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Category:Metamagic feats

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Metamagic feats are available to spellcasters and are used to increase the efficiency of spells, either by making them easier to cast, giving them longer durations or imbuing them with extra power. Wizards and Artificers may choose Metamagic feats as bonus class feats.

Prerequisite for all metamagic feats is the ability to cast spells.

Using Metamagic[edit]

The right-click menu

A metamagic feat can be dropped onto a toolbar and can be toggled on or off. This will apply the benefit of the feat to all spells cast that are affected by the metamagic.

For tighter control of your spell points, there is also a per-spell setting; you can access this by right-clicking the spell icon on a toolbar. The settings are 'Always On', 'Always Off' or 'Standard'. 'Standard' refers to whether the metamagic feat is toggled on or off. 'Always On' and 'Always Off' apply regardless of whether the feat is toggled on or off.

You can drag the same spell to multiple hotbar slots and use a different menu setting for each slot, if you want (for example) maximized and non-maximized versions of the same spell on different keyboard shortcuts.

Metamagic Feats[edit]

Icon Feat Type Description Prerequisites
Accelerate Spell Active

While this Metamagic feat is active, the projectiles of spells affected by Accelerate Spell fly faster and with less of an arc, but consume 5 additional spell points.

Alchemist 8, Artificer 8, or Dark Hunter 9
Embolden Spell Active

While this metamagic feat is active, you gain +2 to the DC of all spells with DCs, but they consume 10 additional spell points (i.e. 20 Spell points becomes 30).

Passive: +140 Maximum Spell Points.

Level 24, able to cast spells
Empower Healing Spell Active

While this Metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Healing, but they consume 10 additional spell points.

Able to cast healing spells - Alchemist 1, Artificer 1, Bard 1, Cleric 1, Druid 1, Favored Soul 1, Paladin 4, Dark Hunter 4 or Ranger 8
Empower Spell Active

While this Metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Spell, but they consume 15 additional spell points.

Able to cast spells.
Enlarge Spell Active

Spells can be cast 100% further (doubling distance). Each spell cast while Enlarge is active costs 10 more spell points.

Spells not defined by distance (such as spells originating from self) or not of standard ranges are not affected.

Able to cast spells
Eschew Materials Active

Your spells cost 2 more spell points and removes need for normal material components. Especially expensive material components, such as for Stoneskin and Trap the Soul, are still required.

Able to cast spells
Extend Spell Active

Extend Spell grants a caster the ability to extend a spell's duration. For 10 more spell points, a spell's duration will be increased by 100%.

Able to cast spells
Heighten Spell Active

While this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost by 5 per level raised.

Able to cast level 2 spells
Intensify Spell Active

While this Metamagic feat is active, you gain 75 Spell Power while casting spells affected by Intensify Spell, but they consume 15 additional spell points.

Passive: +140 Maximum Spell Points.

Level 24, able to cast spells
Maximize Spell Active

While this Metamagic feat is active, you gain 150 Spell Power while casting spells affected by Maximize Spell, but they consume 25 additional spell points.

Able to cast spells
Quicken Spell Active

While this feat is activated, spells will be cast faster (roughly twice as fast) and cannot be interrupted by a concentration check. During this time though, affected spells will cost 10 more spell points to cast.

Able to cast spells

See also[edit]

Pages in category "Metamagic feats"

The following 12 pages are in this category, out of 12 total.