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Unearthed Arcana

SPONTANEOUS METAMAGIC

One of the more radical concepts recently introduced to the D&D game is the metamagic feat. These feats allow spellcasters to tinker with their spells' range, area, damage, components required, and even casting time. While such options existed in previous editions of the game, they usually required the caster to use other spells to affect his magic, tather than relying on pure talent.

However, this new option comes with a significant cost, particularly for those casters who prepare spells (such as clerics, druids, and wizards). Such characters must plan in advance which spells they wish to use their metamagic feats on, and prepare those spells in the appropriate higher-level spells slot. This requirement forces the character to guess which spells will be needed in which situations. If a caster anticipates being grappled, a stilled spell would be extraordinarily valuable - but which one? If a character expects to be sneaking around, she should consider using Silent Spell on one or more of her spells - but how many? In many cases, these choices are for naught, since the caster ends up using her silent magic missile in ordinary combat or her enlarged fireball in a space to small to take advantage of the expanded range.

Characters who son't prepare spells in advance (such as bards and sorcerers) have a distict advantage in that they can choose to use their metamagic feats "on the fly"; that is, at the time of casting. The cost is an extended casting time (making Quicken Spell a useless option for such characters), but this cost is rarely balanced with that paid by other spellcasters.

The two variant systems descibed below give more variety and options to the metamagic-using spellcaster. With either of these variants, a spellcaster doesn't have to prepare metamagic versions of her spells in advance (if she normally prepares spells) or spend full-round actions to cast metamagic spells (if she doesn't prepare spells). Nor do metamagic spells take up higher-level spell slots.

Instead the "cost" for using a metamagic feat is applied in one of two different manners. The first applies the cost as additional spell slots. The second restricts the number of times per day the feat can be used.

Regardless of the variant you use, the Insidious Magic and Tenacious Magic feats (both from the Forgotten Realms(R) Campaign Setting) don't use the normal metamagic rules. Since they automatically affect all of a caster's spells, they never require higher-level slots or have any limit on the maximum spell level affected.

For both of these variants, the prerequisites for selecting a metamagic feat, and the effects of the feat itself, remain the same as given in the feats' descriptions (except when otherwise noted).

DAILY USES
With this variant, a character who selects a metamagic feat gains three daily uses of that feat that she can opt to use "on the fly" without previous preparation, increased spell level, or extended casting time. Tha character must decide when casting the spell if she wishes to apply the effect of one of her metamagic feats to the spell.

The macimum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level she is capable of casting (based on her level and ability scores), minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, the character can't apply the metamagic feat to any of her spells.

For instance, a 5th-level wizard is normally capable of casting spells of up to 3rd level. If she chooses to apply her Silent Spell metamagic feat (which uses a spell slot one level higher than normal) to a spell, the maximum level of spell that she can apply it to is equal to 3 minus 1, or 2nd. Thus, she may make any of her 0-, 1st-, or 2nd-level spells silent. If she had the Maximize Spells feat, she could apply it only to 0-level spells (since a maximized spell is normally cast as a spell three levels higher, and 3 minus 3 is 0). Quicken Spell woulc be of no use to this wizard, since she couldn't even apply is to 0-level spells.

A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together all the spell level adjustments given for the various feats. A 9th-level wizard could enlarge and empower any spell of 2nd level of lower (since her maximum spell level is 5th, and the total spell level adjustment for Empower Spell and Enlarge Spell is 3). If a feat may be applied more than once to the same spell (such as Empower Spell), each application counts as one of the caster's three daily uses.

Each time a character selects a metamagic feat, she gains three daily uses of that feat- Multiple selections of the same feat are cumulative. For instance, if a caster selects Empower Spell twice, she may use the feat six times per day rather than three.

In this variant system, the Heighten Spell feat functions slightly differently from other metamagic feats. You may use the Heighten Spell feat to increase a spell's effective level (for purposes of such factors as save DCs and so on) up to the maximum spell level you are capable of casting. For instance, a 3rd-level cleric could heighten a 0-, or 1st-level spell to 2nd-level, while a 7th-level druid could heighten a 0- through 8th-level spell to 9th level. The spell is treated as a spell of that level for purposes of save DC and similar effects, but doesn't require a higher-level spell slot.

EXTRA SPELL SLOTS
With this variant, a caster mist expend ectra spell slots in order to apply the effects of a metamagic feat. These spell slots must be of a level equal to or higher than that of the spell being modified by the metamagic feat. In essence, the character pays for the metamagic effect by "using up" other spells of the same of higher level. The caster need not prepare the metamagic version of the spell ahead of time, and the spell's actual level and casting time are unchanged from normal.

The number of extra spell slots required is equal to the spell level adjustment of the feat. For example, a wizard who wants to cast a quickened magic missile would expend the magic missile spell, plus four additional spells of 1st-level or higher.

If the caster has more than one spellcasting class, all extra spell slots expended must come from the same spellcasting class as the spell to be modified. A 7th-level cleric/4th-level wizard who wants to cast a maximized cure moderate wounds can't spend any of her wizard spell slots - they all must be from her cleric spellcasting ability.

A character may only expend bonus eplls from school specilization on spells of that school (so an evoker could speld her bonus 3rd-level evocation spell to pay for a metamagic feat applied to another evocation spell, but not to a spell of any other school). She can't expend domain spells to pay for a metamagic feat's added spell slot cost, even if the spell is a domain spell.

In the case of the Heighten Spell feat, a caster expends one additional spell slot for each effective level she wishes to add to the spell. To heighten a fireball to the equivalent of a 5th-level spell, a caster must expend two extra spell slots of 3rd level or higher.

A caster can apply more than one metamagic feat to a spell, or even the same metamagic feat more than once (ig allowed by the feat's description). She must simply pay the additional cost in spell slots. Fir instance, a wizard casting a stilled and silent invisibility spell would spend two spell slots in addition to the invisibility spell: one for Still Spell and a second for Silent Spell.

If a caster doesn't have enough remaining spell slots to cast the metamagic spell, she can't apply that metamagic effect to the spell.

COMBINING THE VARIANTS
You could combine the two metamagic variants presented above. Using a combined system, a metamagic-enhanced spell would cost additional slots (as noted in the second variant), but the caster would have a maximum spell level to which she could apply her metamagic feats (as in the first variant). This combined approach limits the immediate effect of metamagic feats in the game (because of the spell level limit) while simultaneously assigning a very real cost to their use (additional spell slots).
BEHIND THE CURTAIN: SPONTANEOUS METAMAGIC
    The first variant limits the immediate effect of metamagic feats on a character's power level, just as in the standard rules. A character who picks up Quicken Spell can't immediately begin quickening her most powerful spells - she must initially be content using the feat only on her weakest spells. Again as with the standard rules, the variant establishes a default "minimum caster level" for each feat, since the feats are useless until a caster is capable og casting spells of high enough level to take advantage of the metamagic feat.

    Unlike in the standard rules, however, a character with a metamagic feat need not weigh the value of a metamagic-affected spell against a spell of a higher level. The caster doen't have to decide whether she'd rather have an empowered magic missile or a normal lightning bolt, since the empowered magic missile doesn't require a higher-level spell slot than normal.
    A character using the first variant - particularly one who must prepare spells ahead of time - almost certainly uses her metamagic feats much more often than she would withuot the variant. As first, it may seem as if the character has gained significant power, but that's to be expected when a new oprion becomes available. Ultimately, the limit of daily uses keeps this new ability from getting out of hand, and the simple fact that the character had to spend a feat slot to gain the ability in the first place is still a balancing factor.

    The second variant is both more and less restrictive than either the standard version of metamagic or the first variant. On one hand, a character whi relies on metamagic feats to boost her spell power goes through her available spells at a dramatically faster rate. A spellcaster who isn't careful could find her entire spell selection drained by a single battle!

    On the other hand, this variant allows a spellcaster to apply a metamagic feat to her most powerful spells right away. A 9th-level caster whi picks up Quicken Spell can quicken even her 5th-level spells - but at a cost of four additional 5th-level spell slots, which few 9th-level spellcasters have. This means that metamagic feats have a more dramatic effect on combat, as characters "juice up" their most powerful spells from the moment they select the feat.

METAMAGIC COMPONENTS

pict With this variant, casters can produce more potent spells by using a rare and exotic metamagic component in the casting of a spell, in place of the spells's standard material component (or in addition to the spell's other components, if it has no material component).

A spellcaster who uses a metamagic component casts a spell as if a specific metamagic feat had been applied to the spell. The casting process otherwise functions as it would if the character cast the standard version of the spell. For example, a wizard can cast a widened fireball by using a 1,900 gp fire opal (the metamagic component) instead of a tiny ball of bat guano and sulfur (the material component). A wizard doesn't neet to prepare such a spell as a higher-level spell, and a sorcerer doesn't use a higher-level spell slot or take a full-round action to cast the spell. A spellcaster can use a metamagic component without having the relevant metamagic feat. The spellcaster merely chooses at the moment of casting whether to employ the material component (if any) given in the spell description or the metamagic component given in these variant rules. In either case, the casting process consumes the material component or metamagic component.

A character can't use a metamagic components to add the effect of a metamagic feat to a spell or effect created by a magic item. If a spell has an arcane material component or a divine forcus (shown in the spell description as M/DF), then a divine spellcaster must have the relevant metamagic component in addition to his holy symbol. Som spells that have expensive material components can't be made more potent by the use of metamagic components, and a few spells don't have metamagic components because there's no useful way to add the effect of a metamagic feat to them.

SPECIFIC METAMAGIC COMPONENTS
Table: Metamagic Components (below) presents a list of metamagic components for the spells in the spells sections of the srd. There's plenty of room to add metamagic components unique to your campaign, because each spell as presented here has only one metamagic component and thus only one metamagic effect associated with it. Doing so is a good way to add specific flavor to your campaign world. Perhaps all your metamagic components are chemical reagents, or maybe the dwarves in your campaign truly only use uncut gems as metamagic components. Truly evil spellcasters might use vile, disgusting metamagic components. Discovering a new metamagic component is also a useful activity for spellcasters who have time for spell research.

The table entires present a wide variety of metamagic components each belonging to one of the following categories.

Expensive Versions of Existing Material Components
True seeing, for example, requires a rare ointment as a material component. It's easy enough to imagine that by using more ointment, the spells duration can be extended. Just saying "more of the same" is a fine metamagic component for spells that already have ecpensive material components. It's also possible to design a metamagic component that's an expensive version of a free material component. Resilient sphere has a hemispherical piece of clear crystal as its material component. It has no cost, and you could find that piece of crystal in a spell component pouch. The spells metamagic component is a sphere of pure crystal worth 850 gp - just an expensive ersion of the material component given in the spell description.
Gems
Many spells already require expensive gems as material componens, and players are used to the idea that powerful magical effects sometimes require gemstones, whether cut or ground into powder. Gems make good metamagic components (from a character's point of view) becasue they're easy to carry around, they can be found as treasure, an there's the established precendent of gemstones as a source of magic power. They're a particularly good choice for particularly potent metamagic components (ones that maximize, widen, or quicken spells), because gems can easily be woth 5,000 gp or more.
Jewelry and Art Objects
Jewelry - everything from aklets to headbands - and art objects such as statuettes and carvings also make good choices for metamagic components. It feels appropriately mystical to use a golden medallion as a metamagic component for hypnotism, for example. Like gems, jewelry and art objects seem to work well as particularly expensive metamagic components because it's easy to imagine them being worth that much, and they can be found in treasure hoards.
Other Treasure
Occasionally, a weapon or other bit of treasure (usually magical in nature) finds its way into the metamagic component list when thematically appropriate. For characters who face a lot of well-equipped NPCs, being able to use treasure as a metamagic component is often a useful alternative to simply carrying an item back to town to sell it. High-level characters who would ordinarily disdain a mere +1 enhancement bonus might think twice if they know it's the metamagic component for a quickened version of align weapon.
Plant-Based Metamagic Components
Some spells, especially druid spells, have mushrooms, herbs, or other meramagic components derived from rare plants carefully grown by experts. These metamagic components, often reffered to as "druid-tended" items in Table: Metamagic Components, have a potential advantage for PCs because some characters might have the ability to grow and cultivate these plants - thereby saving some money.

To grow and harvest a plant-based metamagic component, a character mut first sow and tend the seeds, which takes one month per 1,000 gp value (or fraction thereof) of the metamagic component. At the end of that time, the character must make a Profession (herbalist) check (DC 20 + 1 per 1,000 gp value of the metamagic component) in order to harvest the plant successfully. A character can grow multiple metamagic components at a time, but each plant beyond the first one being tended adds 1 to the DC of all Profession (herbalist) checks made during that time.

Alchemical Metamagic Components
Alchemy provides another traditional source for metamagic components - there's a strong fantasy archetype of the wizard comcocting powerful substances in his dank laboratory. An entry in Table: Metamagic Components that contains some form of the word "alchemical" is a metamagic component created by the use of the Craft (alchemy) skill.

When a character sets out to concoct an alchemical metamagic component, the rules in the Craft skill description apply, except that the calculations are done in gold pieces, not silver pieces. Any new alchemical substance (such as the alchemical dreamwisp dust that is the metamagic componens for sleep) an anything alchemically treated or alchemically prepared has a Craft (alchemy) DC of 15. Alchemically distilled metamagic components (for example see ray of exhaustion) have a DC of 20, and alchemically purified metamagic components (see polymorph any object) have a DC of 25.

Alchemical metamagic components can take a very long time to make, so they°re often a poor choice (from a character's point of view) for particularly expensive metamagic components.

Planar Metamagic Components
Some metamagic components come from places beyond the Material Plane, especially in games where planar travel is common. The planes have exotic substances as well as purer, enhanced versions of common substances, and it makes sense that (for instance) rare soils from the Elemental Plane of Earth might make your move earth spell more potent.

purity is a major consideration for metamagic components of this sort; obtaining one is not simply a matter of going to the appropriate plane and scooping up a handfull of stuff. In general, it takes a day of scavenging and a DC 30 Knowledge (the planes) check to find enough of the relevant raw material in its purest form to serve as a metamagic component. Because there's no raw materials cost, planar metamagic components are a poor choice (from the DM's point of view) for more expensive metamagic components, although this is ameliorated somewhat by the fact that it takes high-level spells to reach other planes, and those other planes are perilous places.

Ritual Metamagic Components
Some items become metamagic components after they have been prepared during a series of ancient rituals. Performing the entire ritual takes one day for every 500 gp (or fraction thereof) of the value of the metamagic component. At the end of that time, the preparer must make a DC 25 Knowledge (religion) check if the components is for a divine spell or a DC 25 Knowledge (arcana) check if it's for an arcane spell in order to successfully finish the creation process.

Unless the item used for a ritual component has some intrinsic value, ritual metamagic component can be poor choies for powerful metamagic and high-level spells (from the DM's perspective), because a character with enough ranks in the relevant skill need only spend the time to aquire the component.

Fanciful Metamagic Components
The darkness spell has a metamagic component of "coal mined and kept in total darkness." While evocative, such an item is not necessarily hard for the PCs to obtain - although there's an inherent disadvantage involved because the component can become "spoiled" - a consideration that doesn't affect the other kinds of metamagic components. For instance, if the coal needed for a darkness spell (or the oil needed for deeper darkness) is ever exposed to light before the spell is cast, it looses its special properties and becomes ordinary. But legen and folk tales are rife with examlpes of extra power coming from ordinary items handled in a fanciful way. If you use such fanciful metamagic components - which appear on table: Metamagic Components only rarely - keep a close watch on how they change the economy of the game. If the PCs shy away from adventuring in favor of working as metamagic-component coal miners, the situation is out of hand.
Monster Parts
A few of the metamagic components listed on table: Metamagic Components are parts of monsters. Some players want their characters to dissect their slain foes, "harvesting" metamagic components for later use and sale.

There's a fair amount of real-world precedent for the notion that some part of a creature's power remains in its body after it's dead. Dozens of real-world cultures have rituals involving animal parts for this very reason. Fantasy literature has a rich tradition of using strange ingredients such as unicorn horns and dragon scales to accomplish great feats of magic.

But harvesting monster parts is not without it's problems. From a game balance standpoint, saying a rakshasa hide is worth 1,250 gp is tantamount to giving every rakshasa in the game world an extra 1,250 gp in treasure - yet it's treasure that the rakshasa can't use itself (other than in the obvious way). It's also treasure that the PCs can't aquire any way other than killing a rakshasa, as opposed to normal treasure, which the PCs could obtain by tricking the rakshasa or driving it off. Requiring the monster parts to be specially prepared ameliorates the problem to a degree - and generally that's what we've done - because it's assumed that much of the cost lies in the special preparation, not the on-site butchery. That pushes the problem into a corner, but it doesn't eliminate it, because a player who has enough ranks in Profession (taxidermy) skill may want to know the DC for preparing the metamagic component himself. If monster part harvesting becomes a frequent exercise in your game, carefully moniter the amount of other treasure you give out. But extracting the teech of an accasional dragonne won't break the game.

A second and thornier problem is that many players find harvesting monster parts distasteful, and some players who don't mind the idea might play characters who would be aghast at the very notion of cutting up the dead. Not only is the actual harvesting objectionable to some, but it builds in a potential conflict between characters who want to capture their foes (whether for mercy or imformation) and those who want to slay them and begin dissection. Consider carefully the perspectives of your players and their characters, and think hard about what kind of D&D game you want to run.

If your characters are interessted in doing some monster part harvesting themselves, it takes 10 minutes and a DC 15 Profession (taxidermy) check to carefully remove the relevant part, then 1 hour and a DC 20 Profession (taxidermy) check to preserve it so it won't rot or otherwise deteriorate. The embalming materials themselves cost one-tenth of the market price of the finished metamagic component. Unless you use gentle repose, the monster's body deteriorates enough after 15 minutes that you can't get a metamagic component from it.

With some monsters, it's obvious how many of a particular part they have - a beholder has only one central eye that can be used for a greater prying eyes metamagic component. As a general rule, one monster provides enough substance for a single casting of the relevant spell (such as the dire bat fur needed for arcane eye or the chimera scales needed for obscure object). On some cases, the number of parts that can be obtained from one creature is obvious by the nature of the monster (one minotaur can supply enough metamagic components for two castings of maze, and each of a gorgon's four hoves can be used for a separate casting of acid fog). If the number of parts is not obvious or doesn't necessarily follow the general rule, assume that one monster can provide up to 1d4 separate parts that are suitable for metamagic components. (This guideline applies to such components as the janni eyelash needed for invisibility and the troll blood needed for regenerate.)
Table: Metamagic Components
Spell Name Metamagic Effect Metamagic Component Minimum
Cost
Acid ArrowEmpoweredFour masterwork darts1,200 gp
Acid fogExtendedPowdered Gorgon hoof940 gp
Acid splashEnlargedRare toad skin20 gp
AidExtendedSpecially consecrated water340 gp
Air walkQuickenedStoppered vial of elemental air3,500 gp
AlarmWidenedRare chalk1,000 gp
Align weaponQuickenedWeapon with +1 enhancement bonus2,300 gp
Alter selfSilent and stilledMirror with silver filigree830 gp
Analyze dweomerEnlargedHerbs sprinkled on tinderwig940 gp
Animal growthExtendedAlbino stag horn790 gp
Animal messengerExtendedMiniscule collar with golden bell340 gp
Animal shapesExtendedRare variety of mistletoe1,200 gp
Animate deadSilentBlood onyx570 gp
Animate objectsEnlargedGold-spun marionette strings940 gp
Animate plantsSilentRare uprooted sapling1,100 gp
Animate ropeEnlargedBrass thread190 gp
Antilife shellWidenedSkull with graven runes3,300 gp
Antimagic fieldWidenedCold iron filings3,700 gp
AntipathyExtendedAlum soaked in ancient blood1,200 gp
Antiplant shellExtendedRare oils640 gp
Arcane eyeSilentDire bat fur640 gp
Arcane lockQuickenedPlatinum dust2,300 gp
Arcane markSilentRare paints20 gp
Arcane sightExtendedGround quartz970 gp
Greater arcane sightExtendedGround quartz1,100 gp
AwakenEmpoweredSpecially prepared otyugh dung1,700 gp
Baleful polymorphEnlargedMiniature silver cage790 gp
BaneSilentMiniature clay mask190 gp
BarkskinExtendedHeartwood of venerable oak340 gp
Bear's enduranceExtendedDistilled alcohol340 gp
Mass bear's enduranceExtendedDistilled alcohol940 gp
Bestow curseHeightened +1Eye of firenewt720 gp
Black TentaclesWidenedNightcrawler essence3,150 gp
Blade barrierEmpoweredSlashing weapon with +1 enhancement bonus2,300 gp
BlasphemyHeightened +2Specially prepared feather of an archon's wing3,100 gp
Bull's strengthExtendedAdamantine powder340 gp
Mass bull's strengthExtendedAdamantine powder940 gp
Cat's graceExtendedVial of quicksilver (mercury)340 gp
Mass cat's graceExtendedVial of quicksilver (mercury)940 gp
Cause fearEmpoweredAncient bones ground to powder700 gp
Chain lightningMaximizedFist-sized chunk of magnetic stone4,350 gp
ChangestaffExtended+1 quarterstaff2,301 gp
Chaos hammerEmpoweredProtoplasm from strongly chaos-aligned, sporadic element-dominated outer plane1,900 gp
Charm animalSilentmaterwork whip301 gp
Charm monsterQuickenedGarnets4,600 gp
Mass charm monsterSilentGarnets1,600 gp
Charm personStilledRare oils250 gp
Chill metalExtendedGlacial spring water450 gp
Chill touchEmpoweredGauntlet made of bone700 gp
Circle of deathWidenedPowder of crushed black pearl4,850 gp
Clairaudience/ClairvoyanceExtendedQuartz650 gp
Clenched fistStilledOrnate gold knuckles1,200 gp
Cloak of chaosExtendedShield with +1 enhancement bonus1,153 gp
Clone---
CloudkillHeightened +2Distilled chlorine2,300 gp
Color spraySilent and stilledCrushed rubies, diamonds, and sapphires700 gp
CommandHeightened +3Carved Ivory mask1,350 gp
Greater commandExtendedCarved ivory mask1,350 gp
Command plantsHeightened +2Alchemical defoliant1,900 gp
Command undeadExtendedRitually defaced holy symbol of good diety450 gp
Commune---
Commune with natureWidened (see spell text)Runic map of area3,750 gp
Comprehend languagesExtendedForeign lexicon250 gp
Cone of coldHeightened +1Cone of carved quartz1,050 gp
ConfusionWidenedNutshells from treant3,150 gp
Lesser confusionExtendedNutshells from druid-tended beech250 gp
ConsecrateExtendedHoly water and gold dust450 gp
Contact other plane---
ContagionSilentSkull of animal that died from disease750 gp
ContingencyExtendedRakshasa hide1,250 gp
Continual flameHeightened +1Ruby dust500 gp
Control plantsExtendedAlchemical defoilant1,650 gp
Control undeadHeigtened +2Carved bone mask3,100 gp
Control waterExtendedWater from the briny deep or sand from the trackless desert850 gp
Control weatherExtendedCrystal sphere1,450 gp
Control windsHeightened +2Bottled smoke from the Elemental Plane of Air2,300 gp
Create food and water---
Create greater undead---
Create undead---
Create water---
Creeping doomExtendedRare jungle centipedes1,450 gp
Crushing despairWidenedCouatl tears3,150 gp
Crushing handStilledOrnate platinum knuckles1,400 gp
Cure critical woundsEmpoweredAlchemical salve1,900 gp
Mass cure critical woundsEmpoweredCopper loop from Positive Energy Plane3,900 gp
Cure light woundsEmpoweredAlchemical salve700 gp
Mass cure light woundsEmpoweredCopper loop from Positive Energy Plane2,300 gp
Cure minor woundsQuickenedAlchemical salve1,375 gp
Cure moderate woundsEmpoweredAlchemical salve1,100 gp
Mass cure moderate woundsEmpoweredCopper loop from Positive Energy Plane2,700 gp
Cure serious woundsEmpoweredAlchemical salve1,500 gp
Mass cure serious woundsEmpoweredCopper loop from Positive Energy Plane3,100 gp
Curse water---
Dancing lightsExtendedAnarchic fireflies from strongly chaos-aligned sporadic element-dominated outer plane25 gp
DarknessSilentCoal mined and kept in total darkness450 gp
DarkvisionExtendedAgate450 gp
DaylightSilent and stilledAlchemical polish1,500 gp
DazeExtendedWool from satyr-tended sheep25 gp
Daze monsterQuickenedUmber hulk mandible3,000 gp
Death knellHeightened +3Runic funerary blessings1,950 gp
Death wardExtendedHenna, which tattoos creature touched850 gp
DeathwatchWidenedBlack crystal lenses1,350 gp
Deep slumberHeightened +2Alchemical dreamwisp dust>1,500 gp
Deeper darknessSilentOil extracted and kept in total darkness650 gp
Delay poisonExtendedSpecially prepared armadillo scales450 gp
Delayed blast fireballExtendedFire opal1,450 gp
DemandHeightened +1Gold wire and small part of the subject1,850 gp
DesecrateExtendedUnholy water and gold dust450 gp
DesturctionSilent and stilledHoly or unholy symbol marked with anathema4,400 gp
Detect animals or plantsEnlargedFive +1 arrows235 gp
Detect chaosSilent and stilledGround glass lens700 gp
Detect evilSilent and stilledGround glass lens700 gp
Detect goodSilent and stilledGround glass lens700 gp
Detect lawSilent and stilledGround glass lens700 gp
Detect magicSilent and stilledShort cold iron rod275 gp
Detect poisonEnlargedSpecially prepared snake tongue25 gp
Detect scryingWidenedJewel-studed domino mask3,150 gp
Detect secret doorsExtendedTangle of copper and silver wires250 gp
Detect snares and pitsExtendedDarkwood divining rod250 gp
Detect thoughtsHeightened +2Platinum disc1,100 gp
Detect undeadExtendedSpecially prepared jawless skull250 gp
DictumHeightend +2Specially prepared protoplasm of a chaos beast3,100 gp
Dimension doorQuickenedGold ore mined from Astral Plane4,600 gp
Dimensional anchorExtendedRune-engraved miniature anchor850 gp
Dimensional lockWidenedAdamantine weaponvaries
Diminish plantsEnlargedMasterwork pruning shears650 gp
Discern liesEnlargedSet of golden scales850 gp
Discern location---
Disguise selfExtendedMasterwork greasepaint250 gp
DisintegrateEmpoweredTrapped voidstone3,100 gp
DismissalHightened +2Specially blessed holy symbol2,100 gp
Dispel chaosQuickenedSapphire5,400 gp
Dispel evilQuickenedDiamond5,400 gp
Dispel goodQuickenedBlack opal5,400 gp
Dispel lawQuickenedYellow corundum5,400 gp
Dispel magicWidenedCold iron statuette2,550 gp
Greater dispel magicWidenedCold iron statuette4,350 gp
DisplacementExtendedSpecially prepared teeth from displacing magical beast650 gp
Disrupt undeadEnlargedDirt from hallowed grave25 gp
Disrupting weaponExtendedWhetstone made from tombstone1,050 gp
Divination---
Divine favorExtendedCalligraphic scriptures250 gp
Divine powerSilent and stilledHoly symbol made of platinum and gems1,900 gp
Dominate animalEnlargedAdamantine collar650 gp
Dominate monsterEnlargedEmrald-studded adamantine collar1,850 gp
Dominate personQuickenedSapphire-studded adamantine collar5,400 gp
DoomHeightened +2Carved doll700 gp
Dream---
Eagle's splendorExtendedEmrald450 gp
Mass eagle's splendorExtendedEmrald1,250 gp
EarthquakeWidenedWhite granite from Elemental Plane of Earth5,550 gp
Elemental swarmEmpoweredRare incense (air), alchemical liquids (water), gems (fire), or mithral ore (earth)3,900 gp
Endure elementsExtendedPotion of cure modeate wounds300 gp
Energy drainEmpoweredSpecially prepared vampire's skull3,900 gp
EnervationEmpoweredSpecially prepared wight's skull1,900 gp
Enlarge personExtendedRare druid-tended beans250 gp
Mass enlarge personExtendedRare druid-tended berries850 gp
EntangleWidenedAlchemical fertilizer1,350 gp
EnthrallHeightened +2Golden figurines1,100 gp
Entropic shieldQuickenedFinely engraved platinum dice2,200 gp
EraseEnlargedRubber plant sap250 gp
Ethereal jauntExtendedChunk of ethereal solid1,850 gp
EtherealnessExtendedFigurine encarved from ethereal solid1,850 gp
Expeditious retreatExtendedRare peppers250 gp
Explosive runesHeightened +3Rare pigments2,550 gp
EyebiteExtendedSpecially prepared eyestalk of many-eyed flying aberration1,250 gp
Fabricate---
Faerie fireWidenedDruid-tended mushroms1,350 gp
False lifeExtendedRare alcohol450 gp
False visionWidenedGround jade dust4,000 gp
FearHeightened +2Pinfeather from giant eagle1,900 gp
Feather fallEnlargedDown from black goose250 gp
FeeblemindHeightend +2Polished obsidian spheres2,300 gp
Find the pathExtendedBracelet of lodestone1,250 gp
Find trapsExtendedGolden magnifying glass450 gp
Finger of deathEnlargedSpecially embalmed finger1,450 gp
Fire seedsEmpoweredDruid-tended acorns or berries2,700 gp
Fire shield (either version)ExtendedAlchemically prepared phosphorus1,900 gp
Fire stormMaximizedCooled lava from erupting volcano7,000 gp
Fire trapHeightened +3Gold dust1,975 gp
FireballWidenedFire opal1,900 gp
Flame arrowEmpoweredCarved flint arrowhead1,500 gp
Flame bladeExtendedMasterwork scimitar315 gp
Flame strikeEmpoweredBrimstone from Elemental Plane of Fire2,300 gp
Flaming sphereEnlargedPowdered cold iron450 gp
FlareSilentPowdered magnesium25 gp
Flesh to stoneHeightened +2Medusa head-snake2,700 gp
Floating diskExtendedFlask of mercury250 gp
FlyExtendedFeather from albino flacon650 gp
Fog cloudQuickenedCloudy diamonds3,000 gp
ForbiddanceEmpoweredHoly water and are incenses4,200 gp plus 1,500 gp per 60 ft. cube
ForcecageEnlargedRuby dust3,000 gp
Forceful handStilledOrnate bronze knuckles940 gp
ForesightExtendedA celestial hummingbird's feather1,850 gp
Fox's cunningExtendedGarnet450 gp
Mass fox's cunningExtendedGarnet1,250 gp
FreedomStilledSalve of slipperiness1,000 gp
Freedom of movementStilledSalve of slipperiness1,000 gp
Freezing sphereEmpoweredCrystal sphere2,700 gp
Gaseous formStilledBottled smoke from a vocano's crater650 gp
GateQuickenedBlack pearl8,600 gp
Geas/QuestExtendedGolden armband850 gp
Lesser geasExtendedJeweled armband1,250 gp
Gentle reposeExtendedEmbalming fluid550 gp
Ghost soundHeightened +2Wax from sacred candle275 gp
Ghoul touchExtendedEarth from ghast's lair450 gp
Giant verminExtendedRare insect parts850 gp
GlibnessStilledFancy liquor650 gp
GlitterdustWidenedGround topaz1,950 gp
Globe of invulnerabilityWidenedPearls3,150 gp
Lesser globe of invulnerabilityWidenedPearls4,350 gp
Glyph of wardingHeightened +2Incense and powdered diamond1,700 gp
Greater glyph of wardingHeightened +2Incense and powdered diamond3,100 gp
GoodberryEmpoweredTreant sap700 gp
Good hopeExtendedEngraved brass torc650 gp
Grasping handStilledOrnate silver knuckles1,100 gp
GreaseEnlargedRind of a boar250 gp
Guard and wardsHeightened +1Rare incense1,450 gp
GuidanceExtendedBook of prayers25 gp
Gust of windWidenedElaborate laquered fan1,950 gp
HallowWidenedHerbs, oils, and incense4,750 gp plus extra fro spell
Hallucinatory terrainHeightened +3Twigs and plants from mildly good-aligned, mildly chaos-aligned outer plane3,150 gp
Halt undeadHeightend +2Sulfur from mildly evil-aligned, mildly-chaos aligned outer plane1,500 gp
HarmHeightened +1Heart carved from onyx1,250 gp
HasteExtendedRare cofee beans850 gp
HealHeightend +1Heart carved from alabaster1,250 gp
Mass healHeightened +1Heart carved from alabaster1,850 gp
Heal mountQuickenedAlchemical salve3,800 gp
Heat metalExtendedMithral forge dross450 gp
Helping handEnlargedIvory carving of hand650 gp
Heroes' feastExtendedRare spices1,250 gp
HeroismExtendedFine brandy650 gp
Greater heroismExtendedFine whiskey1,250 gp
Hide from animalsExtendedStitched velvet blindfold250 gp
Hide from undeadHeightened +3Embroidered slik shawl1,350 gp
Hideous laughterEnlargedMasterwork greasepaint450 gp
Hold animalHeightened +2Decorative steel gauntlet1,100 gp
Hold monsterHeightened +2Engraved rod of cold iron2,300 gp
Mass hold monsterHeightend +2Engraved rod of cold iron3,900 gp
Hold personHeightened +2Engraved ingot of cold iron1,100 gp
Mass hold personHeightened +2Engraved ingot of cold iron3,100 gp
Hold portalQuickenedEbony key2,200 gp
Holy auraExtendedShield with +1 enhancement bonus1,153 fp
Holy smiteEmpoweredSpring water from strongly good-aligned, mildly positive-dominant outer plane1,900 gp
Holy swordExtendedSacred candles850 gp
Holy wordHeightened +2Specially prepared fiend's tail3,100 gp
Horrid wiltingEmpoweredSponge from Elemental Plane of Water3,500 gp
Hypnotic patternHeightened +2Stick of incense1,100 gp
HypnotismSilent and stilledGolden medallion700 gp
Ice stormExtendedIvory stick with engraved snowflake pattern850 gp
Identify---
Illusory scriptHeightened +4Rare inks3,850 gp
Illusory wallHeightened +2Sunrod and ground glass lenses1,900 g
Imbue with spell ability---
ImplosionExtendedGlass statuette1,850 gp
ImprisonmentHeightened +2Carved jade sphere3,900 gp
Incendiary cloudExtendedBottled brimstone and sea mist1,650 gp
Inflict critical wundsMaximizedObsidian holy symbol3,150 gp
Mass inflict critical woundsMaximizedObsidian holy symbol5,550 gp
Inflict light woundsMaximizedObsidian holy symbol1,350 gp
Mass inflict light woundsMaximizedObsidian holy symbol3,750 gp
Inflict minor woundsQuickenedObsidian holy symbol1,375 gp
Inflict moderate woundsMaximizedObsidian holy symbol1,950 gp
Mass inflict moderate woundsMaximizedObsidian holy symbol4,350 gp
Inflict serious woundsMaximizedObsidian holy symbol2,550 gp
Mass inflict serious woundsMaximizedObsidian holy symbol4,950 gp
InsanityHeightened +1Distilled water from strongly chaos-aligned, sporadic element-dominated outer plane1,450 gp
Insect plagueExtendedCrooked staff with carved runes1,050 gp
Instant Summons---
Interposing handStilledOrnate brass knuckles790 gp
InvisibilityExtendedJanni eyelash450 gp
Greater invisibilityExtendedDjinni eyelash850 gp
Mass invisibilityExtendedEfreeti eyelash1,450 gp
Invisibility purgeExtendedCrystal prism650 gp
Iron bodyExtendedArticulated iron doll1,650 gp
IronwoodExtendedDarkwood shaped into the object's formvaries
Irresistible danceSilentEmbroidered shoes with gold buttons1,650 gp
JumpQuickenedMithral springs2,200 gp
Keen edgeExtendedWhetstone with pyrite veins running through it650 gp
KnockSilentGolden key450 gp
Know direction---
Legend lore---
LevitateEnlargedLoop of manticore hide250 gp
LightSilentPhosphorescent moss25 gp
Lightning boltWidenedBlue dragon scales2,550 gp
Limited wish---
LiveoakExtendedAlchemical fertilizer1,250 gp
Locate creatureEnlargedSpecially tanned hellhound fur850 gp
Locate objectEnlargedForked twig of darkwood450 gp
LongstriderExtendedCobblestone from ancient hippodrome250 gp
LullabyWidenedFancy resin725 gp
Mage armorExtendedLinks of Mithral Chain250 gp
Mage handEnlargedMonkey's paw25 gp
Spell Name Metamagic Effect Metamagic Component Minimum
Cost
Magic auraHeightened +3Amethyst necklace1,350 gp
Magic circle against chaosWidenedSpecially prepared holy symbol2,550 gp
Magic cirlce against evilWidenedSpecially prepared holy symbol2,550 gp
Magic cirlce against goodWidenedSpecially prepared holy symbol2,550 gp
Magic cirlce against lawWidenedSpecially prepared holy symbol2,550 gp
Magic fangExtendedSpecially prepared shark tooth250 gp
Greater magic fangExtendedSpecially prepared dire shark tooth650 gp
Magic jarExtendedGem or crystal1,100 gp
Magic missileEmpoweredTwo +3 arrows734 gp
Magic mouth---
Magic stoneEmpoweredColorful marbles700 gp
Magic vestmentExtendedEmbroidered sash650 gp
Magic weaponExtendedAlchemically distilled blood250 gp
Greater magic weaponExtendedAlchemically purified blood750 gp
Major creationExtendedPhasm essence1,050 gp
Major imageHeightened +2Rare pigments1,500 gp
Make wholeEnlargedAlchemical adhesive450 gp
Mark of justice---
MazeEnlargedEngraved minotaur horn1,650 gp
Meld into stoneExtendedCarved stone figurine650 gp
MendingEnlargedAlchemical adhesive25 gp
MessageEnlargedCalligraphic inscriptions on vellum25 gp
Meteor swarmMaximizedChunk of meteorite8,600 gp
Mind blankextendedMalachite-studded headband1,650 gp
Mind fogHeightened +3Specially prepared tentacle from mind-sucking monstrous humanoid3,750 gp
Minor creationExtendedRoper sap850 gp
Minor imageHeightened +2Rare pigments1,100 gp
Miracle---
Mirage arcanaHightened +3Mirror silvered in a mildly good-aligned outer plane
Mirror imageExtendedMiniscule dolls of yourself450 gp
MisdirectionHeightened +2Gold wire bent into a creature's silhouette1,100 gp
MisleadHeightened +1Fancy marionette1,250 gp
Mnemonic enhancer---
Modify memoryHeightened +2Alchemical smelling salts1,900 gp
Moment of prescienceQuickenedFine Wine from strongly good-aligned, mildly positive-dominant outer plane7,800 gp
Mage's disjunctionEnlarged and widenedTrapped voidstone8,600 gp
Mage's faithful houndExtendedSpecially prepared blink dog teeth1,050 gp
Mage's lucubrationQuickenedRuby ring6,200 gp
Mage's magnificient mansionExtendedMiniature portal1,465 gp
Mage's private sanctumExtendedTrapped fog from the Plane of Shadow1,050 gp
MountQuickenedSpecially prepared hair from pegasus or nightmare2,200 gp
Move earthEnlargedRare soils form Elemental Plane of Earth1,250 gp
Neutralize poisonExtendedSpecially prepared tongue from snake-like monstrous humanoid750 gp
NightmareHeightened +2Rare spices2,300 gp
NondetectionExtendedCarved ebony lattice700 gp
Obscure objectExtendedChimera scales550 gp
Obscuring mistExtendedSilver chalice250 gp
Open/closeEnlargedSilver key25 gp
Order's wrathEmpoweredGear cog from strongly law-aligned outer plane1,900 gp
Overland flightExtendedSpecially prepared drago wing-hide1,050 gp
Owl's wisdomExtendedOpal450 gp
Mass owl's wisdomExtendedOpal1,250 gp
PasswallExtendedGolden miniature shovel1,050 gp
Pass without traceExtendedCloak of feathers250 gp
Permanency---
Permanent imageHeightened +2Rare pigments2,700 gp
Persistent imageHeightened +2Rare pigments2,300 gp
Phantansmal killerHeightened +1Nightmarish etchings850 gp
Phantom steedExtendedPlatinum horseshoe650 gp
Phase doorSilentJasper-studded key1,450 gp
Planar ally---
Greater planar ally---
Lesser planar ally---
Planar bindingHeightened +2Silver filigree around magic circle2,700 gp
Greater planar bindingHeightened +2Gold filigree around magic circle3,500 gp
Lesser planar bindingHeightenend +2Copper filigree around magic circle2,300 gp
Plane shiftQuickenedSilk mantle with moonstones6,200 gp
Plant growthEnlargedAlchemically treated seeds650 gp
PoisonMaximizedWyver poison3,000 gp
Polar rayEnlargedPale sapphire1,650 gp
PolymorphExtendedDruid-tended silkworm cocoon850 gp
Polymorph any objectExtendedAlchemically purified mercury1,650 gp
Power word blindEnlargedCorundum1,450 gp
Power word killEnlargedCorundum1,850 gp
Power word stunEnlargedCorundum1,650 gp
PrayerWidenedBlessed scriptures on vellum2,550 gp
PrestidigationEnlargedWhite silk gloves25 gp
Prismatic sphereHeightened +2Diamonds3,900 gp
Prismatic sprayHeightened +2Diamonds3,100 gp
Prismatic wallHeightened +2Diamonds3,500 gp
Produce flameSilentRing carved from flint250 gp
Programmed imageHeightened +2Rare pigments2,700 gp
Project imageExtendedDistorted mirror1,450 gp
Protection from arrowsExtendedPiece of bulette hide450 gp
Protection from chaosExtendedPowdered platinum250 gp
Protection from energyExtendedSpinels of red (fire), black (acid), green (sonic), blue (electricity), or white (cold)650 gp
Protection from evilExtendedPowdered platinum250 gp
Protection from goodExtendedPowdered platinum250 gp
Protection from lawExtendedPowdered platinum250 gp
Protection from spellsExtendedCrushed diamond2,150 gp
Prying eyesEnlargedSpecially prepared eyestalk of many-eyed flying aberration1,050 gp
Greater prying eyesEnlargedSpecially prepared center eye of many-eyed flying aberration1,650 gp
Purify food and drink---
PyrotechnicsHeightened +2Fire source and alchemical accelerants1,100 gp
QuenchEnlargedWater from the extraplanar river spanning several upper outer planes650 gp
RageExtendedFine mead650 gp
Rainbow patternHeightened +2Smoky quartz prism1,900 gp
Raise dead---
Ray of enfeeblementEnlargedCeremonial electrum dagger250 gp
Ray of exhaustionHeightened +1Alchemically distilled perspiration650 gp
Ray of frostEnlargedWhite marble carved in icicle shape25 gp
Read magicExtendedMineral prism25 gp
Reduce animalHeightened +3Topaz-studded links of iron1,950 gp
Reduce personHeightened +3Turquoise-studded links of iron1,350 gp
Mass reduce personHeightened +3Turquoise-studded links of iron3,150
Refuge---
RegenerateEmpoweredSpecially prepared troll blood3,500 gp
Reincarnate---
Remove blindness/deafnessSilentPearl-studded circlet650 gp
Remove curse---
Remove disease---
Remove fearExtendedAlchemically prepared war paint250 gp
Remove paralysisEnlargedBurnind incense450 gp
Repel metal or stoneWidenedDruid-tended sapling5,550 gp
Repel verminWidenedRare snakeskin3,150 gp
Repel woodWidenedMiniature jewel lantern4,350 gp
RepulsionWidenedAlchemical-ink tattoo (temporary)4,700 gp
Resilient sphereEnlargedCrystal sphere850 gp
ResistanceExtendedSilk cloak25 gp
Resist energyExtendedSpinel of red (fire), black (acid), green (sonic), blue (electricity), or white (cold)450 gp
Restoration---
Greater restoration---
Lesser restorationEmpoweredAlchemical balm1,100 gp
Resurrection---
Reverse gravityQuickenedLodestone mined in a mildly chaos-aligned outer plane7,400 gp
Righteous mightExtendedRitually prepared holy symbol1,050 gp
Rope trickExtendedRope braided from spider silk450 gp
Rusting graspEmpoweredOrnate mithral gauntlet1,900 gp
SanctuaryHeightened +2Jasper necklace700 gp
ScareExtendedRitually prepared bone from corporeal undead450 gp
Scintillating patternWidenedPearlescent prism5,550 gp
Scorching rayEmpoweredRuby form Elemental Plane of Fire1,100 gp
ScreenHeightened +2Embroidered gauze scrim3,500 gp
ScryingHeightened +3Alchemically purified nitric acid3,150 gp
Greater scryingHeightened +2Alchmically purified nitric acid3,100 gp
Sculpt soundEnlargedRare clay650 gp
Searing lightMaximizedYellow topaz2,550 gp
Secret chestExtendedNet made of ethereal solids1,050 gp
Secret page---
Secure shelterExtendedMiniscule model of cottage850 gp
See invisibilityExtendedPowdered turquoise450 gp
SeemingHeightened +2Coral figurines2,300 gp
Sending---
Sepia snake sigilHeightened +2Powdered amber2,000 gp
SequesterExtendedAlchemical ointment1,450 gp
ShadesHeightened +1Pearl from the Plane of Shadow1,850 gp
Shadow conjurationHeightened +1Pearl from the Plane of Shadow850 gp
Greater shadow conjurationHeightened +1Pearl from the Plane of Shadow1,450 gp
Shadow evocationHeightened +1Diamond from the Plane of Shadow1,050 gp
Greater shadow evocationHeightened +1Diamond from the Plane of Shadow1,650 gp
Shadow walkExtendedBlack tourmaline1,250 gp
ShamblerEmpoweredRare herbs3,900 gp
ShapechangeExtendedAquamarine circlet1,850 gp
ShatterWidenedCarved crystal cubes1,950 gp
ShieldQuickenedJeweled bracelet2,200 gp
Shield of faithExtendedRitually prepared parchment250 gp
Shield of lawExtendedShield with +1 enhancement bonus1,153 gp
Shield otherEnlargedTwo emrald and platinum rings550 gp
ShillelaghExtendedDruid-tended oak club or quarterstaff250 gp
Shocking graspMaximizedOrnate electrum gauntlet1,350 gp
ShoutWidenedOrnate platinum gong3,150 gp
Greater shoutWidenedOrnate platinum trumpet5,550 gp
Shrink itemExtendedAlchemically purified mica650 gp
SilenceSilentSilver mask450 gp
Silent imageHeightened +2Rare pigments700 gp
Simulacrum---
Slay livingHeightened +3Obsidian headpiece3,750 gp
SleepHeightened +2Alchemical dreamwisp dust700 gp
Sleet stormExtendedHollow ivory bottle650 gp
SlowHeightened +2Liquid amber1,500 gp
Snare---
Soften earth and stoneEnlargedSpecially prepared mud from strongly evil-aligned outer plane450 gp
Solid fogQuickenedCloudy diamonds4,600 gp
Song of discordWidenedRune-carved conch shell3,750 gp
Soul bind---
Sound burstHeightened +1Bone whistle450 gp
Speak with animalsExtendedAnimal mask250 gp
Speak with deadHeightened +3Golden caduceus2,550 gp
Speak with plantsExtendedJade-studded mask650 gp
Spectral handEnlargedPhosphor-limned glove450 gp
Spell immunityExtendedMoonstone850 gp
Greater spell immunityExtendedMoonstone1,650 gp
Spell resistanceExtendedRakshasa claw1,050 gp
Spellstaff---
Spell turningEmpoweredZircon3,100 gp
Spider climbExtendedDrider fur450 gp
Spike growthHeightened +2Carved basalt dagger1,500 gp
Spike stonesHeightened +2Carved obsidian dagger1,900 gp
Spiritual weaponEnlargedMasterwork version of weaponvaries
StatueExtendedLimestone figurine1,450 gp
StatusExtendedElectrum headband450 gp
Stinking cloudEmpoweredSulfur from Elemental Plane of Fire1,500 gp
Stone shape---
StoneskinExtendedDiamond dsut1,300 gp
Stone tellExtendedStone mask1,250 gp
Stone to flesh--
Storm of vengeanceEmpoweredHeartwood from oak split by lightning3,900 gp
SuggestionHeightened +2Druid-tended honey1,500 gp
Mass suggestionHeightened +2Druid-tended honey2,700 gp
Summon Instrument---
Summon monster IExtendedPearl250 gp
Summon monster IIEmpoweredPearl1,100 gp
Summon monster IIIEmpoweredPearl1,500 gp
Summon monster IVEmpoweredPearl1,900 gp
Summon monster VEmpoweredPearl2,300 gp
Summon monster VIEmpoweredPearl2,700 gp
Summon monster VIIEmpoweredPearl3,100 gp
Summon monster VIIIEmpoweredPearl3,500 gp
Summon monster IXEmpoweredPearl3,900 gp
Summon nature's ally IExtendedDruid-tended mistletoe250
Summon nature's ally IIEmpoweredDruid-tended mistletoe1,100 gp
Summon nature's ally IIIEmpoweredDruid-tended mistletoe1,500 gp
Summon nature's ally IVEmpoweredDruid-tended mistletoe1,900 gp
Summon nature's ally VEmpoweredDruid-tended mistletoe2,300 gp
Summon nature's ally VIEmpoweredDruid-tended mistletoe2,700 gp
Summon nature's ally VIIEmpoweredDruid-tended mistletoe3,100 gp
Summon nature's ally VIIIEmpoweredDruid-tended mistletoe3,500 gp
Summon nature's ally IXEmpoweredDruid-tended mistletoe3,900 gp
Sumon swarmExtendedRune-embroidered red cloth450 gp
SunbeamWidenedJavelin with phosphorus runes4,950 gp
SunburstWidenedSunstone carved into graven image5,550 gp
Symbol of deathHeightened +2Powdered diamond and opal13,500 gp
Symbol of fearHeightened +2Powdered diamond and opal3,700 gp
Symbol of insanityHeightened +2Powdered diamond and opal8,500 gp
Symbol of painHeightened +2Powdered diamond and opal3,300 gp
Symbol of persuasionHeightened +2Powdered diamond and opal7,700 gp
Symbol of sleepHeightened +2Powdered diamond and opal3,300 gp
Symbol of stunningHeightened +2Powdered diamond and opal8,100 gp
Symbol of weaknessHeightened +2Powdered diamond and opal8,100 gp
Sympathetic vibrationExtendedSet of masterwork tuning forks1,250 gp
SympathyExtendedCrushed pearls2,150 gp
TelekinesisEnlargedIron rod with silver filigree1,250 gp
Telekinetic sphereEnlargedCrystal sphere1,650 gp
Telepathic bondExtendedDragon eggshells1,050 gp
TeleportQuickenedAmber and emrald pendant5,400 gp
Teleport objectQuickenedAmber and emrald bracelet7,000 gp
Greater teleportQuickenedAmber and emrald necklace7,000 gp
Teleportation circleExtendedAmber dust2,850 gp
Temporal stasisHeightened +2Powdered diamond, emrald, ruby, and sapphire8,500 gp
Tiny hutExtendedNecklace of crystal beads650 gp
TransformationExtendedPotion of bear's endurance, bull's strength, cat's grace, and heroism1,650 gp
Trap---
Time stopEmpoweredSpecially prepared titan's knucklebone3,900 gp
TonguesExtendedBrass model of ziggurat750 gp
Touch of fatigueHeightened +2Wolverine perspiration275 gp
Touch of idiocySilentOrnate bronze gauntlet450 gp
Transmute metal to woodWidenedFinely carved darkwood-and-pearl holy symbol4,950 gp
Transmute mud to rockHeightened +1Alchemically treaded clay1,050 gp
Transmute rock to mudHeightened +1Alchemically treated clay1,050 gp
Transport via plantsSilentRare herbs1,250 gp
Trap the soul---
Tree shapeExtendedShawl woven from druid-tended leaves450 gp
Tree strideSilentRare herbs1,050 g
True resurrection---
True seeingExtendedEye ointment1,500 gp
True strikeQuickenedBow with +1 enhancement bonus2,330 gp
Undeath to deathWidenedCrushed diamond4,850 gp
Undetectable alignmentExtendedEmbroidered velvet shroud450 gp
UnhallowWidenedHerbs, oils, and incense4,750 gp plus extra for spell
Unholy auraExtendedShield with +1 enhancement bonus1,153 gp
Unholy blightEmpoweredDust from strongly evil-aligned outer plane1,900 gp
Unseen servantExtendedFancy valet's uniform250 gp
Vampiric touchMaximizedSpecially prepared vampire's fang2,550 gp
VeilHeightened +2Veil spun from electrum thread2,700 gp
VentriloquismEnlargedCalligraphy on fine parchement, rolled into cone250 gp
VirtueExtendedBrass medallion25 gp
Vision---
Wail of the bansheeEnlarged and widenedTrapped banshee essence8,600 gp
Wall of fireExtendedGround phosphorus and magnesium950 gp
Wall of forceExtendedAny clear gem1, 050 gp
Wall of iceExtendedRune-engraved quartz850 gp
Wall of ironEnlargedAlchemically purified iron and gold dust1,300 gp
Wall of stoneEnlargedRune-engraved granite1,050 gp
Wall of thornsExtendedThorns from rare blood-roses1,050 gp
Warp woodEnlargedSwitch carved from druid-tende black oak450 gp
Water breathingExtendedOrnately carved reed650 gp
Water walkExtendedCoral armbands650 gp
Waves of exhaustionWidenedOccluded diamond4,950 gp
Waves of fatigueWidenedOccluded diamond2,550 gp
WebHeightened +2Ritually prepared drider silk1,100 gp
WeirdHeightened +1Nightmarish etchings1,850 gp
WhirlwindExtendedBottled gale-force wind from the Elemental Plane of Air1,650 gp
Whispering windExtendedBottled last breath of a druid450 gp
Wind walkExtendedCloud vapor from mildly law-aligned outer plane1,350 gp
Wind wallExtendedSpecially prepared lillend feather650 gp
Wish---
Wood shape---
Word of chaosHeightened +2Specially prepared stinger of formian myrmarch3,100 gp
Word of recallQuickenedOrnate emrald holy symbol7,000 gp
Zone of silenceWidenedMiniature platinum lute with strings cut3,150 gp
Zone of truthHeightened +2Silver and gold gavel1,100 gp

HOUSE RULE: METAMAGIC AND SORCERERS I
    A sorcerer who wants to make better use of his metamagic feats, including the possibility of using Quicken Spell can treat a metamagic version of a spell as a unique spell known. He must know any metamagic feats he applies to the spell, and he must know the unmodified version of the spell. For example, a 10the-level sorcerer who knows magic missile and the Quicken Spell feat can add "quickened magic missile" to his list of spells known, counting as his one 5th-level spell.
      -James Wyatt
HOUSE RULE: METAMAGIC AND SORCERERS II
    Som players in my game who run sorcerers feel they get short-changed by the rules for metamagic feats. They don't like spending a full-round action to use the few metamagic feats they know, and they especially don't like being no able to use the Quicken Spell feat. I came up with a solution that works for me.

    I allow sorcerers who know metamagic feats to "reserve" (essentially, prepare) spell slots for use with metamagic feats they know. For example, a 10th-level sorcerer can cast three 5th-level spells and five 4th-level spells per day (plus a buch of lower-level spells). I let him mark any or all of those slots (or any others he has) as reserved for use with particular metamagic feats. He might say that one of his 5th-level spells slots is a Quicken Spells slot and two of his 4th-level spells slots are reserved for Empower Spell. I rule that it takes 15 minutes per spell slot for the sorcerer to reserve these slots.

    The sorcerer, when he reserves the slots, does not have to specify the exact spells that occupy them. He has, of course, designated the level of the spell: Only a 0- or 1st-level spells can fill up the Quicken Spell slot - it could be magic missile, mage armor, or any other 1st-level spell he knows. Empower Spell adds two levels to a spells effective level, so empowered versions of 2nd-level spells occupy the 4th-level slots. If the sorcerer changes his mind later in the day, he can "unreserve" the slots by taking 15 minutes of time per slot to do so. Otherwise, the slots remain reserved until the sorcerer either casts spells using those slots or sleeps for a night, resetting all his spell slots to normal.

      -Ed Stark
BEHIND THE CURTAIN: METAMAGIC COMPONENTS
    If you use this variant, you may find that characters are less likely to take metamagic feats because they can just pay for the occasional metamagic effect by using a metamagic component instead. Spellcasters who use metamagic components repeatedly may all behing the other PCs in terms of wealth, because metamagic components are quite expensive. Although using a metamagic component is more expensive than casting from a scroll with the metamagic version of the spell, a spellcaster gets more bang for her buck with a metamagic component, because she can use her own caster level and ability score to set the spell's parameters such as save DC, damage, and range. Metamagic components give spellcasters more flexibility, becuase they can either cast a spell normally or get the extra benefit of the metamagic component, and they don't have to decide until the moment spellcasting begins.

    Metamagic components are an effective tool for NPC spellcasters in particular, who often have only a few rounds to cast spells before the encounter ends. But because metamagic components are expensive, such NPCs may use up more of their treasure than is typical.