Metamagic v1.0.1 #


Contained within are changes listed for all Metamagic Options that have received them.

Metamagic Options #

Name Sorcery Point Cost Effect
Careful Spell 1 Point 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, 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.
Distant Spell 1 Point When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
Empowered Spell 1 Point 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), and you must use the new rolls.
You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Extended Spell 1 Point 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 2 Point When you cast a spell that forces a Creature to make a Saving Throw, you can spend 2 Sorcery Points to give one target of the spell disadvantage on saves against the spell.
Quickened Spell 2 Point 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.
Seeking Spell 1 Point If you make an Attack Roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Subtle Spell 1 Point 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 or that have a cost specified in the spell.
Transmuted Spell 1 Point 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 1 Point When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional Creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.