Name Book Prerequisite Benefit Special
(C) Bend Spell [Metamagic] Dragon Magazine None Cover does little to reduce the effectiveness of your spells. This is all the information I have on this feat, from the KoK Source book. It comes from Issue 291.
(C) Chain Spell [Metamagic] RR (different from T&B one) None This feat allows the caster's spell to arc from target to target. Only spells with an area of "ray" or "cone" are affected by this feat. Spells with an area of "cone" become rays when cast with this. See book for complete details. Page 25.
(C) Chain Spell [Metamagic] Tome and Blood (different from RR one) None You can chain any spell that specifies a single target and has a range greater than touch. THe chained spell affects that target (the primary target) normally, then arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary target. You choose the secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum. If the chained spell deals damage, the secondary targets each take half as many dice of damage as the primar target (rounded down) and can attempt Reflex saving throws for half of the secondary damage. For spells that do not deal points of damage, the save DCs against arcing effects are reducted by 4. A chained spell uses up a spell slot three levels higher than the spell's actual level.  
(C) Cooperative Spell [Metamagic] Tome and Blood Any Metamagic feat You and another spellcaster(s) can simultaneously cast the same spell, but all of you must be standing adjacent to eachother. This adds +2 to the save DC and +1 to caster level checks to beat spell resistance. Use the base DC and level check of the best caster as reference. A Cooperative spell uses a spell slot of the same level as the original spell. For each additional caster, the DC and the check both increase by +1. When more than 2 spellcasters are involved, each must be adjacent to at last two other casters.
(C) Delay Spell [Metamagic] FR/Tome and Blood Any other metamagic feat A delayed spell doesn't activate until 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designated. Only area, personal, and touch spells may be affected by this feat. A delayed spell uses up a spell slot of three levels higher than the spell's actual level.  
(C) Disguise Spell [Metamagic] SS Bardic music ability, 12+ ranks in Perform You have mastered the art of casting spells unobtruseively, mingling verbal and somantic omponents into your performances so skillfully that others rarely catch you in the act. Like a silent, stilled spell, a disguised spell can't be identified through a Spellcraft check. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn't. Unless the spell visibily 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  
(C) Empower Spell [Metamagic] PHB None All variable, numeric effects of an empowered spell are increased by one half. Empowered spells take a spell slot of two higher than the original spell.  
(C) Energy Admixture [Metamagic] MoF/Tome and Blood Energy Substitution, Knowledge(Arcana) 5 ranks Chose one type of energy: acid, cold, electricity fire, or sonic. You can modify a spell with an energy designator to add an equal amount of the chosen type of energy. The altered spell works normally in all respects except the type of damage deal. Thus, an acid fireball cast a 6th level deals 6d6 fire damage, and 6d6 acid damage (roll each set of dice separately). The damage cap for a spell using this feat remains the same as the base spell but counts separately for each type of energy. So an acid fireball cast at 10th level or higher deals 10d6 of each energy type. An Energy Admixture spell takes up a spell slot 4 levels higher than the original spell.  
(C) Energy Substitution [Metamagic] MoF/Tome and Blood Any other metamagic feat, Knowledge(Arcana) 5 ranks Pick an energy type: acid, electricity, cold, fire. You can modify a spell that uses one type of energy to the chosen type of energy. Spell uses a spell slot of the same level.  
(C) Envelop the Wall [Metamagic] KoK Spell caster level 1+ You may increase the level at which you cast a spell, gaining +2 for each level you raise the spell. Thus a fireball cast with a 5th level slot adds +4 to your die roll to see if you penetrate the spell resistance of a target.  
(C) Eschew Materials [Metamagic] Tome and Blood Any Metamagic feat You may cast spells without use of material components (components can not cost more than 1 gp). Spell uses a spell slot of the same level.  
(C) Enlarge Spell [Metamagic] PHB None An enlarged spell's range is doubled. Enlarged spells take a spell slot of one level higher than the original spell.  
(C) Extend Spell [Metamagic] PHB None Extended spell's duration is doubled. Extended spells take up a spell slot of one level higher than the original spell.  
(C) Heighten Spell [Metamagic] PHB None A heightened spell has a spell level of what ever level you want to raise it to. The heightened spell is considered a spell of the new level of the spell you heightened it to.  
(C) Hide Spell [Metamagic] RR None Effects of spell are both silent and invisible. A Hide spell is considered 2 level slots higher than the original. Page 25.
(C) Insidious Magic [Metamagic] FR Shadow Weave Magic You can use the Shadow Weave to make your spells harder for Weave users to detect. See the Forgotten Realms Campaign Setting for details, page 36.  
(C) Irresistible Spell [Metamagic] KoK Spell caster level 7+, Envelope the Wall, Maximize Spell Spells you cast that normally allow a saving throw do not allow a saving throw. An irresistible spell uses up a spell slot 4 levels higher than the spell's actual level.  
(C) Maximize Spell [Metamagic] PHB None All variable numeric effects of a spell are maximized. Maximized spells are considered 3 levels higher than the original spell casted.  
(C) Miser with Magic [Metamagic] KoK Spell caster level 7+ You can make a Spellcraft roll to retain the use of a spell after you cast it. The Spellcraft DC is 10 + twice the spell's level. If you succeed, you manage to conserve enough magical energy, from this and other spells you have cast, that the spell (or spell slots) is not considered spent and may be used again. YOu may only use this ability on a number of spell levels equal to the ability score modifier appropriate to the type of spells you cast. If you fail the roll by 5 or more, you spent insufficient energy to cast the spell at all. You lose the spell or the spell slot, and the spell has no effect.
(C) Pernicious Magic [Metamagic] FR Shadow Weave Magic You can use the Shadow Weave to make your spells harder for Weave users to counter. See the Forgotten Realms Campaign Setting for details, page 37.  
(C) Persistent Spell [Metamagic] FR/Tome and Blood Extend Spell A persistent spell has a duration of 24 hours. The spell must have a personal range or a fixed range (for example, Comprehend Languages or Detect Magic). You are still required to concentrate on spells such as Detect Magic and Detect Thoughts to use their effects. 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 four levels higher than the spell's actual level.  
(C) Quicken Spell [Metamagic] PHB None You can cast the spell as a free action (only one per round). Quicken spells are considered 4 levels higher than their original spell.  
(C) Reach Spell [Metamagic] DoF None 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.  
(C) Repeat Spell [Metamagic] Tome and Blood Any Metamagic feat You cast a spell that repeats the following round exactly as the first. A repeat spell uses up a spell slot 3 levels higher.  
(C) Sacred Spell [Metamagic] DoF None 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 elements" or similar magic. The other half of the damage dealt by the spell is as normal for the spell. 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.  
(C) Sanctum Spell [Metamagic] Tome and Blood Any Metamagic feat A sanctum spell gains an effective spell level of 1 higher than normal if cast in your sanctum, 1 less if not in sanctum. This uses a spell slot of the original spell. A sanctum is an areay previously designated within a 10-foot/level radius from the center. It may be designated within a larger structure, but benefit only holds within the radius. Area must be a site where caster has spent 3 cumulative months in, and once designated, it takes 7 days for the site to become a sanctum. You may only have 1 sanctum at a time.
(C) Sculpt Spell [Metamagic] Tome and Blood Any Metamagic feat You may choose to change the area of effect of your spell to either a cylinder (10 foot radius, 30 feet high), 40 foot cone, a 20 ft. radius ball, 4 10 ft. cubes, or a bolt. A Sculpt spell is considered 1 level slot higher.  
(C) Silent Spell [Metamagic] PHB None You can cast a spell using no verbal components. Silent spells are considered one level higher than the original spell level. Does not affect Bard spells.  
(C) Split Ray [Metamagic] Tome and Blood Any Metamagic feat You can split spells that specify a single target and make a ranged touch attack. Only spells that deal damage can be affected by this feat. THe split ray affects any two targets that are both within the spells range and within 30 feet of each other. Each target takes half as much damage as normally indicated (round down). If desired, you can have both rays attack the same target. A split ray uses up a spell slot of the spells normal level, modified by any other metamagic feats.  
(C) Still Spell [Metamagic] PHB None You can cast a spell without somatic components. Still spells are considered one level higher than the original spell level.  
(C) Subdual Substitution [Metamagic] Tome and Blood Any Metamagic feat, Knowledge (Arcana) 5 ranks Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with a chosen designator to inflict subdual damage instead of energy damage. The subdual spell works normally in all respects except the type of damage dealt. A subdual spell uses a spell slot of the spells normal level, modified by any other metamagic feats.  
(C) Tenacious Magic [Metamagic] FR Shadow Weave Magic You can use the Shadow Weave to make your spells harder for Weave users to dispel. See the Forgotten Realms Campaign Setting for details, page 38.  
(C) Twin Spell [Metamagic] FR/Tome and Blood Any metamagic feat Casting a spell altered by this feat causes the spell to take effect twice on the target, as if you were simultaneously casting the exact same spell two times on the same location or target. Any variables in the spell (such as target, range, ect.) are identical. The target suffers all the effects of both spells individually and receives a saving throw for each (if applicable). A Twin spell takes up a spell slot 4 levels higher than the original spell.  
(C) Widen Spell [Metamagic] MoF/Tome and Blood None You can alter a burst, emanation, or spread spell to increase its area. Spells that do not have an area of one of these three sorts are not affected by this feat. Any numberic measurements of the spell's area incrase by one-half. A widened spell uses up a spell slot three levels higher than the spell's actual level.