Right now all the meta magic feats are the same and really don't allow for any kind of specialization of character. All we have are the following:
1) Maximize: x2 damage
2) Empower: x1.5 damage
3) Heightened: Increases spell level
4) Extend: Doubles duration
5) Enlarge: Doubles range
6) Quicken: No concentration check and increases casting time.
7) Empower Healing: x1.5 on heal spells only
This is just sad in my opinion because there are some nice meta-magic feats out there that would add some depth to the game instead of having everyone with the same old metas.
Energy substitution:
Prerequisites: any other meta-magic feat.
Cost: +10 sp
Effect: You have to choose one type of energy (Acid, cold, electricity, or fire)*. You can then modify any spell with an energy descriptor (fireball for example) and substitute the energy type you’ve chosen with it.
*Sonic isn’t one of the options and you have to take a feat every time you want to deal with a different energy type and the way things are, Fire and Electricity are on completely different lines of enhancements.
Born of the Three Thunders:
Prerequisites: Energy Substitution (Electricity)
Cost: +10 sp and daze (see description)
Effect: Any spell with either the electricity descriptor or sonic descriptor can now deal half of its damage as sonic and electricity. This effect also at the spells end causes a mighty thunderclap ability that stuns (not auto crit.) anyone who fails to make a fort. save (same as the spell DC) for one round (six seconds). This metamagic feat however has its cost and causes you to become dazed (auto crit on you) for six seconds or half the duration of the spell, whichever is longer.
Lord of the Uttercold:
Prerequisites: Energy Substitution (Cold), Caster level 5
Cost: +10 sp
Effect: Cold spells now deal half their damage as negative energy. Creatures immune to cold spells are only immune to that half of the spell and creatures that are healed by negative energy and healed by half the spell as well.
Fortify Spell:
Prerequisites: Any other metamagic feat
Cost: +20 sp
Effect: The spell cast by this metamagic feat gets a +4 to spell penetration checks.
Widen Spell:
Prerequisites: None
Cost: +25
Effect: The area of effect that your spell has is doubled. For example if you would cast a mass hold person, the area of effect that it would have is doubled.
These are just a couple of the metamagic feats that I believe would do well in the game. Please tell me your responses to these, are they overpowered or underpowered, does the cost balance the effect or are the cost too great. Just keep in mind with this that these metamagic feats are going to take the places of feats that some are going to have to sacrifice to get and others might take hits in other areas to become better in another.