Extend Spell — Magic That Lasts

A ward that survives a longer watch or a spell that endures through a difficult journey can spare a spellcaster precious resources. Extending a duration is useful only when the underlying spell can actually be extended and the correct casting rules are used.
At a Glance
| D&D 2024 | Extended Spell: Sorcerer Metamagic, 1 Sorcery Point, doubles eligible duration up to 24 hours and grants Advantage on saves to maintain Concentration |
|---|---|
| D&D 2014 | Extended Spell: Sorcerer Metamagic, 1 Sorcery Point, doubles eligible duration up to 24 hours |
| Pathfinder 1e | Extend Spell: Metamagic feat, doubles eligible duration, uses a slot 1 level higher |
| D&D 3.5e | Extend Spell: Metamagic feat, doubles eligible duration, uses a slot 1 level higher |
Extend Spell Rules by Edition
Extended Spell — D&D 2024
Type: Sorcerer Metamagic option, not a feat. Cost: 1 Sorcery Point. When casting a spell lasting one minute or longer, double its duration up to a maximum of 24 hours. If that spell requires Concentration, you have Advantage on saving throws to maintain that Concentration.
Example: Casting Fly with Extended Spell doubles its normal ten-minute duration to twenty minutes, subject to maintaining Concentration. Saving throws made to maintain Concentration on that spell have Advantage.
Extended Spell — D&D 2014
Type: Sorcerer Metamagic option, not a feat. Cost: 1 Sorcery Point. When you cast a spell with duration of one minute or longer, double its duration to a maximum of 24 hours.
Example: Fly lasts twenty minutes rather than ten if the caster maintains Concentration. Unlike the 2024 version, this Metamagic option does not grant Advantage on saving throws to keep Concentration.
Extend Spell — Pathfinder 1e
Type: Metamagic feat. Prerequisites: None. Double the duration of a spell with an eligible time-based duration. A spell with an instantaneous, permanent or concentration duration cannot be extended by this feat. An extended spell uses a spell slot one level higher than normal.
Example: Mage armor normally lasts one hour per caster level; applying Extend Spell makes it last two hours per caster level and normally costs one extra spell-slot level.
The normal metamagic casting-time rules for spontaneous spells continue to apply.
Extend Spell — D&D 3.5e
Type: Metamagic feat. Prerequisites: None. Double an eligible spell’s duration using a spell slot one level above the spell’s normal level. The feat does not affect spells with instantaneous, permanent or Concentration durations.
Example: A 1st-level mage armor spell that would last five hours instead lasts ten hours at caster level five, using a 2nd-level slot.
When to Extend a Spell
Prepare longer protection before a watch, a dangerous crossing or an encounter expected to outlast the usual magic. Check the original spell’s duration before applying any Metamagic. Extending a spell does not alter its area, damage, range, components or target restrictions.
Related rules: Enlarge Spell · Quicken Spell · Sorcerer.
Sources and Licensing
Older Extend Spell feat mechanics derive from the Pathfinder 1e Core Rulebook and D&D 3.5e SRD, under their respective Open Game Content licenses. The modern D&D Extended Spell options belong to Sorcerer Metamagic and are separately described rather than treated as the same legacy feat.
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