The 5 Energy Types
[h4]Fire Mastery [Metamagic][/h4]
This feat provides a variety of fire related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you can make a cone of cold into a cone of fire with fire substitution, thereby making it applicable for smoking spell as well; the final Cone of Smoking Fire would require a 6th level spell slot.
*Fire Substitution: Fire substitution can be applied to any spell that deals energy (cold, electric, sonic or acid) or force damage. The spell instead deals fire damage, all other effects remain unchanged. The spell gains the [Fire] descriptor and looses any other energy or force descriptors. Level adjustment +1/2.
*Intense Flame: Intense Heat can be applied to any spell that deals fire damage. An intense flame spell deals an extra 1 point of damage per die of fire damage and has a save DC 1 point higher than normal. Level adjustment +1/2.
*Radiating Heat: Can be applied to any spell that deals fire damage and allows a reflex save. The spell produces waves of raw heat instead of fire. Instead of a reflex save the spell allows a fortitude save for the same effect. Level adjustment +1/2.
*Steam: This can be applied to any spell that deals fire damage. The fire is replaced with scalding steam, leaving the area or target sopping wet. Steam spells never start fires, can be used to suffocate nonmagical fire and function underwater. Steam can not be combined with the burning or radiating heat enhancements, if combined with smoke it creates a cloud of water vapor instead. Level adjustment +1/2.
*Stifling Air: Stifling air can be applied to any spell that deals fire damage. The fire damage instead becomes nonleathal fire damage. Level adjustment +1/2.
*Smoking: Smoking can be applied to any spell with the [fire] descriptor that has an area and an instantious duration. For 1d4 rounds after the spell is cast the area is filled with heavy smoke, this mimics the effect of an ''obscuring mist'' spell (though the smoke is nonmagical and not subject to dispel magic and similar). Level adjustment +1/2.
*Thermal Expansion: This can be applied to any spell that deals fire damage. It causes uneven heating throughout the area to crack and splinter objects. The spell's fire damage ignores 1/2 of the hardness of objects. Level adjustment +1/2.
*Burning: This can be applied to any spell that deals fire damage. The spell will light any object or creature that is dealt damage on fire unless they succeed at a reflex save, DC equal to the spell original save DC. Creatures or objects burn until some action is taken to extinguish them. Level adjustment +1.
*Ferinan Tide: A Ferinan tide spell draws on the fire of the plane of Ferina. It can be applied to any spell with the [Fire] descriptor.
Any saving throw against the spell becomes a Will save for the same effect, as the spell functions by plunging a tiny bit of Eberron into the hellish Ferinan sea for a brief moment.
The spell also gains the [Evil] descriptor, this replaces the [Good] descriptor if the spell somehow had it. If the spell has any alignment independent effects they always benefit evil creatures or hinder good creatures. Good creatures also have a -1 moral penalty to save against the spell.
If cast in a manifest area of Ferina or while Ferina is coterminous the spell is at +1 caster level. If both are true the caster level is increased by +2. This enhancement can not be used if Ferina is remote.
A spell of the interacts with Ferina itself (such as a summoning a salamander, or opening a ''gate'' to the plane) has its duration doubled as if with the Extend Spell feat.
Level adjustment +2.
*Fire Admixture: Fire admixture can be applied to any spell that deals non-fire damage (cold, electric, acid, sonic or force damage). The spell deals an equal amount of fire damage in addition to the normal effects and gains the [Fire] descriptor. Level adjustment +4.
[h4]Acid Mastery [Metamagic][/h4]
This feat provides a variety of acid related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you could make a fireball into a conjured acidball with acid conjuration, thereby making it applicable for a toxic fumes as well; the final Toxic Fuming Conjured Acidball would require an 8th level spell slot.
*Acid Substitution: Acid substitution can be applied to any spell that deals energy (cold, electric, sonic or fire) or force damage. The spell instead deals acid damage, all other effects remain unchanged. The spell gains the [Acid] descriptor and looses any other energy or force descriptors. Level adjustment + 1/2.
*Dissolving: Dissolving can be applied to any spell that deals acid damage. Acid produced by a dissolving spell is horridly caustic and continues to react until nothing is left, any object destroyed by the damage is totally destroyed by the acid and not repairable by non-magical means or any magic short of ''limited wish''. Creatures killed by the spell are likewise reduced to a few ounces of semi-organic goo, they can not be restored to life by magical effect unless the effect could restore a ''disintegrated'' creature. Level adjustment +1.
*Highly Caustic: Highly caustic can be applied to any spell that deals acid damage. The damage is increased by 1 point per die of acid damage. Level adjustment +1.
*Toxic Fumes: Toxic fumes can be applied to any spell that deals acid damage. The spell also produces highly toxic fumes: any creature that takes acid damage from the spell must also make a fortitude save (DC equal to the original save DC) or become nauseated for 2d4 rounds. Level adjustment +2.
*Acid Admixture: Acid admixture can be applied to any spell that deals non-acid damage (cold, electric, fire, sonic or force damage). The spell deals an equal amount of acid damage in addition to the normal effects and gains the [Acid] descriptor. Level adjustment +4.
*Acid Conjuration: An Acid Conjuration creates non-magical acid. Unlike most metamagic this effect can actually change the school of the spell, and therefore can not be used by spellcasters bared from conjuration. This can be applied to any evocation that deals acid damage. The school becomes Conjuration (creation) and spell resistance is no longer effective against the spell. Level adjustment +3.
[h4]Sonic Mastery[Metamagic][/h4]
This feat provides a variety of sonic related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you could use sonic substation to make a scorching ray applicable for resonating as well; the final resonating vibrational ray would require a 3rd & 1/2 level spell slot (a 4th level slot or a 3rd and a 0th).
*Sonic Substitution: Sonic substitution can be applied to any spell that deals energy (cold, electric, fire or acid) or force damage. The spell instead deals sonic damage, all other effects remain unchanged. The spell gains the [Sonic] descriptor and looses any other energy or force descriptors. Level adjustment +1/2.
*Out of Phase: Out of phase can be applied to any spell with the Sonic descriptor. The spell becomes completely undetectable to the ear, a slight sense of pressure on the back of your eyes is typically all that is noticed outside the area of effect of an attack that deals sonic damage (those within the effect, of course, feel horrid internal hemorrhaging as normal). Language dependent effects do not function for an out of phase spell. Level adjustment +1/2.
*Blaring Noise: Blaring noise can be applied to any spell with the [Sonic] descriptor. A cacophony of noise accompanies the spell effect, affecting a 100 foot raidus burst from the epicenter of the spell: conversation is all but impossible and listen checks are at a -20 penalty. This lasts for 1d4 rounds. Level adjustment +1/2.
*Subsonic: Subsonic can be applied to any spell with the [Language Dependent] descriptor. The spell gains the sonic descriptor if it did not already have it. Your voice when casting the spell is carried over any noise or magical silence to creatures of your choice. Level adjustment +1/2 per target creature.
*Deafening: Deafening can be applied to any spell that deals sonic damage. Any creature that takes sonic damage from th4e spell must make a Fortitude save (DC equal to the save DC of the original spell) or be deafened for 1d4 hours. Level adjustment +1.
*Resonating: Resonating can be applied to any spell that deals sonic damage. You choose one type of material, such as wood or iron. You must have a piece of this material on hand (it becomes an added material component of the spell). Against this type of material the spell ignores hardness and deals one and a half damage unless the object makes a Fortitude Save (DC equal to the spell's normal save DC. Note that unattended nonmagical objects always fail saving throws). In addition if the spell requires an attack roll you can deal critical damage on a confirmed critical hit against objects made of this material, even though objects are normally immune to critical hits. Level adjustment +1.
*Echoing: Echoing can be applied to any spell with the [Language Dependent] descriptor that allows a saving throw and has a duration of instantaneous. On the following round after the spell is cast the effect repeats itself at reduced potency causing a -5 penalty to save DC. Spells that target a creature affect the same creature again, spells that function over an area affect the same area. Level adjustment +2.
*Sonic Admixture: Sonic admixture can be applied to any spell that deals non-sonic damage (cold, electric, acid, sonic or force damage). The spell deals an equal amount of sonic damage in addition to the normal effects and gains the [Sonic] descriptor. Level adjustment +4.
[h4]Cold Mastery [Metamagic][/h4]
This feat provides a variety of sonic related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you could use cold substution to make acid fog applicable for frost and frigid air. The final frosty frigid fog of cold would require an 8th level spell slot (9th for a cleric of the Water domain).
*Cold Substitution: Cold substitution can be applied to any spell that deals energy (fire, electric, fire or acid) or force damage. The spell instead deals cold damage, all other effects remain unchanged. The spell gains the [Cold] descriptor and looses any other energy or force descriptors. Level adjustment +1/2.
*Radiating Cold: Radiating cold can be applied to any spell that deals cold damage or has the [Cold] descriptor and allows a reflex save. Instead the spell allows a fortitude save for the same effects. Level adjustment +0.
*Freezing Ice: Freezing frost can be applied to any spell that deals cold damage. The spell deals +1 damage per die of cold damage and has a saving throw 1 point higher than normal. Level adjustment +1/2
*Brittle Chill: Brittle chill can be applied to any spell with an area and the [Cold] descriptor, or any spell that deals cold damage. All objects within the area or damaged by the spell have their hardness halved for 1 min unless they succeed at a fortitude save (DC equal to the spell's normal save DC. Note that unattended nonmagical objects always fail saving throws), this halving happens before damage for the spell is applied. Level adjustment +1/2.
*Frigid Air: Frigid air can be applied to any spell that deals cold damage. The cold damage instead becomes nonleathal cold damage. Level adjustment +1/2.
*Numbing Freeze: Numbing freeze can be applied to any spell that deals cold damage with [cold] descriptor that affects a target, area or deals damage. All creatures affected by the spell must make a fortitude save (DC equal to the spell's normal save CD) or take additional Dexterity damage. Level adjustment: +1 level per 1d4 added Dex damage.
*Frost: Frost can be applied to any spell that deals cold damage and has an area. The area of effect is entirely coated in a slick frost by the spell, requiring balance checks to move across, increasing climb check DCs et cetera. The frost melts depending on the conditions at the time of casting, typically after 1 min. at average temperatures. Level adjustment +1.
*Glacial Wind: Glacial wind can be applied to any spell that emanates outward from you and deals cold damage (rays and energy missiles count, so this could be applied to both polar ray and cone of cold). The spell is born on a horridly cold blast of air. The area of effect (treat spells with an effect of ray or energy missiles as a line to determine the area) of the spell includes windstorm strength winds blowing away from you for 1 round. These icy winds cause creatures of Huge size or less (and fliers of Gargantuan size or less) within the area to take a -2 penalty to any reflex saving throws or Armor Class against your attack roll in addition to the normal effects. Level adjustment +2.
*Polar Snap: Polar Snap can be applied to any spell that deals cold damage and has an area. Any part of the area that is in water is flash-frozen, the ice will float to the surface at a speed of 60 feet per round. Creatures in the area that fail a reflex save (DC equal to the normal save DC for the spell) are entrapped in the ice and can suffocate, an entrapped creature can break free with a Strength or Escape Artist check (DC 25) as a full round action, otherwise the ice typically cracks apart after 2d6 min. Level adjustment +3.
*Risian Rime: A Risian rime spell draws on the endless ice fields of Risia. It can be applied to any spell with the [Cold] descriptor.
Any saving throw against the spell becomes a Will save for the same effect, as the spell functions by plunging a tiny bit of Eberron into the frozen wastes of Risia for a brief moment.
The spell also gains the [Evil] descriptor, this replaces the [Good] descriptor if the spell somehow had it. If the spell has any alignment dependent effects they always benefit evil creatures and hinder good creatures. Good creatures also have a -1 moral penalty to save against the spell.
If cast in a manifest area of Risia or while Risia is coterminous the spell is at +1 caster level. If both are true the caster level is increased by +2. This enhancement can not be used if Risia is remote.
A spell of the interacts with Risia itself (such as a summoning a salamander, or opening a ''gate'' to the plane) has its duration doubled as if with the Extend Spell feat.
Level adjustment +2.
*Cold Admixture: Cold admixture can be applied to any spell that deals non-cold damage (fire, electric, acid, sonic or force damage). The spell deals an equal amount of Cold damage in addition to the normal effects and gains the [Cold] descriptor. Level adjustment +4.
[h4]Electric Mastery [Metamagic][/h4]
This feat provides a variety of electric related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you could use electrical substution to make magic missile deal electrical damage so you could apply shocking to it. The final shocking electrical missile would use a 2nd & 1/2 level spell slot (a 3rd level slot or a 2nd and a 0th).
*Electric Substitution: Electrical substitution can be applied to any spell that deals energy (cold, fire, fire or acid) or force damage. The spell instead deals electric damage, all other effects remain unchanged. The spell gains the [Electric] descriptor and looses any other energy or force descriptors. Level adjustment +1/2.
*Intense Power : Intense power can be applied to any spell that deals electrical damage. The spell deals an added +1 damage per die of electrical damage. Level adjustment +1/2.
*Static Discharge: Static discharge can be applied to any spell that deals electrical damage or with the [Electrical] descriptor. The save DC is increased by +2 for any creature made of metal, in metal armor or wielding a metal weapon/shield, as well as metal objects. If the spell requires an attack roll you also gain a +2 bonus to this roll against similar targets. Level adjustment +1/2.
*Ionic Field: Ionic field can be applied to any spell with the [Electrical] descriptor and allows a reflex save. The spell instead allows a Fortitude save for the same effect. Level adjustment +1/2.
*Thunderous: Thunderous can be applied to any spell that deals electrical damage. The spell is accompanied by a booming thunderclap. Any creature that takes electrical damage from the spell must make a Fortitude save (Save DC equal to the original save of the spell) or be deafened for 1d4 rounds. Level adjustment +1/2.
*Strobing: Strobing can be applied to any spell that deals electrical damage. The electrical arcs from the spell flare brightly as they strike a target. Any creature that takes electrical damage from the spell must make a Fortitude save (Save DC equal to the original save of the spell) or be dazzles for 1d4 min. Level adjustment +1/2.
*Jolting: Jolting can be applied to any spell that deals electrical damage. The electrical damage instead becomes nonleathal electrical damage. Level adjustment +1/2.
*Shocking: Shocking can be applied to any spell that deals electrical damage. The spell creates a horrid shock that can stop a bear in its tracks. Any creature that takes electrical damage from the spell must make a Fortitude save (Save DC equal to the original save of the spell) or be stunned for 1 round. Level adjustment +1.
*Arcing Current: Arcing current can be applied to any spell that has a duration of instantiations and an area and deals electrical daamge. The area of the spell becomes charged with leaping arcs of electrical energy for 1 round: on your action on the following round anything in the area takes one half the damage of the original spell, a saving throw (same type and DC as the original spell), negates this damage. Level adjustment +2.
*Electric Admixture: Fire admixture can be applied to any spell that deals non-fire damage (cold, electric, acid, sonic or force damage). The spell deals an equal amount of fire damage in addition to the normal effects and gains the [Electric] descriptor. Level adjustment +4.