If you want to use a [spellcasting] feat that is not on this list, post them in this thread and we will get back to you.
Allowed
[Spellcasting]
Your magic is steady and firm, able to bore through any opposition.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Three times per day, when you cast a damaging spell, you do not expend the spell slot or prepared spell you would have otherwise used.
1: Every time you cast a damaging spell that affects a creature, you gain a +2 bonus to overcome that specific creature's spell resistance. You do not gain this bonus if the creature is allowed and makes a saving throw against your spell or the spell fails to bypass spell resistance. This bonus lasts until the creature gains a level.
3: All single-target damaging spells you cast are Maximized. All damaging spells you cast with multiple targets or an area or effect that affects multiple creatures are treated as Maximized against one target per level of the spell (decided before rolling damage for the others).
6: Whenever you cast a damaging spell that allows a reflex saving throw for half damage, you may deny that saving throw to one creature per two caster levels.
9: All damaging spells you cast are Maximized.
,
[Spellcasting]
You reshape the energies released by your magic, turning them to new uses.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Your damaging spells can do acid, cold, electricity, or fire damage, at your option, instead of whatever kind they normally do. Their descriptors change appropriately.
1: Whenever one of your damaging spells affects a creature that you can see, you can make a Spellcraft check (DC 10 + the creature's CR) to know all of its Energy Resistance, Immunity, and Vulnerability traits, as well as any energy types that bypass its Regeneration, if any.
3: You may Sculpt any of your damaging spells, as the Sculpt Spell feat. If you don't, they are instead Enlarged. Neither increases the level of spell slot needed.
6: All of your damaging spells that are at least three levels lower than your highest castable spell level can inflict acid, cold, electricity, or fire damage, at your option, in addition to whatever kind they normally do (roll all dice separately for each type), as long as the two kinds are different. The spell gains descriptors appropriately. You may transform any damaging spell that does not gain an additional energy type to instead do sonic, force, negative, or positive damage, the latter two sometimes healing things.
9: All of your damaging spells inflict their full listed damage in each of two energy types of your choice: acid, cold, electricity, fire, force, negative, positive, or sonic.
,
[Spellcasting]
You are specialized in one form of energy over the others for some reason.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Select an energy type: Acid, Cold, Electricity, or Fire. Whenever you cast a spell, you may change all energy damage it deals to that energy type, and adjust its descriptors accordingly. This does not affect spells that summon creatures. This counts as the Energy Substitution feat for purposes of meeting prerequisites for things.
1: Whenever you do damage of your selected energy type to a creature with your spells, its resistance to that type drops by half the damage done. Its resistance recovers at a rate of one point per full minute spent without being further decreased. You inflict half damage to creatures immune to your energy type when attacking them with that energy type.
3: You may change half of the energy damage you inflict with your spell to another type. You also can add a negative condition to your damaging spells, depending on the energy type you choose:
Acid: Poisoned Acid: Half of all Acid damage is instead poisonous (creatures with no metabolism are immune, but no resistances apply). Creatures hit are poisoned (1d4 STR primary and secondary, save DC equal to that of the spell).
Cold: Uttercold: Half of all Cold damage is instead negative energy. Creatures that fail their saves are fatigued. This counts as the Lord of the Uttercold feat for purposes of meeting prerequisites.
Fire: Brightfire: Half of all Fire damage is instead dealt by light (undead and oozes take double damage; fire resistance and immunity don't work but light resistance does), and the spell gains the [Light] descriptor. Creatures that fail their saves are blinded for 2 rounds.
Electric: Three Thunders: Half of all Electric damage is instead Sonic, and the spell gains the [Sonic] descriptor. Creatures that fail their saves are dazed for one round. This counts as the Born of Three Thunders feat for purposes of meeting prerequisites.
6: A number of times per day equal to the ability modifier you use to set your spell saving throw DCs (highest one, if you have multiple qualifying spellcasting classes), your damaging spells may inflict full damage in both their original type and in the damage type you are specialized in.
9: Creatures that take damage from your spells lose immunity and resistances to your selected energy type until the end of your next turn, especially if it doesn't make sense (i.e., being able to fireball a fire elemental on the plane of fire and then having the plane burn it to death). Any vulnerabilities that they have stay. Your spells do lethal damage to creatures with regeneration, as long as any energy type does.
,
[Spellcasting]
Your magic bursts with power, striking and exploding.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Three times per day, you can cast two damaging spells at the same time. Use the higher casting time and expend spell slots for both. Neither such spell can be at your highest castable spell level.
1: All damaging spells you cast have their damage dice increased one step (d6 to d8 to d10 to d12)
3: A number of times per day equal to three plus the modifier of the ability score that determines your spell save DCs, (use highest if you have multiple), you may Empower any spell you cast while casting it.
6: All damaging spells you cast are Empowered.
9: All damaging spells you cast may be Twinned instead of Empowered. The twin uses the same damage rolls as the original.
,
[Spellcasting]
You're good at building magic items that stay in one place.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: You gain the Trapfinding ability of a Rogue.
1: You can craft any magic item that is not man-portable and does not move under its own power as if you had all required Item Creation feats. This does not include all nonportable wondrous items (Crystal Balls, for instance, are not included).
3: You can craft any nonportable wondrous item as though you had the feat. Also, with a 24-hour ritual, you can declare a Sanctum filling one 10-foot cube per hit die. While you are in your Sanctum, any spells you cast have their caster level and save DCs increased by one.
6: While in your Sanctum, you may store a spell that you can cast as a free action if you cast spontaneously, or as part of preparing spells if you prepare spells, up to a limit of a total number of stored spell levels equal to the square of your highest castable spell level. Storing a spell consumes its spell slot as if it was cast. If you have a spell stored may, as a free action once per round if you prepare spells, swap any single prepared spell or spell slot that you can prepare a spell into that you have with a stored spell. If you cast spontaneously, you can cast a stored spell without expending a spell slot. Once cast, no matter how, the spell is no longer stored. If you move your Sanctum, you lose all stored spells.
9: You can create an item-bound demiplane. Once you do, you can't create another one for as long as the first one exists. The entire item-bound demiplane is treated as an extension of your Sanctum. All parameters for the creation of the demiplane as as the Genesis spell
,
[Spellcasting]
You have learned the secrets of binding lasting effects into magic items.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: As an immediate action, you may re-activate any magic item you can touch that has been suppressed by Dispel Magic or a similar effect.
1: You can craft any Wondrous Item that grants a continuous numeric bonus as though you had the feat.
3: You gain Craft Magic Arms and Armor as a bonus feat. You can craft one additional kind of wondrous item (your choice, but not Charged or Single Use)
6: You gain your choice of Forge Ring or Craft Rod as a bonus feat. You can craft one additional kind of wondrous item (your choice, but not Charged or Single Use)
9: You gain what you missed out on for Forge Ring or Craft Rod. You also gain the Craft Wondrous Item feat. You can also craft artifacts, scaling magic items that treat low-level users as high-level ones. The first time you use this ability (ever) to craft an Artifact no better than your level-3 is free; subsequent times, and creating higher-level artifacts, cost the normal creation cost for artifacts
,
Invisible Metamagic [Spellcasting]
You cast spells without anyone noticing.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: You can cast silent spells, omitting any verbal components. These spells must not be of a level higher than the maximum you can cast -1. This does not add to the casting time of the spell.
3: You can cast stilled spells, omitting any somatic components. These spells must not be of a level higher than the maximum you can cast -1. This does not add to the casting time of the spell.
5: You can cast Silent spells equal to your highest level spell.
8: You can cast Stilled spells equal to your highest level spell.
Special: Adding these effects does not add to the casting time of the spells. Any spells that are affected by multiple metamagic effects must not be of a level higher than your highest spell level minus the sum of the level restrictions on all metamagic effects applied to the spell. For example, both an empowered (-2) and maximized (-3) spell cannot be of a spell level higher than the highest spell level you can cast -5.
,
[Metafeat, Spellcasting]
You can shape your area spells to better suit your immediate needs.
Prerequisite: Int 16 or Wis 16, ability to cast spells or manifest powers, any other Metafeat.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: Shape Spell/Power: You can modify an area spell by changing the area's shape to one of the following: Cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10ft cubes, a ball (20ft radius spread), or a 120 foot line. A spell modified in this way uses a slot one level higher than the spell's actual level. Adding this feat to a power requires you to expend psionic focus.
3: Acolyte of Shaping: You can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. You may create up to two such unaffected spaces in a given spell. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This does not change the cost of a spell or power.
5: Add the following areas as options when you modify a shaped spell: Tower (5-foot radius, 60 feet high), a 60-foot cone, a burst (30ft radius spread from your position), or a wall (one connected group of 10-ft. squares, one 10ft square/2 CL/ML). Additonally, you may now shape any spell that allows you to choose multiple targets within a certain distance greater than touch and allows a save.
7: Widen Power: You can alter a spell you have already used this feat's Shape ability to further increase its area. Any numeric measurements of the spell/power’s area increase by 100%. A spell modified in this way uses up a spell slot two levels higher than the spell’s actual level (for a total of three levels, combined with the Shape ability's cost). Modifying a power in this way increases the cost of the power by 4 (for a total of 4 power points and expended focus, combined with the Shape ability's cost). Additionally, you may now create a number of unaffected spaces in any given spell equal to the ability modifier you use to set save DCs. This does not change the cost of a spell or power.
9: You may Shape a number of spells/powers equal to the ability modifier you use to set save DCs per day without expending focus or increasing cost. You may Widen a spell/power you have shaped for no additional cost of spell levels/power points, but it costs an additional two daily uses of this ability
,
[Spellcasting]
Your magic can cover a truly vast area.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Your caster level is considered four higher than it actually is for purposes of determining spell ranges.
1: By increasing the level of a spell by one, you can double its range. By increasing the level of a spell by two, you may increase its range category one step on the following list: touch -> close -> medium -> long. Touch spells still require a touch attack, and the ranged touch attack they provide cannot be retried as it can for a melee touch spell. These two powers can be applied consecutively. Spells with a doubled long range do not count as having longer-than-long range for purposes of obstruction by continuous material.
3: By increasing the level of a spell by one, you can double one dimension that contributes to its area. You may apply this multiple times to the same spell for orthogonal dimensions. If two or all dimensions are equivalent or related on a spell (such as the radius of a cylinder or sphere, or the widest horizontal width, vertical width, and length of a cone), you must apply this to both dimensions or none of them. Applying this feat to a cone or line also increases its range. A spell with an area defined in terms of 10' cubes has four orthogonal dimensions, three of which are equivalent (cube edge lengths), and one which isn't (number of cubes).
6: You may apply the benefits of this feat to a spell without increasing its level a number of times per day equal to twice the highest level of spell you can cast. Using a benefit of this feat that requires an increase of multiple levels costs the same number of uses. Keep track of a separate pool of uses for each class that can cast 6th level spells.
9: You gain one "free" use of the level 6 ability of this feat for each spell you cast. That use may only be applied to the spell that provides it.
,
[Spellcasting]
Your spells are strong. Really.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: All spells you cast gain a bonus on caster level checks to overcome spell resistance equal to half your caster level (round up).
3: You can cast empowered spells, increasing variable numeric effects by a factor of 1.5. These spells must not be of a level higher than the maximum you can cast -2. Adding this effect does not add to the casting time of the spell.
5: You can cast maximized spells, maximizing all variable numeric effects of a spell. These spells must not be of a level higher than the maximum you can cast -3. Adding this effect does not add to the casting time of the spell.
8: The level restriction on maximized and empowered spells is lessened by 1, for a -1 on empowered spells and -2 on maximized spells.
Special:Adding these effects does not add to the casting time of the spells. Any spells that are affected by multiple metamagic effects must not be of a level higher than your highest spell level minus the sum of the level restrictions on all metamagic effects applied to the spell. For example, both an empowered and maximized spell cannot be of a spell level higher than the highest spell level you can cast -5.
,
[Spellcasting]
You have mastered the secrets of storing your magic in external items, such as scrolls, potions, and wands.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: You can recharge wands and staffs, provided that you can cast every spell the item casts at the item's caster level or higher. Recharging an item takes a day, and restores a number of charges to it equal to the number of times you can cast its highest-level spell that day (if it has multiple equally-high-level spells, you can cast both and use the total number of times you can cast them). Also, whenever you use a Spell Completion or Spell Trigger item, it uses your ability scores to set the DC (from whichever class grants you the ability to use the spell, or Charisma if using Use Magic Device).
1: You gain Scribe Scroll as a bonus feat.
3: You gain Craft Wand or Brew Potion as a bonus feat.
6: You gain Craft Staff as a bonus feat, and whatever you missed out of Craft Wand and Brew Potion. You may craft magic staffs as though you had the Craft Magic Arms and Armor feat. You may also craft any Wondrous Item, Rod, or Ring that has a limited number of charges or that is single-use as though you had the appropriate item creation feats.
9: You can use a charge from a wand, staff, or similar item, or a spell written on a scroll within five minutes after casting a spell to get that spell slot or prepared spell back. The spell in the magic item must be the same spell, or the same school and higher level, as the spell you are recovering.
,
[Spellcasting]
You're really good at pushing extraplanar creatures around.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Add the summon monster spell series to your spells known. If you normally prepare spells, you can decide to lose a spell you already have prepared in order to cast one of these spells or any other spells given by this feat. The exchanged spell must be of equal or greater level to the spell being cast.
1: You can cast a summon spell that would normally take one full round as a standard action.
4: Add the magic circle, planar binding, and planar ally spell series to your spells known. You don't have to pay when using planar ally, but only when calling a creature with a CR up to your level minus two.
6: When you summon or call a monster, you can immediately cast one spell that targets that monster and would be beneficial for that monster as a bonus action. This spell must have a duration longer than one round, and doing this does not expend a spell slot.
9: Add gate to your spells known. You can use this spell without paying its XP cost, but only when calling a creature with a CR up to your level minus two. You cannot call named creatures using this ability.
Requires DM Approval.
[Spellcasting]
You get plant badgers instead of angel badgers, It works out pretty nice for you.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Add the following to your spell list: entangle, speak with plants, plant growth, wall of thorns. If they are already on your list you get a +1 bonus to caster level when casting those spells.
1: Your summoned creatures can be wood creatures at your option.
4: Wood creatures you summon now have the Plant type.
6: Wood creatures you summon have basic access to the Plant sphere.
8: You can summon creature with the Greenbound[1] template. That shit be broken yo.
Banned.
[Spellcasting]
You dabble in the abilities of the World Dominator and find them to your liking.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: When you cast spells from a higher spell slot than their level for any reason, double their range for every level above the standard level. This does not follow D&D's multiplication rule.
3: When you cast spells from a higher spell slot than their level for any reason, double their area of effect for every level above the standard level. This does not follow D&D's multiplication rule.
5: Choose a power from this list, and augment it until its power point cost is equal to 8. You gain that power, augmented in that way, as a level 5 spell with somatic and verbal components. Any references to "manifester" are changed to "caster".
8: Choose a power from this list, and augment it until its power point cost is equal to 14. You gain that power, augmented in that way, as a level 8 spell with somatic and verbal components. Any references to "manifester" are changed to "caster".
,
[Spellcasting]
Your spells stay around longer than the average mage.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Add your casting stat modifier (if you have more than one, use the one that determines your bonus spells) to the duration of every spell you cast; this duration increase is the same length as a similar boost to Caster Level would be.
1: You gain the Extend Spell feat.
3: You may automatically extend up to your Intelligence modifier in spells per day. When you have extended a number of spells equal to your Intelligence modifier, you must wait until one of those spells ends before extending another.
6: All your spell durations increase to the next longest duration. Rounds become minutes, minutes become ten minutes, ten minutes becomes hours, and hours become 24 hours (if your Caster Level exceeds 24, you may instead choose to use them as hours per level).
9: You may designate your casting stat modifier (if you have more than one, use the one that determines your bonus spells) in spells as permanently active. Their duration becomes permanent (D). To designate another such spell when you have your casting stat modifier in spells made permanent by this ability, you must dismiss a permanent spell. This ability does not affect the needed concentration to maintain a spell. If you cease concentration on a spell it will last only as long as it would normally last without concentration.
,
[Leadership, Spellcasting]
You can summon astounding numbers of creatures. This is a magical feat that scales with the highest level Conjuration (Summoning) or Conjuration (Calling) spell you can cast.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: You may call any of your followers or cohorts granted by a feat as a standard action. When you call one, you may choose one of a specific interchangeable kind or a specific one. This is a Conjuration (Calling) effect. The follower appears at a point you designate within close range. Unlike other (Calling) effects, it works regardless of what plane of existence you or your follower are on.
1: You can call a group of group of minions, causing you to gain a leadership score equal to your unmodified caster level + your Charisma modifier, and attract followers. These followers must not be native to the material plane.
3: You are able to enforce the loyalty of a mighty planar creature, giving you a cohort who must not be native to the material plane.
6: When any creature within close range of you is subject to a hostile teleportation or abjuration effect that would result in it being teleported and that allows a saving throw, you may choose to make a saving throw as well. If you succeed, the effect is negated.
9: You can call any subset (including "all of them") of your cohorts and followers as a standard action, placing each individual at any point you choose within long range. You can summon any cohort you have as a standard action to anywhere in close range of you, but only one at a time, as a (Summoning) effect. Summoned cohorts remain so for one round per level or until killed. If killed while summoned, they reform 24 hours later.
,
[Spellcasting]
Your spells are so strong that the very fabric of reality shakes when they are cast.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: Your spells shatter through things normally resistant. You gain a +4 bonus to caster level checks against spell resistance.
3: Your spells are harder to resist. The save DC against your spells is 10 + 0.5 ½ your character level + your spellcasting ability modifier. Just like every other ability in the game.
6: Your spells can bypass immunities by changing the fabric of reality. Creatures normally immune to your spells lose that immunity, but gain a +6 bonus versus saving throws against them.
9: Reality itself resonates when you cast spells. At your option, the round after you cast a spell, you can have the spell repeat as if cast again. This does not use up a spell slot, and the spell's targets or affected area remains the same.
Note: this is not an OOC thread. Only post potential [spellcasting] feats here.