Index of Feats by Sources - Tome and Blood

Complete Arcane

Name Prerequisites Benefit Sources
Arcane Defense Spell Focus in the chosen school.   on page 73, on page 38
Arcane Preparation Ability to cast arcane spells without preparation.   on page 73, on page 33, on page 32, on page 38
Augment Summoning Spell Focus (conjuration). Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.  on page 21, on page 89, on page 39
Chain Spell Any metamagic feat.   on page 76, on page 39
Cooperative Spell Any metamagic feat.   on page 76, on page 39
Delay Spell Any metamagic feat.   on page 77, on page 34, on page 37, on page 39
Energy Admixture Energy Substitution.   on page 78, on page 39
Energy Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks. You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell's normal level. The altered spell works normally in all respects except the type of damage dealt.  on page 79, on page 58, on page 21, on page 25, , on page 40
Eschew Materials   You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.  on page 214, on page 189, on page 22, on page 94, on page 40
Extra Slot Caster level 4th.   on page 79, on page 40
Extra Spell Caster level 3rd.   on page 79, on page 40
Improved Familiar Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar Alignment Arcane Spellcaster Level Base Attack Bonus
Shocker lizard Neutral 5th +0
Stirge Neutral 5th +0
Formian worker Lawful neutral 7th +0
Imp Lawful evil 7th +0
Pseudodragon Neutral good 7th +0
Quasit Chaotic evil 7th +0
Complete Scoundrel:
Monstrous centipede, SmallNeutral 2nd+0
BadgerNeutral 3rd+0
Monstrous scorpion, SmallNeutral 3rd+0
Viper, MediumNeutral 3rd+0
Monstrous spider, SmallNeutral 4th+0
Vargouille (no kiss Su ability)Neutral Evil6th+0
Mephit, anyNeutral 7th+0
Complete Warrior:
KrensharNeutral 3rd+3
WorgNeutral Evil 3rd+3
Blink DogLawful Good 5th+5
Hell HoundLawful Evil 5th+5
HippogriffNeutral 7th+7
HowlerChaotic Evil 7th+7
Winter WolfNeutral Evil 7th+7
Player's Guide to Faerun:
DeathfangNeutral Evil 9th+0
Flying snakeNeutral 3rd+0
spitting crawler lizardNeutral 3rd+0
LynxNeutral 3rd+0
OsquipNeutral Evil 5th+0
TressymNeutral Good 5th+0

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.

Familiar Type/Subtype Arcane Spellcaster Level
Celestial hawk 1 Good 3rd
Fiendish Tiny viper snake 2 Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus 3 Undead 7th
Ice mephit Cold 7th
Fire Bat (Monster Manual 2) Fire 15th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.
 
on page 78, on page 100, on page 35, on page 39, on page 165, , on page 40
Innate Spell Quicken Spell, Silent Spell, Still Spell.   on page 80, on page 36, on page 39, on page 41
Nonlethal Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks.   on page 44, on page 81, on page 42
Persistent Spell Extend Spell. A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six levels higher than the spell's actual level.  on page 81, on page 37, on page 42, , on page 41
Repeat Spell Any other metamagic feat. A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell's actual level. Repeat Spell cannot be used on spells with a range of touch.  on page 82, , on page 41
Sanctum Spell Any metamagic feat.   on page 82, on page 41
Sculpt Spell Any metamagic feat.   on page 83, on page 32
Greater Spell Focus   Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus on page 35, on page 94, on page 40
Greater Spell Penetration Spell Penetration. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration on page 35, on page 94, on page 40
Spell Specialization Weapon Focus (ray or energy missile spells), spellcaster level 4th+.   on page 42
Split Ray Any metamagic feat.   on page 83, on page 42
Twin Spell Any metamagic feat.   on page 84, on page 39, on page 46, on page 42
Widen Spell   You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.  on page 23, on page 102, on page 42