Explore Magic Feats in Pathfinder: Wrath of the Righteous, including Metamagic effects like Empower Spell (+2 level increase) and Spell Focus bonuses.
Ambuscading Spells
Flat-footed opponents receive a -2 penalty on saving throws against spells you cast.
Arcane Spirit
As a swift action, attempt a Persuasion (Bluff) check against a creature within 30 feet. The check is made against the target's Perception and if it is successful, they receive a -2 penalty to saving throws against the next spell that you cast.
Arcane Strike
As a swift action, imbue your weapons to deal +1 damage for 1 round. Imbued weapons count as magic for purposes of damage reduction. For every 5 caster levels, this bonus increases by +1 (to +5 at caster level 20).
Combat Casting
You receive a +4 bonus on concentration checks to cast a spell or use a spell-like ability.
Acrobatic Spellcaster
Use acrobatics to avoid provoking an attack of opportunity after failing a concentration check to cast defensively.
Favored Enemy Spellcasting
Favored enemies receive a -2 penalty to saving throws against your spells.
Metamagic (Bolster Spell)
Level Increase: +1
A bolstered spell deals 2 more points of damage per die to all targets. All enemies within 5 feet of the spell targets receive 2 damage per die.
Metamagic (Heighten Spell)
Level increase: varies
A heightened spell has a higher spell level than normal affecting its saving throw DCs and ability to bypass spell-level immunities. Any spell may be heightened to the caster's maximum spell level capability.
Metamagic (Extend Spell)
Level Increase: +1
The duration of an extended spell is increased by 100%. Spells whose duration is instantaneous or permanent or which are maintained by concentration are unaffected.
Metamagic (Intensified Spell)
Level Increase: +1
An intensified spell increases the maximum number of damage dice by 5 levels. You must have sufficient caster levels to surpass the maximum in order to benefit.
Metamagic (Piercing Spell)
Level Increase: +1
When cast against a target with spell resistance, its resistance is treated as though it were 5 lower than its actual SR.
Metamagic (Reach Spell)
Level Increase: +1
Increases the range of a spell whose range is touch, close or medium to the next range category using the order: touch, close, medium and long. If the base spell requires a melee touch attack, the modified spell requires a ranged touch attack.
Metamagic (Selective Spell)
Level Increase: +1
When casting a selective spell with an area of effect, you can choose a number of targets equal to your casting attribute modifier to exclude from the effects of the spell. This feat is supposed to work only with instantaneous spells such as Fireball. However, it appears to work with any AoE spell including potent disablers like Grease and Sirocco.
Metamagic (Empower Spell)
Level Increase: +2
All variable numeric effects of an empowered spell are increased by 50%.
Metamagic (Persistent Spell)
Level Increase: +2
If the targets succeeds in a save against a persistent spell, it must make another saving throw. If the second save fails, the target suffers the full effects.
Metamagic (Maximise Spell)
Level Increase: +3
All variable numeric effects of an empowered spell are maximised. A spell may be both maximised and empowered. Damage done is the sum of the maximum damage and the normal rolled damage +50%.
Metamagic (Quicken Spell)
Level increase: +4
A quickened spell is cast as a swift action, allowing you to perform another action (such as casting a second spell) in the same round. Spells whose casting time is more than 1 full-round may not be quickened. Casting a quickened spell does not provoke an attack of opportunity.
Elemental Focus
Choose one energy type (acid, cold, electricity or fire) and add +1 to the Difficulty Class for all saves against spells that deal damage of the selected energy type.
Greater Elemental Focus
Choose an energy type (acid, cold, electricity or fire) for which you have already selected Elemental Focus and add an additional +1 to the Difficulty Class for all saves against spells that deal damage of the selected energy type.
Spell Focus
Choose a school of magic and add +1 to the Difficulty Class for all saves against spells from the selected school of magic. Abjuration and Divination spells don't really come with saving throws but you may want to take Spell Focus (Abjuration) so that you can select Greater Dispel Magic with Spell Specialization.
Greater Spell Focus
Choose a school of magic for which you have already selected Spell Focus and add an additional +1 to the Difficulty Class for all saves against spells from the selected school of magic.
Spell Specialization
Select one spell in a school for which you have selected Spell Focus. When you cast this spell, your caster level is considered to be two levels higher for all level-variable effects. For example, a 3rd level Sorcerer who selected Specialization in Magic Missile would cast launch three missiles for each casting of the spell. When you gain a caster level, you may select a new spell to specialise in, replacing the old one. When taking levels in Loremaster and Winter Witch, you do not get to change your specialization because of a user interface bug.
Augment Summoning
Any summoned creature gains a +4 enhancement bonus to Strength and Constitution.
Superior Summoning
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