback), Still Spell (if the caster possesses the Somatic Casting drawback), Thanatopic Spell, and Threnodic Spell.

If the effect of a metamagic feat is determined by spell level, treat the sphere effect’s caster level/2 as its effective spell level.

Delayed Magic (Metamagic) [Core]

Prerequisite: Spell pool class feature.

Benefit: You delay the effect of a sphere ability for up to 5 rounds after you use it. You must select the amount of delay when using the effect. The area or target to be affected must be within range when the ability is used, but need not remain in your range (you or it may move) before the effect activates. Cost: +1 spell point.

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