Index of Feats by Type - Metamagic

Name Prerequisites Benefit
Alternative Source Spell Ability to cast both divine and arcane spells.  
Black Lore of Moil Spell Focus (necromancy), caster level 7th.  
Born of the Three Thunders Knowledge (nature) 4 ranks, Energy Substitution (electricity).  
Chain Spell Any metamagic feat.  
Consecrate Spell Any good alignment.  
Cooperative Spell Any metamagic feat.  
Corrupt Spell Any evil alignment.  
Delay Spell Any metamagic feat.  
Disguise Spell Bardic music, Perform 12 ranks. You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can't be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn't. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don't know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell's actual level. 
Easy Metamagic Any other metamagic feat.  
Empower Spell   All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level. 
Sudden Empower Any metamagic feat.  
Energize Spell Nonevil alignment, must not have the ability to rebuke undead.  
Energy Admixture Energy Substitution.  
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. 
Sudden Energy Substitution Energy Substitution.  
Enervate Spell Nongood alignment, must not have the ability to turn undead.  
Enlarge Spell   You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges. 
Sudden Enlarge    
Entangling Spell    
Explosive Spell    
Extend Spell   An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level. 
Sudden Extend    
Fell Animate    
Fell Drain    
Fell Frighten    
Fell Weaken    
Forceful Spell    
Fortify Spell    
Heighten Spell   A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. 
Insidious Magic Shadow Weave Magic.  
Lord of the Uttercold Knowledge (the planes) 9 ranks, Energy Substitution (cold), ability to cast a spell with the cold descriptor.  
Maximize Spell   All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. 
Sudden Maximize Any metamagic feat.  
Metanode Spell Node Spellcasting, caster level 1st.  
Nonlethal Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks.  
Ocular Spell Knowledge (dungeoneering) 4 ranks, two or more eyes.  
Pernicious Magic Shadow Weave Magic.  
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. 
Piercing Cold    
Purify Spell Any good alignment.  
Quicken Spell   Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity. 
Sudden Quicken Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still.  
Reach Spell   You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level. 
Reaping Spell Any evil alignment.  
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. 
Sacred Spell   Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells. 
Sanctum Spell Any metamagic feat.  
Sculpt Spell Any metamagic feat.  
Silent Spell   A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level. 
Sudden Silent    
Slimy Spell    
Split Ray Any metamagic feat.  
Still Spell   A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level. 
Sudden Still    
Subdual Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage. 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. 
Touch Spell   This is the opposite of the Reach Spell feat. The use of this feat is to allow more spells to be placed into a weapon of spell storing, penetrate spell turning, allow sneak attack damage, or other uses for single targeted spells and touch range spells. A touch Dispel Magic spell would not get turned. Rays and effect spells are not normally turned anyway, but are also unable to be applied to spell storing weapons. The range of the spell becomes Touch* with an appropriate Target line. The target line becomes "Creature or Object Touched" with any limitations the old spell had, such as if the old targets could only be creatures, then object is not listed. Also if the old target was limited to living creatures or humanoids, it would still have this limitation. If the base spell could target more than one creature, the spell retains the count, which are used as separate touches. If the base spell does not specify a number, you may touch up to 1 subject per caster level. As with other touch spells, the charge or charges harmlessly dissipate if you cast another spell and you can hold your charges until you use them. You can touch up to 6 allies in a round as a full round action. This feat does not affect area and personal range spells. A Touched spell uses a spell slot of the spell's normal level. 
Transdimensional Spell    
Twin Spell Any metamagic feat.  
Violate Spell Any evil alignment.  
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. 
Sudden Widen