Metamagic | Generic, Text | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Metamagic

At 3rd Level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another two at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
 
Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
 
Dampened Spell: When a creature you see casts a damaging spell, you can use a reaction and 1 sorcery point to force the creature reroll a number of damage dice up to your Spellcaster modifier (minimum of one). The creature must use the new rolls.
 
Diminished Spell: When a creature you see casts a saving throw spell, you can use a reaction and 3 sorcery points to give one target of the spell advantage on its first saving throw made against the spell. You can spend an additional 3 sorcery points for each additional creature you want to benefit this Metamagic.
 
Distant Spell: When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you Cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
 
Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Spellcaster modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
 
Enlarge Spell: When you cast a spell that affects an area, you may expend 2 sorcery points. If the effect is a line, its width increases by 5 feet. If the effect is a cube or sphere, its radius increases by 5 feet. If the effect is a cone, its length increases by 10 feet. If the effect is a cylinder, either the radius or the height increases by 5 feet. You may expend additional sorcery points to enlarge the spell by an additional 5 feet for every additional sorcery point spent this way. You cannot spend more total sorcery points than your Spellcaster modifier on this metamagic.
 
Extended Spell: When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
 
Heightened Spell: When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to give one target of the spell disadvantage on its saving throw made against the spell.
 
Redirected Spell: When a creature you see casts a single-target spell at a creature within 30ft of you, you can use a reaction and 2 sorcery points to become the target of the spell instead. Spells with a range shorter than 30 feet are ineligible for this spell.
 
Seeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
 
Subtle Spell: When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell. You can use Subtle Spell even if you have already used a different Metamagic option during the casting of the spell.
 
Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
 
Twinned Spell: When you Cast a Spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
 
Unerring Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.
 
Quickened Spell: When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a spell of 1st level or higher on the current turn, nor can you cast a spell of 1st level or higher spell on this turn after modifying a spell in this way.

Created by

Falme.

Statblock Type

Generic, Text

Link/Embed