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, Disruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend Spell, Focused Spell, Jinxed Spell, Lingering Spell, Maximize Spell, Merciful Spell, Piercing Spell, Quicken Spell, Reach Spell, Selective Spell, Silent Spell (if the caster posses the Verbal Casting drawback), Still Spell (if the caster possesses the Somatic Casting drawback), Thanatopic Spell, Threnodic Spell, and Widen 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.

Align Spell (Metamagic)

Benefit: When you select this feat, choose a non-neutral component of your alignment. When you prepare (if you are a prepared caster) or cast (if you are a spontaneous caster or spherecaster) an aligned spell, choose weal or woe. If you choose weal all variable, numeric effects of the spell are decreased by half (including bonuses to those dice rolls) for creatures of that alignment and increased by half (including bonuses to those dice rolls) for creatures of the opposite alignment. If the spell does not have variable, numeric effects, it instead has its saving throw DC and effective spell level decreased by 2 against creatures of the selected alignment and increased by 2 against creatures of the opposite alignment. If you choose woe, these effects are reversed. The spells effects do not change for creatures of neither alignment. Spells that neither do damage nor have a saving throw cannot be affected by Align Spell.

Level Increase: +2

Special: If you are Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good, you can take this feat twice, each time selecting a different component of your alignment. If you are true neutral you may choose neutrality with this feat, in which case the damage or effective spell level and DC are increased against chaotic evil, chaotic good, lawful evil, and lawful good creatures and decreased against true neutral creatures.

If you change alignment such that you no longer have the alignment component you chose for this feat, you may immediately choose a different component of your alignment (or true neutral if that is your new alignment) to use it with. If you already have already taken this feat for the only non-neutral component of your new alignment (or for true neutral if that is your new alignment) you may immediately retrain this feat at no cost to one you qualify for. Atonement reverses this retraining and restores this feat. See the “Retraining” section of Chapter 3 in Ultimate Campaign for more information on retraining.

Playing With Alignment Descriptors

If you are playing with alignment descriptors, sphere effects and spells modified with the Align Spell metamagic feat should have the descriptor associated with the chosen alignment component. See the GM Advice section on the Fate page for more information on incorporating alignment descriptors into your game.

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.

Horrifying Imagination (Metamagic)

Benefit: For one additional spell point, anyone targeted by your spells or sphere effects, making a save against them, or within their area becomes shaken for 1d4+1 rounds unless they make a Will saving throw using the same DC as the original spell. For two additional spell points, they instead become frightened for 1d4+1 rounds unless the make a Will saving throw using the same DC as the original spell. On a successful save they instead become shaken for 1d4+1 rounds. This is a mind-affecting fear effect. Characters must only save against this effect once per spell or sphere effect it is applied to even if the modified spell requires additional saves.

Cost: +1 or 2 spell points

Suppressed Spell (Metamagic)

Prerequisites: Illusion sphere, Invisibility, Silence.

Benefit: Spells affected by this feat have a reduced manifestation. Being subjected to the effect requires a Perception check (DC 15 + 1/2 your caster level) or the target does not perceive the presence and source of the effect.

Special: For each (sensory) talent you possess, improve the Perception check DC by an additional +2 and hide sensation associated with that (sensory) talent. This has no effect on spells or sphere abilities that rely on a suppressed sensation(s) to function, but you may always forgo the +2 bonus to the Perception DC to allow the sensation of the effect to function normally.

Cost: +2 spell points

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