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Meta Magic

Adamant Spell

When you cast a spell, you can expend Sorcery Points equal to the spell's level and grant it immunity to anti-magic spells and effects like counterspell ll or anti-magic field.

Aimed 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 instead focus the spell's energy into a spell attack. The spell must be incapable of targeting more than one creature at the spell's current level. You make a melee spell attack against the target if the spell has a range of touch, and a ranged spell attack if the spell has a range of 5 feet or greater. On a hit, the spell takes effect as if the creature had failed its first saving throw against the spell.

Careful Spell

When you cast a spell that deals damage or forces a saving throw, you can spend 1 Sorcery Point and choose a number of creatures up to your Charisma modifier (minimum of 1), which can include yourself. These creatures can ignore the effects of the spell for its duration.

Delayed Spell

When you cast a spell, you can delay its effects. To do so, you spend 1 sorcery point and choose a number of rounds up to your Constitution modifier (minimum of one). At the beginning of your turn after the chosen number of rounds has passed, the spell takes effect. All determinations for the spell that are made by you, such as its targets, direction, or shape, are made when the spell is cast, while determinations made by the spell's targets, such as saving throws, are made when the spell takes effect. If the spell requires concentration, you only begin concentrating on it once it has taken effect. If any of the spell's parameters become invalid when it is about to take effect, such as when none of its targets are within range, the spell fails. A delayed spell that has not taken effect lingers in place as an intangible, glowing bead of magic that can be the target of a dispel magic spell. You can cause the spell to take effect earlier by using your action. When you cast a spell that has a casting time of 1 bonus action, you can spend 1 sorcery point to change the casting time to 1 action for this casting. For each round the Spell was delayed, the spell acts as if it was cast with a spell slot 1 level higher.

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 Constitution 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.

Empowered Cantrip

When you cast a Sorcerer Cantrip you can expend 1 Sorcery Point to increase the power of that Cantrip to its next level.

For example, a 3rd level Sorcerer can expend 1 Sorcery Point to cast firebolt as if they were a 5th level Sorcerer, and that firebolt will deal 2d10 fire damage in place of 1d10.

Explosive Spell

When you cast a spell that has an area of effect, has a duration of instantaneous, and forces a creature to make a Dexterity saving throw to resist its effects, you can spend 1 sorcery point to blast an affected creature off its feet. On a failed saving throw, the spell has the additional effect of pushing a creature in a straight line towards the nearest edge of the spell's area and knocking it prone.

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.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Illusory Spell

When you cast a spell, you can expend 1 Sorcery Point and cause the spell to appear as if it had originated from another creature or object you can see in range. The spell's range is still limited by your location.

If a creature attempts to use a feature to stop the spell from being cast, such as the counterspell spell, it has disadvantage on any ability checks it makes as part of that feature or spell.

Imbued Spell

When you cast a spell with a range of self, you can expend
1 Sorcery Point to cast it with a range of touch, targeting a willing creature you touch. If it requires concentration, the target of the spell concentrates on this effect, not you.

Maximized Spell

When you roll damage for a spell of 1st level or higher, you can spend a number of sorcery points equal to the spell's level to deal maximum damage to one target of the spell.

Potent Spell

When one or more creatures would take no damage following a successful saving throw against a spell you cast either as part of the spell's effect, a feature, or some other effect other than having immunity to all of the spell's damage types, you can spend sorcery points equal to the spell's level to deal half the spell's damage to one of those creatures (1 sorcery point if the spell is a cantrip). The creature suffers no additional effect from the spell.

Piercing Spell

When you cast a spell that deals damage, you can expend 1 Sorcery Point and choose one type of damage dealt by the spell. For this spell, that type of damage ignores resistance to that type of damage, and treats immunity to it as resistance.

Phantom Spell

When you cast a spell, you can spend 2 sorcery points to cause your spell to ignore all non-magical sources of cover, including total cover. A source of cover with more that 10 feet of thickness between the spell and the target is unaffected. This does not grant you any special ability to see a creature who is behind cover, but it can include them in area effects.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Ruinous Spell

When you cast a spell of 1st level or higher that has an area of effect and a duration of instantaneous, you can spend 1 sorcery point to devastate the spell's area, turning it into difficult terrain for a number of rounds equal to half the spell's level, rounded up.

Stacking Spell

When you cast a spell with an ongoing effect, you can spend sorcery points equal to 1 + the spell's level to allow that spell's effects to stack with up to one other casting of the same spell, ignoring the normal restrictions for combining magical effects. All rolls and effects made for the two spells are still resolved separately.

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.

Siphoning Spell

When you deal damage to a creature with a spell, you can expend 2 Sorcery Points to gain temporary hit points equal to half the damage dealt to one target of that spell. Temporary hit points from this Metamagic only last for 10 minutes.

Shifted Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects and has a duration of instantaneous, you can spend a number of sorcery points equal to the spell's level to change the saving throw for one target of the spell from one ability score to another of your choice. If the original saving throw uses a physical ability score (Strength, Dexterity, or Constitution), the new saving throw must be chosen between the other two physical ability scores. Similarly, if the original saving throw uses a mental ability score (Intelligence, Wisdom, or Charisma), the new saving throw must be chosen between the other two mental ability scores.

Sturdy Spell

When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend 1 Sorcery Point to gain advantage on your roll.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Transdimensional Spell

When you cast a spell, you can spend 1 sorcery point to allow it to affect creatures that are in the Ethereal Plane or are in an extradimensional space such as one created by a rope trick spell. A creature need not be visible to you to be affected unless the spell requires you to target the creature.

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, thunder.

Twinned Spell

When you cast a spell that is incapable of targeting more than one creature at the spell's current level 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).

Widened Spell

When you cast a spell that has an area of effect, you can spend a number of sorcery points up to half the spell's level, rounded up, to increase each of the area's dimensions by 5 feet for each sorcery point spent (1 sorcery point if the spell is a cantrip).


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