Expanded Metamagic List
Accurate Spell
When you cast a spell that requires a spell attack roll or saving throw, you can spend 1 spell point to get a +2 bonus on the spell attack roll or DC of the spell.
Bouncing Spell
When a creature succeeds at a saving throw against a
single-target spell you cast, you can spend 2 sorcery points to cast the spell
again, targeting another creature of your choice within 30 ft. of the original
target.
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.
Chain 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 spell points equal to the spell's level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip). You can choose to target a number of creatures equal to your Charisma modifier, spending a number of spell points equal to the spell’s level for each target after the first. To be eligible for Chain Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Contingent Spell
When you cast a spell of 5th level or lower, you may spend 2 sorcery points to delay the spell, casting it when certain circumstances have been met. These circumstances are designated when you cast the spell and cannot be changed afterword. The spell’s energy fades after 8 hours if it has not been triggered.
Displacing Spell
When you hit a creature with a spell attack, you can spend 1 spell point. Pushing the creature 10 feet in the direction of your choice.
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.
Double Cast 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 (1 sorcery point if the spell is a cantrip), to cast a different spell at the same target. The second spell must be of the same level or lower, target only one creature and not have a range of self. You must expend the appropriate spell slot for both spells.
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 Charisma 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.
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.
Misdirected Spell
When you cast a spell that originates from you, you can expend 2 sorcery points to cause the spell to appear as if it had originated from a point of your choice within 30 feet of you that you can see.
Overcharged Spell
When you cast a spell has one target, and requires you to make a ranged spell attack, you can expend 2 sorcery points to increase the critical hit range, allowing you to score a critical hit on a roll of 19 or 20 on the d20.
Potent Spell
When you cast a spell that deals damage, you can expend 2 sorcery point to cause the spell to ignore any resistances to one of the spell's damage types.
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.
Sculpt Spell
When you cast a spell that affects other creatures that you can see, you can spend 1 spell point per creature, you can choose a number of creatures equal to your Charisma modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcerer 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.
Silent Spell
When you cast a spell, you can expend 1 sorcery point to cast a version of the spell that produces no sound. You must still speak the verbal components of the spell aloud, this manifestation only removes the sound of the spell itself.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Tenacious Spell
When a creature attempts to counter or dispel a spell you are casting, you may use your reaction to spend 2 sorcery points. If you do, attempts to counter or dispel are made at disadvantage.
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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Unstable Spell
When you cast a spell that forces a creature to make a saving throw, you can spend 2 sorcery points to have the initial saving throw target an ability score determined by chance. Roll a d12. The spell's initial saving throw is changed to target the ability score from the list below.
Roll Saving Throw
1-2 Strength
3-4 Dexterity
5-6 Constitution
7-8 Wisdom
9-10 Intelligence
11-12 Charisma
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