TEXT: METAMAGIC FEAT 
  CARDS
  ULTIMATE 
  SPELL DECKS
  
  BOUNCING SPELL  
  (METAMAGIC)
  You can direct a failed spell against a different target.
  Benefit: Whenever a bouncing spell targeting a single 
  creature has no effect on its intended target (whether due to 
  spell resistance or a successful saving throw) you may, as 
  a swift action, redirect it to target another eligible creature 
  within range. The redirected spell behaves in all ways as if 
  its new target were the original target for the spell. Spells 
  that affect a target in any way (including a lesser effect 
  from a successful saving throw) may not be redirected in 
  this manner.
  Level Increase: +1 (a bouncing spell uses up a spell slot 
  one level higher than the spell’s actual level.)
  
  BURNING SPELL  
  (METAMAGIC)
  You cause creatures to take extra damage when you affect 
  them with a spell that has the acid or fire descriptor.
  Benefit: The acid or fire effects of the affected spell adhere 
  to the creature, causing more damage the next round. When 
  a creature takes acid or fire damage from the affected spell, 
  that creature takes damage equal to 2x the spell’s actual 
  level at the start of its next turn. The damage is acid or fire, 
  as determined by the spell’s descriptor. If a burning spell 
  has both the fire and acid descriptor, the caster chooses 
  what kind of damage is dealt by the burning spell effect.
  Level Increase: +2 (a burning spell uses up a slot two 
  levels higher than the spell’s actual level.)
  
  COAXING SPELL  
  (METAMAGIC)
  Your charms and enchantments reach the minds of even the 
  lowliest dungeon denizens.
  Prerequisites: Spell Focus (enchantment), Knowledge 
  (dungeoneering) 6 ranks.
  Benefit: This feat only works with mind-affecting effects. 
  A coaxing spell affects mindless oozes and vermin as if 
  they weren’t mindless, but has no effect on other creature 
  types.
  Level Increase: +2 (a coaxing spell uses a spell slot 2 
  levels higher than the spell’s actual level.)
  
  CONSECRATE SPELL  
  (METAMAGIC)
  You infuse spells with heavenly power, drastically 
  increasing their effectiveness against would-be heralds 
  of evil.
  Prerequisites: Aasimar, able to prepare or cast consecrate.
  Benefit: A consecrated spell is treated as a maximized spell 
  against evil creatures and creatures with the evil subtype. 
  Against all other creatures, this feat does not modify the 
  spell in any way (for example, a consecrated fireball acts 
  as a normal fireball against neutral or good creatures). This 
  feat does not stack with Maximize Spell.
  Level Increase: +2 (a consecrated spell uses up a spell slot 
  two levels higher than the spell’s actual level.)
  
  DAZING SPELL (METAMAGIC)
  You can daze creatures with the power of your spells.
  Benefit: You can modify a spell to daze a creature damaged 
  by the spell. When a creature takes damage from this spell, 
  they become dazed for a number of rounds equal to the 
  original level of the spell. If the spell allows a saving throw, 
  a successful save negates the daze effect. If the spell does 
  not allow a save, the target can make a Will save to negate 
  the daze effect. If the spell effect also causes the creature 
  to become dazed, the duration of this metamagic effect is 
  added to the duration of the spell.
  Level Increase: +3 (a dazing spell uses up a spell slot three 
  levels higher than the spell’s actual level.
  Spells that do not inflict damage do not benefit from this 
  feat.
  
  DISRUPTIVE SPELL  
  (METAMAGIC)
  Your magical energies cling to enemies, interfering with 
  their spellcasting.
  Benefit: Targets affected by a disruptive spell must make 
  concentration checks when using spells or spell-like abili-
  ties (DC equals the save DC of the disruptive spell plus the 
  level of the spell being cast) for 1 round. Targets that avoid 
  the spell’s effects avoid this feat’s effect as well.
  Level Increase: +1 (a disruptive spell uses up a spell slot 
  one level higher than the spell’s actual level.)
  
  ECHOING SPELL  
  (METAMAGIC)
  You have learned how to release most, but not all, of a 
  spell’s potential when you cast it.
  Benefit: When you cast an echoing spell, it does not 
  disappear entirely from memory, and you can cast it one 
  additional time during that day. No effect that allows you to 
  reprepare or recast a spell can affect the echoed spell.
  If you prepare spells, this second casting does not require 
  you to prepare it in another spell slot. If you spontaneously 
  cast spells, this second casting does not expend another 
  available spell slot.
  Level Increase: +3 (an echoing spell uses up a spell slot 
  three levels higher than the spell’s actual level.)
  
  ECTOPLASMIC SPELL  
  (METAMAGIC)
  Your spells breach the gulf between dimensions, sending 
  ghostly emanations into the ether.
  Benefit: An ectoplasmic spell has full effect against incor-
  poreal or ethereal creatures.
  Level Increase: +1 (an ectoplasmic spell uses up a spell 
  slot one level higher than the spell’s actual level.)
  
  ELEMENTAL SPELL  
  (METAMAGIC)
  You can manipulate the elemental nature of your spells.
  Benefit: Choose one energy type: acid, cold, electricity, 
  or fire. You may replace a spell’s normal damage with that 
  energy type or split the spell’s damage, so that half is of 
  that energy type and half is of its normal type.
  Level Increase: +1 (an elemental spell uses up a spell slot 
  one level higher than the spell’s actual level.)
  Special: You can gain this feat multiple times. Each time 
  you must choose a different energy type.
  
  EMPOWER SPELL  
  (METAMAGIC)
  You can increase the power of your spells, causing them to 
  deal more damage.
  Benefit: All variable, numeric effects of an empowered 
  spell are increased by half including bonuses to those dice 
  rolls.
  Saving throws and opposed rolls are not affected, nor are 
  spells without random variables.
  Level Increase: +2 (an empowered spell uses up a spell 
  slot two levels higher than the spell’s actual level.)
  
  ENLARGE SPELL  
  (METAMAGIC)
  You can increase the range of your spells.
  Benefit: 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.
  Level Increase: +1 (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 
  benefit from this feat.
  
  EXTEND SPELL  
  (METAMAGIC)
   You can make your spells last twice as long.
  Benefit: 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.
  Level Increase: +1 (an extended spell uses up a spell slot 
  one level higher than the spell’s actual level.)
  
  FLARING SPELL  
  (METAMAGIC)
  You dazzle creatures when you affect them with a spell that 
  has the fire, light, or electricity descriptor.
  Benefit: The electricity, fire, or light effects of the affected 
  spell create a flaring that dazzles creatures that take damage 
  from the spell. A flare spell causes a creature that takes fire 
  or electricity damage from the affected spell to become 
  dazzled for a number of rounds equal to the actual level of 
  the spell. A flaring spell only affects spells with a fire, light, 
  or electricity descriptor.
  Level Increase: +1 (a flaring spell uses up a spell slot one 
  level higher than the spell’s actual level.)
  
  FOCUSED SPELL  
  (METAMAGIC)
  When you cast a spell that affects more than one creature, 
  one opponent finds it more difficult to resist.
  Benefit: When casting a spell that affects or targets more 
  than one creature, you can choose one target or creature 
  within the spell effect. That creature’s saving throw DC to 
  resist the spell is increased by +2. You must choose which 
  target to focus the spell on before casting the spell.
  Level Increase: +1 (a focused spell uses up a spell slot one 
  level higher than the spell’s actual level.)
  Spells that do not require a saving throw to resist or lessen 
  the spell’s effect do not benefit from this feat.
  
  HEIGHTEN SPELL  
  (METAMAGIC)
  You can cast spells as if they were a higher level.
  Benefit: A heightened spell has a higher spell level than 
  normal (up to a maximum of 9th level). Unlike other meta-
  magic 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.
  Level Increase: The heightened spell is as difficult to 
  prepare and cast as a spell of its effective level.
  
  INTENSIFIED SPELL  
  (METAMAGIC)
  Your spells can go beyond several normal limitations.
  Benefit: An intensified spell increases the maximum 
  number of damage dice by 5 levels. You must actually have 
  sufficient caster levels to surpass the maximum in order to 
  benefit from this feat. No other variables of the spell are 
  affected, and spells that inflict damage that is not modified 
  by caster level are not affected by this feat.
  Level Increase: +1 (an intensified spell uses up a spell slot 
  one level higher than the spell’s actual level.)
  
  JINXED SPELL (METAMAGIC)
  You can make a creature that fails its spell save suffer your 
  jinx as well.
  Prerequisites: Any two metamagic feats, Halfling Jinx 
  alternate racial trait.
  Benefit: Any creature that fails its saving throw against a 
  jinxed spell also suffers the effects of your jinx. This feat 
  has no effect on spells that do not allow a saving throw. 
  If the spell affects an area or multiple creatures, you must 
  select one creature to take the jinx, unless you have the 
  Area Jinx feat; if you have the Area Jinx feat, choose a jinx 
  burst area within the spell’s area or among its targets and 
  apply the jinx to those in the burst that failed their save.
  Level Increase: +1 (a jinxed spell uses up a spell slot one 
  level higher than the spell’s actual level.)
  
  LINGERING SPELL  
  (METAMAGIC)
  Your spell clings to existence, slowly fading from the 
  world.
  Benefit: You may cause an instantaneous spell that affects 
  an area to persist until the beginning of your next turn. 
  Those already in the area suffer no additional harm, but 
  other creatures or objects entering the area are subject to 
  its effects. A lingering spell with a visual manifestation 
  obscures vision, providing concealment (20% miss chance) 
  beyond 5 feet and total concealment (50% miss chance) 
  beyond 20 feet.
  Level Increase: +1 (a lingering spell uses up a spell slot 
  one level higher than the spell’s actual level.)
  
  MAXIMIZE SPELL  
  (METAMAGIC)
  Your spells have the maximum possible effect.
  Benefit: 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.
  Level Increase: +3 (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 half the normally 
  rolled result.
  
  MERCIFUL SPELL  
  (METAMAGIC)
  Your damaging spells subdue rather than kill.
  Benefit: You can alter spells that inflict damage to inflict 
  nonlethal damage instead. Spells that inflict damage of a 
  particular type (such as fire) inflict nonlethal damage of 
  that same type.
  Level Increase: None (a merciful spell does not use up a 
  higher-level spell slot than the spell’s actual level.)
  
  PERSISTENT SPELL  
  (METAMAGIC)
  You can modify a spell to become more tenacious when its 
  targets resist its effect.
  Benefit: Whenever a creature targeted by a persistent spell 
  or within its area succeeds on its saving throw against the 
  spell, it must make another saving throw against the effect. 
  If a creature fails this second saving throw, it suffers the full 
  effects of the spell, as if it had failed its first saving throw.
  Level Increase: +2 (a persistent spell uses up a spell slot 
  two levels higher than the spell’s actual level.)
  Spells that do not require a saving throw to resist or lessen 
  the spell’s effect do not benefit from this feat.
  
  PIERCING SPELL  
  (METAMAGIC)
  Your studies have helped you develop methods to over-
  come spell resistance.
  Benefit: When you cast a piercing spell against a target 
  with spell resistance, it treats the spell resistance of the 
  target as 5 lower than its actual SR.
  Level Increase: +1 (a piercing spell uses up a spell slot one 
  level higher than the spell’s actual level.)
  
  QUICKEN SPELL  
  (METAMAGIC)
  You can cast spells in a fraction of the normal time.
  Benefit: Casting a quickened spell is a swift action. You 
  can perform another action, even casting another spell, in 
  the same round as you cast a quickened spell. A spell whose 
  casting time is more than 1 round or 1 full-round action 
  cannot be quickened.
  Level Increase: +4 (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.
  Special: You can apply the effects of this feat to a spell cast 
  spontaneously, so long as it has a casting time that is not 
  more than 1 full-round action, without increasing the spell’s 
  casting time.
  
  REACH SPELL (METAMAGIC)
  Your spells go farther than normal.
  Benefit: You can alter a spell with a range of touch, close, 
  or medium to increase its range to a higher range category, 
  using the following order: touch, close, medium, and long.
  Level Increase: Special. A reach spell uses up a spell 
  slot one level higher than the spell’s actual level for each 
  increase in range category. For example, a spell with a 
  range of touch increased to long range uses up a spell slot 
  three levels higher.
  Spells modified by this feat that require melee touch attacks 
  instead require ranged touch attacks.
  Spells that do not have a range of touch, close, or medium 
  do not benefit from this feat.
  
  RIME SPELL (METAMAGIC)
  Creatures damaged by your spells with the cold descriptor 
  become entangled.
  Benefit: The frost of your cold spell clings to the target, 
  impeding it for a short time. A rime spell causes creatures 
  that takes cold damage from the spell to become entangled 
  for a number of rounds equal to the original level of the 
  spell.
  This feat only affects spells with the cold descriptor.
  Level Increase: +1 (a rime spell uses up a spell slot one 
  level higher than the spell’s actual level.)
  
  SEEKING SPELL  
  (METAMAGIC)
  You can cast spells that bend around barriers to reach their 
  intended destination.
  Benefit(s): A seeking spell’s range can bend around 
  obstacles to reach the intended target. You can define the 
  route yourself or unambiguously identify a target and allow 
  the spell to determine its own path. However, the spell 
  fails if it would have to travel farther than its maximum 
  range to reach the identified target. A ranged attack roll 
  made to deliver a seeking spell is not subject to cover or 
  concealment. In order to benefit from this feat, the selected 
  spell must have a range greater than touch and target one 
  or more creatures, or it must require the caster to make a 
  ranged touch attack.
  Level Increase: +2 (a seeking spell uses up a spell slot two 
  levels higher than the spell’s actual level.)
  
  SELECTIVE SPELL  
  (METAMAGIC)
  Your allies need not fear friendly fire.
  Prerequisite: Spellcraft 10 ranks.
  Benefit: When casting a selective spell with an area effect 
  and a duration of instantaneous, you can choose a number 
  of targets in the area equal to the ability score modifier 
  used to determine bonus spells of the same type (Charisma 
  for bards, oracles, paladins, sorcerers, and summoners; 
  Intelligence for witches and wizards; Wisdom for clerics, 
  druids, inquisitors, and rangers). These targets are excluded 
  from the effects of your spell.
  Level Increase: +1 (a selective spell uses up a spell slot 
  one level higher than the spell’s actual level.)
  Spells that do not have an area of effect or a duration of 
  instantaneous do not benefit from this feat.
  
  SHADOW GRASP  
  (METAMAGIC)
  Your darkness spells have substance and bind your foes.
  Prerequisites: Tenebrous Spell, Umbral Spell.
  Benefit: When you cast a spell with the darkness descriptor 
  that affects an area, creatures in the area are entangled. If 
  the spell allows a saving throw, a successful save negates 
  the entangle effect. If the spell does not normally allow a 
  save, a creature can make a Reflex save (DC = the spell’s 
  DC if it had a saving throw) to negate the effect. If the spell 
  allows spell resistance, failing to overcome a creature’s 
  spell resistance means it is not entangled. An entangled 
  creature remains so as long as it is in the area of the spell 
  and for 1 round after it leaves. A creature that leaves and 
  reenters the area must make a new saving throw to avoid 
  becoming entangled. Creatures that succeed at a save to 
  resist being entangled do not have to make additional 
  saves if they stay within the darkened area. You are never 
  impeded by the effects of your spells modified by this feat.
  Level Increase: +1 (a shadow grasp spell uses up a slot one 
  level higher than the spell’s actual level.)
  
  SICKENING SPELL  
  (METAMAGIC)
  You can sicken creatures with your spells.
  Benefit: You can modify a spell to sicken a creature 
  damaged by the spell. When a creature takes damage from 
  this spell, they become sickened for a number of rounds 
  equal to the original level of the spell. If the spell allows 
  a saving throw, a successful save negates the sickening 
  effect. If the spell does not allow a save, the target can 
  make a Fortitude save to negate the sickening effect. If the 
  spell effect also causes the creature to become sickened, 
  the duration of this metamagic effect is added on to the 
  duration of the spell.
  Level Increase: +2 (a sickening spell uses up a spell slot 
  two levels higher than the spell’s actual level.)
  Spells that do not inflict damage do not benefit from this 
  feat.
  
  SILENT SPELL (METAMAGIC)
  You can cast your spells without making any sound.
  Benefit: A silent spell can be cast with no verbal compo-
  nents. Spells without verbal components are not affected.
  Level Increase: +1 (a silent spell uses up a spell slot one 
  level higher than the spell’s actual level.)
  Special: Bard spells cannot be enhanced by this feat.
  
  STILL SPELL (METAMAGIC)
  You can cast spells without moving.
  Benefit: A stilled spell can be cast with no somatic compo-
  nents. Spells without somatic components are not affected.
  Level Increase: +1 (a stilled spell uses up a spell slot one 
  level higher than the spell’s actual level.)
  
  THANATOPIC SPELL  
  (METAMAGIC)
  Your spells can pierce wards against negative energy and 
  even affect undead targets.
  Prerequisites: Knowledge (religion) 6 ranks, Spell Focus 
  (necromancy).
  Benefit: A thanatopic spell pierces defenses and immunities 
  that protect against death effects, negative levels, and energy 
  drain, affecting the target as if the protective barrier did not 
  exist.
  For example, you could cast a thanatopic vampiric touch 
  or enervation spell on a target under the effects of death 
  ward, and the target would suffer the normal effect of the 
  spell. Saving throws and SR (if any) still apply. Undead are 
  susceptible to spells augmented by this feat, as it retunes the 
  negative energy to be harmful to them. A thanatopic spell 
  that would kill a living creature (such as by giving it negative 
  levels equal to its Hit Dice) destroys an undead (though 
  undead such as ghosts, liches, and vampires may reform as 
  normal). Undead affected by thanatopic spells that give nega-
  tive levels automatically make their saving throws to remove 
  negative levels after 24 hours.
  Level Increase: +2 (a thanatopic spell uses up a spell slot 
  two levels higher than the spell’s actual level.)
  Normal: Defenses such as death ward negate death effects, 
  negative levels, and energy drain. Undead are immune to 
  these attacks.
  
  TENEBROUS SPELL  
  (METAMAGIC)
  You blend shadow into your spells, increasing their efficacy 
  at the price of susceptibility to light.
  Benefit: When you cast a tenebrous spell in darkness 
  or dim light, the spell’s effective caster level and any 
  associated save DCs are increased by 1. Any attempts at 
  dispelling a tenebrous spell in darkness or dim light take a 
  –2 penalty on the dispel check.
  Casting a tenebrous spell in bright light is difficult, 
  and requires a concentration check (DC 15 + twice the 
  tenebrous spell’s effective spell level). Attempts to dispel 
  a tenebrous spell in bright light gain a +4 bonus on the 
  dispel check.
  You cannot use this feat on spells with the light descriptor. 
  A tenebrous spell uses up a spell Slot one level higher than 
  the spell’s actual level, except in the case of spells with the 
  darkness or shadow descriptor or of the illusion (shadow) 
  subschool; this feat does not change the effective level of 
  those spells (but still counts as using a metamagic feat for 
  all other purposes).
  
  THREATENING ILLUSION 
  (METAMAGIC)
  You’ve mastered the art of making illusions that force foes to 
  divide their attention in combat.
  Prerequisites: Spell Focus (illusion), gnome.
  Benefit: You can use this metamagic feat only on illusion 
  (figment) spells.
  A threatening illusion spell causes one target to believe your illu-
  sion is a threat. Choose one 5-foot square within the area of your 
  illusion; that square threatens the target as long as it is adjacent. 
  Thus, if you or an ally is on the opposite side of the target, it is 
  considered flanking. Normally the area must contain an illusory 
  creature of Small or Medium size. However, you can select one 
  square of a larger illusory creature to threaten the target. For 
  example, an illusory Large ogre takes up four 5-foot squares; you 
  select one square to be the source of the threat, and its other three 
  squares do not threaten anyone. If the target has reason to believe 
  there is an invisible creature in the vicinity, even an auditory 
  illusion with no visual elements (such as ghost sound) is sufficient 
  to convince the target that the selected square contains an actual 
  threat. As long as you maintain the illusion, you can change the 
  location of the threatening square as a swift action. When you 
  threaten a target with this spell, the foe may make a Will save to 
  disbelieve (DC 10 + threatening spell’s level + your spellcasting 
  ability score modifier). If the target makes this save, the threat-
  ening effect of this feat no longer applies to it.
  Level Increase: +1 (a threatening illusion takes up a spell slot one 
  level higher than normal.)
  Normal: Illusion spells do not threaten squares.
  
  THRENODIC SPELL  
  (METAMAGIC)
  You can convert mind-affecting magic to necromantic 
  power capable of controlling undead.
  Prerequisites: Knowledge (religion) 6 ranks, Spell Focus 
  (necromancy).
  Benefit: This feat only works on mind-affecting spells. 
  A threnodic spell affects undead creatures (even mindless 
  undead) as if they weren’t immune to mind-affecting 
  effects, but has no effect on living creatures.
  Level Increase: +2 (a threnodic spell uses up a spell slot 
  two level higher than the spell’s actual level.)
  Normal: Undead are immune to mind-affecting effects.
  
  THUNDERING SPELL  
  (METAMAGIC)
  You can conjure your spells into existence with blaring 
  thunder or fearful shrieks, deafening creatures damaged by 
  their effects.
  Benefit: You can modify a spell to deafen a creature 
  damaged by the spell. When a creature takes damage from 
  this spell, it becomes deafened for a number of rounds 
  equal to the original level of the spell. If the spell allows 
  a saving throw, a successful save negates the deafening 
  effect. If the spell does not allow a save, the target can 
  make a Fortitude save to negate the deafening effect. If the 
  spell effect also causes the creature to become deafened, 
  the duration of this metamagic effect is added to the dura-
  tion of the spell.
  Level Increase: +2 (a thundering spell uses up a spell slot 
  two levels higher than the spell’s actual level.)
  Spells that do not inflict damage do not benefit from this 
  feat.
  
  TOPPLING SPELL  
  (METAMAGIC)
  Your spells with the force descriptor knock the affected 
  creatures prone.
  Benefit: The impact of your force spell is strong enough 
  to knock the target prone. If the target takes damage, fails 
  its saving throw, or is moved by your force spell, make a 
  trip check against the target, using your caster level plus 
  your casting ability score bonus (Wisdom for clerics, Intel-
  ligence for wizards, and so on). This does not provoke an 
  attack of opportunity. If the check fails, the target cannot 
  attempt to trip you or the force effect in response.
  A toppling spell only affects spells with the force 
  descriptor.
  Level Increase: +1 (a toppling spell uses up a spell slot one 
  level higher than the spell’s actual level.)
  
  UMBRAL SPELL  
  (METAMAGIC)
  Targets of your darkness spells radiate darkness.
  Prerequisite: Tenebrous Spell.
  Benefit: An umbral spell gains the darkness descriptor. As 
  long as the spell is in effect, the creature or object affected 
  radiates darkness in a 10-foot radius, reducing illumination 
  similar to the effects of the darkness spell. Nonmagical 
  sources of light, such as torches or lanterns, do not increase 
  the light level in this area. Magical light sources only 
  increase the light level in an area affected by an umbral 
  spell if they are of a higher level than the umbral spell’s 
  unmodified spell level. This effect does not stack with itself 
  or with any other effect that creates darkness.
  Level Increase: +2 (an umbral spell uses up a spell slot 
  two levels higher than the spell’s actual level.)
  You cannot use this feat on a spell with an instantaneous 
  duration or a spell that does not target a creature or object.
  
  WIDEN SPELL (METAMAGIC)
  You can cast your spells so that they occupy a larger space.
  Benefit: You can alter a burst, emanation, or spread-shaped 
  spell to increase its area. Any numeric measurements of the 
  spell’s area increase by 100%.
  Level Increase: +3 (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.
  
  CREDITS
  Spellcard data obtained from Perram’s Spellbook © 2011 
  Jefferson Jay Thacker (http://www.thegm.org/) Spell data created 
  by Mike Chopswil, (http://d20pfsrd.com/magic/spells-db)
  Designation of Open Game Content: All Text
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. 
  Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Ultimate Spell Decks: Metamagic Feats Cards, Copyright 2014, 
  Louis Porter Jr. Design, Inc.
  
  METAMAGIC 
  FEAT CARDS
  ULTIMATE 
  SPELL DECKS
  LPJ9382
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9382 - Ultimate Spell Decks - Metamagic Feats.pdf