Metamagic Effects

Starting at 3rd level, a sorcerer can alter their spells to suit their needs, learning two metamagic effects from the list below. Unless otherwise stated, a sorcerer can only add one metamagic effect to each spell they cast.

A sorcerer learns an additional metamagic effect when they reach 10th level in this class. Whenever a sorcerer gains a level in this class, they can replace one of the metamagic effects they know with a different metamagic effect.

Amplified Spell – When a sorcerer casts a spell, they can spend Sorcery Points equal to its rank (minimum 1 Sorcery Point for cantrips) to amplify the spell as though they had added a material component to it.

Careful Spell – When a sorcerer casts a spell that forces other creatures to make a saving throw, they can spend 1 Sorcery Point and choose a number of creatures equal to their Wisdom modifier. Those creatures automatically pass their saving throw against this spell.

Distant Spell – When a sorcerer casts a spell with a range other than Self, they can spend 1 Sorcery Point to either add 10 yards to the spell’s range or triple it.

Emphatic Spell – When a sorcerer casts a spell, they can spend 2 Sorcery Points to impose disadvantage on any ability check made to counter or dispel it.

Empowered Spell – When a sorcerer rolls for a spell’s effect (usually damage or healing), they can spend 1 Spell Point to reroll a number of dice equal to their Constitution modifier. A sorcerer can add this effect even if they’ve already added another effect.

Escalated Spell – When a sorcerer casts a spell, they can spend 2 Sorcery Points to cast it at one rank higher than normal, usually increasing damage, extending duration, or adding an additional target.

Heightened Spell – When a sorcerer casts a spell that forces a creature to make a saving throw to resist its effects, the sorcerer can spend 3 Sorcery Points to give one target of the spell disadvantage on their first saving throw against the spell.

Persistent Spell – When a sorcerer casts a spell that requires concentration, they can spend 1 Sorcery Point to focus on it. The sorcerer adds their Charisma modifier to any saving throw they make to maintain concentration on that spell.

Prolonged Spell – When a sorcerer casts a spell with a duration of 1 minute or longer, they can spend 1 Sorcery Point to double its duration, up to 24 hours.

Quickened Spell – A sorcerer can spend 2 Sorcery Points and a bonus action to cast any spell or cantrip they know that has a casting time of an action.

Seeking Spell – When a sorcerer misses an attack roll for a spell, they can spend 2 Sorcery Points to reroll their attack. A sorcerer can add this effect to a spell even if they’ve already added another effect.

Subtle Spell – When a sorcerer casts a spell, they can spend 1 Sorcery Point to cast it without completing verbal or somatic components.

Transmuted Spell – When a sorcerer casts a spell that deals acid, cold, fire, force, or lightning damage, they can spend 1 Sorcery Point to change the damage to another of those types.

Twinned Spell – When a sorcerer casts a spell that targets only one creature, they can spend a number of Sorcery Points equal to its rank (minimum 1 Sorcery Point for cantrips) to have that spell target another creature within range.

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