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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 Arrow Empowered Four masterwork darts 1,200 gp
Acid fog Extended Powdered Gorgon hoof 940 gp
Acid splash Enlarged Rare toad skin 20 gp
Aid Extended Specially consecrated water 340 gp
Air walk Quickened Stoppered vial of elemental air 3,500 gp
Alarm Widened Rare chalk 1,000 gp
Align weapon Quickened Weapon with +1 enhancement bonus 2,300 gp
Alter self Silent and stilled Mirror with silver filigree 830 gp
Analyze dweomer Enlarged Herbs sprinkled on tinderwig 940 gp
Animal growth Extended Albino stag horn 790 gp
Animal messenger Extended Miniscule collar with golden bell 340 gp
Animal shapes Extended Rare variety of mistletoe 1,200 gp
Animate dead Silent Blood onyx 570 gp
Animate objects Enlarged Gold-spun marionette strings 940 gp
Animate plants Silent Rare uprooted sapling 1,100 gp
Animate rope Enlarged Brass thread 190 gp
Antilife shell Widened Skull with graven runes 3,300 gp
Antimagic field Widened Cold iron filings 3,700 gp
Antipathy Extended Alum soaked in ancient blood 1,200 gp
Antiplant shell Extended Rare oils 640 gp
Arcane eye Silent Dire bat fur 640 gp
Arcane lock Quickened Platinum dust 2,300 gp
Arcane mark Silent Rare paints 20 gp
Arcane sight Extended Ground quartz 970 gp
Greater arcane sight Extended Ground quartz 1,100 gp
Awaken Empowered Specially prepared otyugh dung 1,700 gp
Baleful polymorph Enlarged Miniature silver cage 790 gp
Bane Silent Miniature clay mask 190 gp
Barkskin Extended Heartwood of venerable oak 340 gp
Bear's endurance Extended Distilled alcohol 340 gp
Mass bear's endurance Extended Distilled alcohol 940 gp
Bestow curse Heightened +1 Eye of firenewt 720 gp
Black Tentacles Widened Nightcrawler essence 3,150 gp
Blade barrier Empowered Slashing weapon with +1 enhancement bonus 2,300 gp
Blasphemy Heightened +2 Specially prepared feather of an archon's wing 3,100 gp
Bull's strength Extended Adamantine powder 340 gp
Mass bull's strength Extended Adamantine powder 940 gp
Cat's grace Extended Vial of quicksilver (mercury) 340 gp
Mass cat's grace Extended Vial of quicksilver (mercury) 940 gp
Cause fear Empowered Ancient bones ground to powder 700 gp
Chain lightning Maximized Fist-sized chunk of magnetic stone 4,350 gp
Changestaff Extended +1 quarterstaff 2,301 gp
Chaos hammer Empowered Protoplasm from strongly chaos-aligned, sporadic element-dominated outer plane 1,900 gp
Charm animal Silent materwork whip 301 gp
Charm monster Quickened Garnets 4,600 gp
Mass charm monster Silent Garnets 1,600 gp
Charm person Stilled Rare oils 250 gp
Chill metal Extended Glacial spring water 450 gp
Chill touch Empowered Gauntlet made of bone 700 gp
Circle of death Widened Powder of crushed black pearl 4,850 gp
Clairaudience/Clairvoyance Extended Quartz 650 gp
Clenched fist Stilled Ornate gold knuckles 1,200 gp
Cloak of chaos Extended Shield with +1 enhancement bonus 1,153 gp
Clone - - -
Cloudkill Heightened +2 Distilled chlorine 2,300 gp
Color spray Silent and stilled Crushed rubies, diamonds, and sapphires 700 gp
Command Heightened +3 Carved Ivory mask 1,350 gp
Greater command Extended Carved ivory mask 1,350 gp
Command plants Heightened +2 Alchemical defoliant 1,900 gp
Command undead Extended Ritually defaced holy symbol of good diety 450 gp
Commune - - -
Commune with nature Widened (see spell text) Runic map of area 3,750 gp
Comprehend languages Extended Foreign lexicon 250 gp
Cone of cold Heightened +1 Cone of carved quartz 1,050 gp
Confusion Widened Nutshells from treant 3,150 gp
Lesser confusion Extended Nutshells from druid-tended beech 250 gp
Consecrate Extended Holy water and gold dust 450 gp
Contact other plane - - -
Contagion Silent Skull of animal that died from disease 750 gp
Contingency Extended Rakshasa hide 1,250 gp
Continual flame Heightened +1 Ruby dust 500 gp
Control plants Extended Alchemical defoilant 1,650 gp
Control undead Heigtened +2 Carved bone mask 3,100 gp
Control water Extended Water from the briny deep or sand from the trackless desert 850 gp
Control weather Extended Crystal sphere 1,450 gp
Control winds Heightened +2 Bottled smoke from the Elemental Plane of Air 2,300 gp
Create food and water - - -
Create greater undead - - -
Create undead - - -
Create water - - -
Creeping doom Extended Rare jungle centipedes 1,450 gp
Crushing despair Widened Couatl tears 3,150 gp
Crushing hand Stilled Ornate platinum knuckles 1,400 gp
Cure critical wounds Empowered Alchemical salve 1,900 gp
Mass cure critical wounds Empowered Copper loop from Positive Energy Plane 3,900 gp
Cure light wounds Empowered Alchemical salve 700 gp
Mass cure light wounds Empowered Copper loop from Positive Energy Plane 2,300 gp
Cure minor wounds Quickened Alchemical salve 1,375 gp
Cure moderate wounds Empowered Alchemical salve 1,100 gp
Mass cure moderate wounds Empowered Copper loop from Positive Energy Plane 2,700 gp
Cure serious wounds Empowered Alchemical salve 1,500 gp
Mass cure serious wounds Empowered Copper loop from Positive Energy Plane 3,100 gp
Curse water - - -
Dancing lights Extended Anarchic fireflies from strongly chaos-aligned sporadic element-dominated outer plane 25 gp
Darkness Silent Coal mined and kept in total darkness 450 gp
Darkvision Extended Agate 450 gp
Daylight Silent and stilled Alchemical polish 1,500 gp
Daze Extended Wool from satyr-tended sheep 25 gp
Daze monster Quickened Umber hulk mandible 3,000 gp
Death knell Heightened +3 Runic funerary blessings 1,950 gp
Death ward Extended Henna, which tattoos creature touched 850 gp
Deathwatch Widened Black crystal lenses 1,350 gp
Deep slumber Heightened +2 Alchemical dreamwisp dust 1,500 gp
Deeper darkness Silent Oil extracted and kept in total darkness 650 gp
Delay poison Extended Specially prepared armadillo scales 450 gp
Delayed blast fireball Extended Fire opal 1,450 gp
Demand Heightened +1 Gold wire and small part of the subject 1,850 gp
Desecrate Extended Unholy water and gold dust 450 gp
Desturction Silent and stilled Holy or unholy symbol marked with anathema 4,400 gp
Detect animals or plants Enlarged Five +1 arrows 235 gp
Detect chaos Silent and stilled Ground glass lens 700 gp
Detect evil Silent and stilled Ground glass lens 700 gp
Detect good Silent and stilled Ground glass lens 700 gp
Detect law Silent and stilled Ground glass lens 700 gp
Detect magic Silent and stilled Short cold iron rod 275 gp
Detect poison Enlarged Specially prepared snake tongue 25 gp
Detect scrying Widened Jewel-studed domino mask 3,150 gp
Detect secret doors Extended Tangle of copper and silver wires 250 gp
Detect snares and pits Extended Darkwood divining rod 250 gp
Detect thoughts Heightened +2 Platinum disc 1,100 gp
Detect undead Extended Specially prepared jawless skull 250 gp
Dictum Heightend +2 Specially prepared protoplasm of a chaos beast 3,100 gp
Dimension door Quickened Gold ore mined from Astral Plane 4,600 gp
Dimensional anchor Extended Rune-engraved miniature anchor 850 gp
Dimensional lock Widened Adamantine weapon varies
Diminish plants Enlarged Masterwork pruning shears 650 gp
Discern lies Enlarged Set of golden scales 850 gp
Discern location - - -
Disguise self Extended Masterwork greasepaint 250 gp
Disintegrate Empowered Trapped voidstone 3,100 gp
Dismissal Hightened +2 Specially blessed holy symbol 2,100 gp
Dispel chaos Quickened Sapphire 5,400 gp
Dispel evil Quickened Diamond 5,400 gp
Dispel good Quickened Black opal 5,400 gp
Dispel law Quickened Yellow corundum 5,400 gp
Dispel magic Widened Cold iron statuette 2,550 gp
Greater dispel magic Widened Cold iron statuette 4,350 gp
Displacement Extended Specially prepared teeth from displacing magical beast 650 gp
Disrupt undead Enlarged Dirt from hallowed grave 25 gp
Disrupting weapon Extended Whetstone made from tombstone 1,050 gp
Divination - - -
Divine favor Extended Calligraphic scriptures 250 gp
Divine power Silent and stilled Holy symbol made of platinum and gems 1,900 gp
Dominate animal Enlarged Adamantine collar 650 gp
Dominate monster Enlarged Emrald-studded adamantine collar 1,850 gp
Dominate person Quickened Sapphire-studded adamantine collar 5,400 gp
Doom Heightened +2 Carved doll 700 gp
Dream - - -
Eagle's splendor Extended Emrald 450 gp
Mass eagle's splendor Extended Emrald 1,250 gp
Earthquake Widened White granite from Elemental Plane of Earth 5,550 gp
Elemental swarm Empowered Rare incense (air), alchemical liquids (water), gems (fire), or mithral ore (earth) 3,900 gp
Endure elements Extended Potion of cure modeate wounds 300 gp
Energy drain Empowered Specially prepared vampire's skull 3,900 gp
Enervation Empowered Specially prepared wight's skull 1,900 gp
Enlarge person Extended Rare druid-tended beans 250 gp
Mass enlarge person Extended Rare druid-tended berries 850 gp
Entangle Widened Alchemical fertilizer 1,350 gp
Enthrall Heightened +2 Golden figurines 1,100 gp
Entropic shield Quickened Finely engraved platinum dice 2,200 gp
Erase Enlarged Rubber plant sap 250 gp
Ethereal jaunt Extended Chunk of ethereal solid 1,850 gp
Etherealness Extended Figurine encarved from ethereal solid 1,850 gp
Expeditious retreat Extended Rare peppers 250 gp
Explosive runes Heightened +3 Rare pigments 2,550 gp
Eyebite Extended Specially prepared eyestalk of many-eyed flying aberration 1,250 gp
Fabricate - - -
Faerie fire Widened Druid-tended mushroms 1,350 gp
False life Extended Rare alcohol 450 gp
False vision Widened Ground jade dust 4,000 gp
Fear Heightened +2 Pinfeather from giant eagle 1,900 gp
Feather fall Enlarged Down from black goose 250 gp
Feeblemind Heightend +2 Polished obsidian spheres 2,300 gp
Find the path Extended Bracelet of lodestone 1,250 gp
Find traps Extended Golden magnifying glass 450 gp
Finger of death Enlarged Specially embalmed finger 1,450 gp
Fire seeds Empowered Druid-tended acorns or berries 2,700 gp
Fire shield (either version) Extended Alchemically prepared phosphorus 1,900 gp
Fire storm Maximized Cooled lava from erupting volcano 7,000 gp
Fire trap Heightened +3 Gold dust 1,975 gp
Fireball Widened Fire opal 1,900 gp
Flame arrow Empowered Carved flint arrowhead 1,500 gp
Flame blade Extended Masterwork scimitar 315 gp
Flame strike Empowered Brimstone from Elemental Plane of Fire 2,300 gp
Flaming sphere Enlarged Powdered cold iron 450 gp
Flare Silent Powdered magnesium 25 gp
Flesh to stone Heightened +2 Medusa head-snake 2,700 gp
Floating disk Extended Flask of mercury 250 gp
Fly Extended Feather from albino flacon 650 gp
Fog cloud Quickened Cloudy diamonds 3,000 gp
Forbiddance Empowered Holy water and are incenses 4,200 gp plus 1,500 gp per 60 ft. cube
Forcecage Enlarged Ruby dust 3,000 gp
Forceful hand Stilled Ornate bronze knuckles 940 gp
Foresight Extended A celestial hummingbird's feather 1,850 gp
Fox's cunning Extended Garnet 450 gp
Mass fox's cunning Extended Garnet 1,250 gp
Freedom Stilled Salve of slipperiness 1,000 gp
Freedom of movement Stilled Salve of slipperiness 1,000 gp
Freezing sphere Empowered Crystal sphere 2,700 gp
Gaseous form Stilled Bottled smoke from a vocano's crater 650 gp
Gate Quickened Black pearl 8,600 gp
Geas/Quest Extended Golden armband 850 gp
Lesser geas Extended Jeweled armband 1,250 gp
Gentle repose Extended Embalming fluid 550 gp
Ghost sound Heightened +2 Wax from sacred candle 275 gp
Ghoul touch Extended Earth from ghast's lair 450 gp
Giant vermin Extended Rare insect parts 850 gp
Glibness Stilled Fancy liquor 650 gp
Glitterdust Widened Ground topaz 1,950 gp
Globe of invulnerability Widened Pearls 3,150 gp
Lesser globe of invulnerability Widened Pearls 4,350 gp
Glyph of warding Heightened +2 Incense and powdered diamond 1,700 gp
Greater glyph of warding Heightened +2 Incense and powdered diamond 3,100 gp
Goodberry Empowered Treant sap 700 gp
Good hope Extended Engraved brass torc 650 gp
Grasping hand Stilled Ornate silver knuckles 1,100 gp
Grease Enlarged Rind of a boar 250 gp
Guard and wards Heightened +1 Rare incense 1,450 gp
Guidance Extended Book of prayers 25 gp
Gust of wind Widened Elaborate laquered fan 1,950 gp
Hallow Widened Herbs, oils, and incense 4,750 gp plus extra fro spell
Hallucinatory terrain Heightened +3 Twigs and plants from mildly good-aligned, mildly chaos-aligned outer plane 3,150 gp
Halt undead Heightend +2 Sulfur from mildly evil-aligned, mildly-chaos aligned outer plane 1,500 gp
Harm Heightened +1 Heart carved from onyx 1,250 gp
Haste Extended Rare cofee beans 850 gp
Heal Heightend +1 Heart carved from alabaster 1,250 gp
Mass heal Heightened +1 Heart carved from alabaster 1,850 gp
Heal mount Quickened Alchemical salve 3,800 gp
Heat metal Extended Mithral forge dross 450 gp
Helping hand Enlarged Ivory carving of hand 650 gp
Heroes' feast Extended Rare spices 1,250 gp
Heroism Extended Fine brandy 650 gp
Greater heroism Extended Fine whiskey 1,250 gp
Hide from animals Extended Stitched velvet blindfold 250 gp
Hide from undead Heightened +3 Embroidered slik shawl 1,350 gp
Hideous laughter Enlarged Masterwork greasepaint 450 gp
Hold animal Heightened +2 Decorative steel gauntlet 1,100 gp
Hold monster Heightened +2 Engraved rod of cold iron 2,300 gp
Mass hold monster Heightend +2 Engraved rod of cold iron 3,900 gp
Hold person Heightened +2 Engraved ingot of cold iron 1,100 gp
Mass hold person Heightened +2 Engraved ingot of cold iron 3,100 gp
Hold portal Quickened Ebony key 2,200 gp
Holy aura Extended Shield with +1 enhancement bonus 1,153 fp
Holy smite Empowered Spring water from strongly good-aligned, mildly positive-dominant outer plane 1,900 gp
Holy sword Extended Sacred candles 850 gp
Holy word Heightened +2 Specially prepared fiend's tail 3,100 gp
Horrid wilting Empowered Sponge from Elemental Plane of Water 3,500 gp
Hypnotic pattern Heightened +2 Stick of incense 1,100 gp
Hypnotism Silent and stilled Golden medallion 700 gp
Ice storm Extended Ivory stick with engraved snowflake pattern 850 gp
Identify - - -
Illusory script Heightened +4 Rare inks 3,850 gp
Illusory wall Heightened +2 Sunrod and ground glass lenses 1,900 g
Imbue with spell ability - - -
Implosion Extended Glass statuette 1,850 gp
Imprisonment Heightened +2 Carved jade sphere 3,900 gp
Incendiary cloud Extended Bottled brimstone and sea mist 1,650 gp
Inflict critical wunds Maximized Obsidian holy symbol 3,150 gp
Mass inflict critical wounds Maximized Obsidian holy symbol 5,550 gp
Inflict light wounds Maximized Obsidian holy symbol 1,350 gp
Mass inflict light wounds Maximized Obsidian holy symbol 3,750 gp
Inflict minor wounds Quickened Obsidian holy symbol 1,375 gp
Inflict moderate wounds Maximized Obsidian holy symbol 1,950 gp
Mass inflict moderate wounds Maximized Obsidian holy symbol 4,350 gp
Inflict serious wounds Maximized Obsidian holy symbol 2,550 gp
Mass inflict serious wounds Maximized Obsidian holy symbol 4,950 gp
Insanity Heightened +1 Distilled water from strongly chaos-aligned, sporadic element-dominated outer plane 1,450 gp
Insect plague Extended Crooked staff with carved runes 1,050 gp
Instant Summons - - -
Interposing hand Stilled Ornate brass knuckles 790 gp
Invisibility Extended Janni eyelash 450 gp
Greater invisibility Extended Djinni eyelash 850 gp
Mass invisibility Extended Efreeti eyelash 1,450 gp
Invisibility purge Extended Crystal prism 650 gp
Iron body Extended Articulated iron doll 1,650 gp
Ironwood Extended Darkwood shaped into the object's form varies
Irresistible dance Silent Embroidered shoes with gold buttons 1,650 gp
Jump Quickened Mithral springs 2,200 gp
Keen edge Extended Whetstone with pyrite veins running through it 650 gp
Knock Silent Golden key 450 gp
Know direction - - -
Legend lore - - -
Levitate Enlarged Loop of manticore hide 250 gp
Light Silent Phosphorescent moss 25 gp
Lightning bolt Widened Blue dragon scales 2,550 gp
Limited wish - - -
Liveoak Extended Alchemical fertilizer 1,250 gp
Locate creature Enlarged Specially tanned hellhound fur 850 gp
Locate object Enlarged Forked twig of darkwood 450 gp
Longstrider Extended Cobblestone from ancient hippodrome 250 gp
Lullaby Widened Fancy resin 725 gp
Mage armor Extended Links of Mithral Chain 250 gp
Mage hand Enlarged Monkey's paw 25 gp
Spell Name Metamagic Effect Metamagic Component Minimum
Cost
Magic aura Heightened +3 Amethyst necklace 1,350 gp
Magic circle against chaos Widened Specially prepared holy symbol 2,550 gp
Magic cirlce against evil Widened Specially prepared holy symbol 2,550 gp
Magic cirlce against good Widened Specially prepared holy symbol 2,550 gp
Magic cirlce against law Widened Specially prepared holy symbol 2,550 gp
Magic fang Extended Specially prepared shark tooth 250 gp
Greater magic fang Extended Specially prepared dire shark tooth 650 gp
Magic jar Extended Gem or crystal 1,100 gp
Magic missile Empowered Two +3 arrows 734 gp
Magic mouth - - -
Magic stone Empowered Colorful marbles 700 gp
Magic vestment Extended Embroidered sash 650 gp
Magic weapon Extended Alchemically distilled blood 250 gp
Greater magic weapon Extended Alchemically purified blood 750 gp
Major creation Extended Phasm essence 1,050 gp
Major image Heightened +2 Rare pigments 1,500 gp
Make whole Enlarged Alchemical adhesive 450 gp
Mark of justice - - -
Maze Enlarged Engraved minotaur horn 1,650 gp
Meld into stone Extended Carved stone figurine 650 gp
Mending Enlarged Alchemical adhesive 25 gp
Message Enlarged Calligraphic inscriptions on vellum 25 gp
Meteor swarm Maximized Chunk of meteorite 8,600 gp
Mind blank extended Malachite-studded headband 1,650 gp
Mind fog Heightened +3 Specially prepared tentacle from mind-sucking monstrous humanoid 3,750 gp
Minor creation Extended Roper sap 850 gp
Minor image Heightened +2 Rare pigments 1,100 gp
Miracle - - -
Mirage arcana Hightened +3 Mirror silvered in a mildly good-aligned outer plane
Mirror image Extended Miniscule dolls of yourself 450 gp
Misdirection Heightened +2 Gold wire bent into a creature's silhouette 1,100 gp
Mislead Heightened +1 Fancy marionette 1,250 gp
Mnemonic enhancer - - -
Modify memory Heightened +2 Alchemical smelling salts 1,900 gp
Moment of prescience Quickened Fine Wine from strongly good-aligned, mildly positive-dominant outer plane 7,800 gp
Mage's disjunction Enlarged and widened Trapped voidstone 8,600 gp
Mage's faithful hound Extended Specially prepared blink dog teeth 1,050 gp
Mage's lucubration Quickened Ruby ring 6,200 gp
Mage's magnificient mansion Extended Miniature portal 1,465 gp
Mage's private sanctum Extended Trapped fog from the Plane of Shadow 1,050 gp
Mount Quickened Specially prepared hair from pegasus or nightmare 2,200 gp
Move earth Enlarged Rare soils form Elemental Plane of Earth 1,250 gp
Neutralize poison Extended Specially prepared tongue from snake-like monstrous humanoid 750 gp
Nightmare Heightened +2 Rare spices 2,300 gp
Nondetection Extended Carved ebony lattice 700 gp
Obscure object Extended Chimera scales 550 gp
Obscuring mist Extended Silver chalice 250 gp
Open/close Enlarged Silver key 25 gp
Order's wrath Empowered Gear cog from strongly law-aligned outer plane 1,900 gp
Overland flight Extended Specially prepared drago wing-hide 1,050 gp
Owl's wisdom Extended Opal 450 gp
Mass owl's wisdom Extended Opal 1,250 gp
Passwall Extended Golden miniature shovel 1,050 gp
Pass without trace Extended Cloak of feathers 250 gp
Permanency - - -
Permanent image Heightened +2 Rare pigments 2,700 gp
Persistent image Heightened +2 Rare pigments 2,300 gp
Phantansmal killer Heightened +1 Nightmarish etchings 850 gp
Phantom steed Extended Platinum horseshoe 650 gp
Phase door Silent Jasper-studded key 1,450 gp
Planar ally - - -
Greater planar ally - - -
Lesser planar ally - - -
Planar binding Heightened +2 Silver filigree around magic circle 2,700 gp
Greater planar binding Heightened +2 Gold filigree around magic circle 3,500 gp
Lesser planar binding Heightenend +2 Copper filigree around magic circle 2,300 gp
Plane shift Quickened Silk mantle with moonstones 6,200 gp
Plant growth Enlarged Alchemically treated seeds 650 gp
Poison Maximized Wyver poison 3,000 gp
Polar ray Enlarged Pale sapphire 1,650 gp
Polymorph Extended Druid-tended silkworm cocoon 850 gp
Polymorph any object Extended Alchemically purified mercury 1,650 gp
Power word blind Enlarged Corundum 1,450 gp
Power word kill Enlarged Corundum 1,850 gp
Power word stun Enlarged Corundum 1,650 gp
Prayer Widened Blessed scriptures on vellum 2,550 gp
Prestidigation Enlarged White silk gloves 25 gp
Prismatic sphere Heightened +2 Diamonds 3,900 gp
Prismatic spray Heightened +2 Diamonds 3,100 gp
Prismatic wall Heightened +2 Diamonds 3,500 gp
Produce flame Silent Ring carved from flint 250 gp
Programmed image Heightened +2 Rare pigments 2,700 gp
Project image Extended Distorted mirror 1,450 gp
Protection from arrows Extended Piece of bulette hide 450 gp
Protection from chaos Extended Powdered platinum 250 gp
Protection from energy Extended Spinels of red (fire), black (acid), green (sonic), blue (electricity), or white (cold) 650 gp
Protection from evil Extended Powdered platinum 250 gp
Protection from good Extended Powdered platinum 250 gp
Protection from law Extended Powdered platinum 250 gp
Protection from spells Extended Crushed diamond 2,150 gp
Prying eyes Enlarged Specially prepared eyestalk of many-eyed flying aberration 1,050 gp
Greater prying eyes Enlarged Specially prepared center eye of many-eyed flying aberration 1,650 gp
Purify food and drink - - -
Pyrotechnics Heightened +2 Fire source and alchemical accelerants 1,100 gp
Quench Enlarged Water from the extraplanar river spanning several upper outer planes 650 gp
Rage Extended Fine mead 650 gp
Rainbow pattern Heightened +2 Smoky quartz prism 1,900 gp
Raise dead - - -
Ray of enfeeblement Enlarged Ceremonial electrum dagger 250 gp
Ray of exhaustion Heightened +1 Alchemically distilled perspiration 650 gp
Ray of frost Enlarged White marble carved in icicle shape 25 gp
Read magic Extended Mineral prism 25 gp
Reduce animal Heightened +3 Topaz-studded links of iron 1,950 gp
Reduce person Heightened +3 Turquoise-studded links of iron 1,350 gp
Mass reduce person Heightened +3 Turquoise-studded links of iron 3,150
Refuge - - -
Regenerate Empowered Specially prepared troll blood 3,500 gp
Reincarnate - - -
Remove blindness/deafness Silent Pearl-studded circlet 650 gp
Remove curse - - -
Remove disease - - -
Remove fear Extended Alchemically prepared war paint 250 gp
Remove paralysis Enlarged Burnind incense 450 gp
Repel metal or stone Widened Druid-tended sapling 5,550 gp
Repel vermin Widened Rare snakeskin 3,150 gp
Repel wood Widened Miniature jewel lantern 4,350 gp
Repulsion Widened Alchemical-ink tattoo (temporary) 4,700 gp
Resilient sphere Enlarged Crystal sphere 850 gp
Resistance Extended Silk cloak 25 gp
Resist energy Extended Spinel of red (fire), black (acid), green (sonic), blue (electricity), or white (cold) 450 gp
Restoration - - -
Greater restoration - - -
Lesser restoration Empowered Alchemical balm 1,100 gp
Resurrection - - -
Reverse gravity Quickened Lodestone mined in a mildly chaos-aligned outer plane 7,400 gp
Righteous might Extended Ritually prepared holy symbol 1,050 gp
Rope trick Extended Rope braided from spider silk 450 gp
Rusting grasp Empowered Ornate mithral gauntlet 1,900 gp
Sanctuary Heightened +2 Jasper necklace 700 gp
Scare Extended Ritually prepared bone from corporeal undead 450 gp
Scintillating pattern Widened Pearlescent prism 5,550 gp
Scorching ray Empowered Ruby form Elemental Plane of Fire 1,100 gp
Screen Heightened +2 Embroidered gauze scrim 3,500 gp
Scrying Heightened +3 Alchemically purified nitric acid 3,150 gp
Greater scrying Heightened +2 Alchmically purified nitric acid 3,100 gp
Sculpt sound Enlarged Rare clay 650 gp
Searing light Maximized Yellow topaz 2,550 gp
Secret chest Extended Net made of ethereal solids 1,050 gp
Secret page - - -
Secure shelter Extended Miniscule model of cottage 850 gp
See invisibility Extended Powdered turquoise 450 gp
Seeming Heightened +2 Coral figurines 2,300 gp
Sending - - -
Sepia snake sigil Heightened +2 Powdered amber 2,000 gp
Sequester Extended Alchemical ointment 1,450 gp
Shades Heightened +1 Pearl from the Plane of Shadow 1,850 gp
Shadow conjuration Heightened +1 Pearl from the Plane of Shadow 850 gp
Greater shadow conjuration Heightened +1 Pearl from the Plane of Shadow 1,450 gp
Shadow evocation Heightened +1 Diamond from the Plane of Shadow 1,050 gp
Greater shadow evocation Heightened +1 Diamond from the Plane of Shadow 1,650 gp
Shadow walk Extended Black tourmaline 1,250 gp
Shambler Empowered Rare herbs 3,900 gp
Shapechange Extended Aquamarine circlet 1,850 gp
Shatter Widened Carved crystal cubes 1,950 gp
Shield Quickened Jeweled bracelet 2,200 gp
Shield of faith Extended Ritually prepared parchment 250 gp
Shield of law Extended Shield with +1 enhancement bonus 1,153 gp
Shield other Enlarged Two emrald and platinum rings 550 gp
Shillelagh Extended Druid-tended oak club or quarterstaff 250 gp
Shocking grasp Maximized Ornate electrum gauntlet 1,350 gp
Shout Widened Ornate platinum gong 3,150 gp
Greater shout Widened Ornate platinum trumpet 5,550 gp
Shrink item Extended Alchemically purified mica 650 gp
Silence Silent Silver mask 450 gp
Silent image Heightened +2 Rare pigments 700 gp
Simulacrum - - -
Slay living Heightened +3 Obsidian headpiece 3,750 gp
Sleep Heightened +2 Alchemical dreamwisp dust 700 gp
Sleet storm Extended Hollow ivory bottle 650 gp
Slow Heightened +2 Liquid amber 1,500 gp
Snare - - -
Soften earth and stone Enlarged Specially prepared mud from strongly evil-aligned outer plane 450 gp
Solid fog Quickened Cloudy diamonds 4,600 gp
Song of discord Widened Rune-carved conch shell 3,750 gp
Soul bind - - -
Sound burst Heightened +1 Bone whistle 450 gp
Speak with animals Extended Animal mask 250 gp
Speak with dead Heightened +3 Golden caduceus 2,550 gp
Speak with plants Extended Jade-studded mask 650 gp
Spectral hand Enlarged Phosphor-limned glove 450 gp
Spell immunity Extended Moonstone 850 gp
Greater spell immunity Extended Moonstone 1,650 gp
Spell resistance Extended Rakshasa claw 1,050 gp
Spellstaff - - -
Spell turning Empowered Zircon 3,100 gp
Spider climb Extended Drider fur 450 gp
Spike growth Heightened +2 Carved basalt dagger 1,500 gp
Spike stones Heightened +2 Carved obsidian dagger 1,900 gp
Spiritual weapon Enlarged Masterwork version of weapon varies
Statue Extended Limestone figurine 1,450 gp
Status Extended Electrum headband 450 gp
Stinking cloud Empowered Sulfur from Elemental Plane of Fire 1,500 gp
Stone shape - - -
Stoneskin Extended Diamond dsut 1,300 gp
Stone tell Extended Stone mask 1,250 gp
Stone to flesh - - -
Storm of vengeance Empowered Heartwood from oak split by lightning 3,900 gp
Suggestion Heightened +2 Druid-tended honey 1,500 gp
Mass suggestion Heightened +2 Druid-tended honey 2,700 gp
Summon Instrument - - -
Summon monster I Extended Pearl 250 gp
Summon monster II Empowered Pearl 1,100 gp
Summon monster III Empowered Pearl 1,500 gp
Summon monster IV Empowered Pearl 1,900 gp
Summon monster V Empowered Pearl 2,300 gp
Summon monster VI Empowered Pearl 2,700 gp
Summon monster VII Empowered Pearl 3,100 gp
Summon monster VIII Empowered Pearl 3,500 gp
Summon monster IX Empowered Pearl 3,900 gp
Summon nature's ally I Extended Druid-tended mistletoe 250
Summon nature's ally II Empowered Druid-tended mistletoe 1,100 gp
Summon nature's ally III Empowered Druid-tended mistletoe 1,500 gp
Summon nature's ally IV Empowered Druid-tended mistletoe 1,900 gp
Summon nature's ally V Empowered Druid-tended mistletoe 2,300 gp
Summon nature's ally VI Empowered Druid-tended mistletoe 2,700 gp
Summon nature's ally VII Empowered Druid-tended mistletoe 3,100 gp
Summon nature's ally VIII Empowered Druid-tended mistletoe 3,500 gp
Summon nature's ally IX Empowered Druid-tended mistletoe 3,900 gp
Sumon swarm Extended Rune-embroidered red cloth 450 gp
Sunbeam Widened Javelin with phosphorus runes 4,950 gp
Sunburst Widened Sunstone carved into graven image 5,550 gp
Symbol of death Heightened +2 Powdered diamond and opal 13,500 gp
Symbol of fear Heightened +2 Powdered diamond and opal 3,700 gp
Symbol of insanity Heightened +2 Powdered diamond and opal 8,500 gp
Symbol of pain Heightened +2 Powdered diamond and opal 3,300 gp
Symbol of persuasion Heightened +2 Powdered diamond and opal 7,700 gp
Symbol of sleep Heightened +2 Powdered diamond and opal 3,300 gp
Symbol of stunning Heightened +2 Powdered diamond and opal 8,100 gp
Symbol of weakness Heightened +2 Powdered diamond and opal 8,100 gp
Sympathetic vibration Extended Set of masterwork tuning forks 1,250 gp
Sympathy Extended Crushed pearls 2,150 gp
Telekinesis Enlarged Iron rod with silver filigree 1,250 gp
Telekinetic sphere Enlarged Crystal sphere 1,650 gp
Telepathic bond Extended Dragon eggshells 1,050 gp
Teleport Quickened Amber and emrald pendant 5,400 gp
Teleport object Quickened Amber and emrald bracelet 7,000 gp
Greater teleport Quickened Amber and emrald necklace 7,000 gp
Teleportation circle Extended Amber dust 2,850 gp
Temporal stasis Heightened +2 Powdered diamond, emrald, ruby, and sapphire 8,500 gp
Tiny hut Extended Necklace of crystal beads 650 gp
Transformation Extended Potion of bear's endurance, bull's strength, cat's grace, and heroism 1,650 gp
Trap - - -
Time stop Empowered Specially prepared titan's knucklebone 3,900 gp
Tongues Extended Brass model of ziggurat 750 gp
Touch of fatigue Heightened +2 Wolverine perspiration 275 gp
Touch of idiocy Silent Ornate bronze gauntlet 450 gp
Transmute metal to wood Widened Finely carved darkwood-and-pearl holy symbol 4,950 gp
Transmute mud to rock Heightened +1 Alchemically treaded clay 1,050 gp
Transmute rock to mud Heightened +1 Alchemically treated clay 1,050 gp
Transport via plants Silent Rare herbs 1,250 gp
Trap the soul - - -
Tree shape Extended Shawl woven from druid-tended leaves 450 gp
Tree stride Silent Rare herbs 1,050 g
True resurrection - - -
True seeing Extended Eye ointment 1,500 gp
True strike Quickened Bow with +1 enhancement bonus 2,330 gp
Undeath to death Widened Crushed diamond 4,850 gp
Undetectable alignment Extended Embroidered velvet shroud 450 gp
Unhallow Widened Herbs, oils, and incense 4,750 gp plus extra for spell
Unholy aura Extended Shield with +1 enhancement bonus 1,153 gp
Unholy blight Empowered Dust from strongly evil-aligned outer plane 1,900 gp
Unseen servant Extended Fancy valet's uniform 250 gp
Vampiric touch Maximized Specially prepared vampire's fang 2,550 gp
Veil Heightened +2 Veil spun from electrum thread 2,700 gp
Ventriloquism Enlarged Calligraphy on fine parchement, rolled into cone 250 gp
Virtue Extended Brass medallion 25 gp
Vision - - -
Wail of the banshee Enlarged and widened Trapped banshee essence 8,600 gp
Wall of fire Extended Ground phosphorus and magnesium 950 gp
Wall of force Extended Any clear gem 1, 050 gp
Wall of ice Extended Rune-engraved quartz 850 gp
Wall of iron Enlarged Alchemically purified iron and gold dust 1,300 gp
Wall of stone Enlarged Rune-engraved granite 1,050 gp
Wall of thorns Extended Thorns from rare blood-roses 1,050 gp
Warp wood Enlarged Switch carved from druid-tende black oak 450 gp
Water breathing Extended Ornately carved reed 650 gp
Water walk Extended Coral armbands 650 gp
Waves of exhaustion Widened Occluded diamond 4,950 gp
Waves of fatigue Widened Occluded diamond 2,550 gp
Web Heightened +2 Ritually prepared drider silk 1,100 gp
Weird Heightened +1 Nightmarish etchings 1,850 gp
Whirlwind Extended Bottled gale-force wind from the Elemental Plane of Air 1,650 gp
Whispering wind Extended Bottled last breath of a druid 450 gp
Wind walk Extended Cloud vapor from mildly law-aligned outer plane 1,350 gp
Wind wall Extended Specially prepared lillend feather 650 gp
Wish - - -
Wood shape - - -
Word of chaos Heightened +2 Specially prepared stinger of formian myrmarch 3,100 gp
Word of recall Quickened Ornate emrald holy symbol 7,000 gp
Zone of silence Widened Miniature platinum lute with strings cut 3,150 gp
Zone of truth Heightened +2 Silver and gold gavel 1,100 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.