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Meta Magic

Basal Spell
When you cast a spell, you can spend 1 sorcery point to alter its basal composition, creating a wild piece of magic. Other magic-users that interact with your basal spell find its composition difficult to decipher.
The detect magic spell cannot perceive your affected spell unless detect magic is cast with a spell slot of equal or higher level.
A basal spell is also resistant to other spellcasters’ alteration, dispelation, or countermagical attempts.
 
Unless the creature generating the countermagic also knows this Metamagic option, increase the DC for any ability check of counterspell, dispel magic, or similar effects. The increase is equal to your proficiency bonus. This penalty is ignored by any countermagical effect that requires no roll, either innately or because of the comparative level of its spell slot.


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.


Chained Spell
Prerequisite: Must Have Seen It Used Before
When you chain a spell, it affects two targets, one within normal range of you and another within normal range of your first target. Count the range for the second target as if the spell originated from the first target.
 
A chained spell requires a number of sorcery points equal to the level of the spell, or 1 sorcery point in the case of a cantrip. If the spell calls for a costly material component, you must provide double the normal component requirement.
 
To be eligible for this option, a spell must be of 5th level or lower with a casting time of 1 action or 1 bonus action. It must target a creature or object and be incapable of affecting more than one target at its current level. The spell must have a range greater than self or touch, and it cannot be one that requires you to make a weapon attack or spell attack as part of its casting.


Constrained Spell
Prerequisite: Level 8
When you cast a spell that affects an area in the shape of a cone, cube, cylinder, line, or sphere, you can reduce the area of the spell. A spell of up to 5th level requires 1 sorcery point to affect. A spell of 6th level or higher requires 2 sorcery points.
The type of reduction you can apply is specific to the area’s shape. You can reduce (to a minimum of 10 feet) the height of a cylinder, the length of every side of a cube, the length and width of a cone, or the length of a line. You can also reduce (to a minimum of 5 feet) the radius of a sphere or cylinder.


Disguised Spell
Prerequisite: Level 8
When you cast a spell, you can spend 1 sorcery point to make it appear that you are casting a different spell that you know or have prepared. This other spell must have the same casting time as the spell you are truly casting. Anyone attempting to identify your true spell as you cast it, through magic or through ability checks to recognize its spell components, will identify it as the disguise spell.
This option does not alter any observable effects of the spell itself, like the flames of a fireball. If the spell is sufficiently unsubtle, it will be recognizable after it is cast, regardless of the deceptive nature of the casting.


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.


Emotional Spell
When you cast a spell that can inflict the charmed or frightened condition, you can spend 1 sorcery point to heighten the effect. The spell’s duration is doubled, and one target has disadvantage on its first saving throw made against the spell. If the spell affects multiple creatures, choose which creature will have its saving throw affected before saving throws are rolled.


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.


Energized Spell
Prerequisite: Level 8
When you cast a spell that normally inflicts acid, cold, fire, lightning, or thunder damage, you can spend 1 sorcery point to change the damage type to one other of these damage types. If the same spell normally inflicts multiple damage types from this list, you can change any number of them to the selected damage type.


Expanded Spell
Prerequisite: Level 8
When you cast a spell that affects an area in the shape of a cone, cube, cylinder, line, or sphere, you can spend sorcery points to expand the area that the spell covers. A spell of up to 5th level requires 2 sorcery points to affect. A spell of 6th level or higher requires 3 sorcery points.
 
The type of increase is specific to the area’s shape. You increase the radius of a sphere, or the radius and height of a cylinder, by 5 feet. You increase the length and width of a cone, or the length of every side of a cube, by 10 feet. In the case of a line, you increase the length by 20 feet.


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.


Locational Spell
Prerequisite: Level 12
When you cast a spell, you can spend 2 sorcery points to originate the magic from a nearby location. Choose a point you can see within 20 feet of you as your spell origin point. Your spell is treated as having been cast from that point, as though you were there instead of your current location. Calculate ranges, emanations, and cover as from that location.
 
If your spell creates a persistent area of effect that would normally move with you, the area does not move.
 
If your spell affects targets that you must specify, you must also be able to perceive or otherwise select those targets from your current location.
 
If your spell requires one or more ranged spell attacks, these do not suffer disadvantage for an enemy being within 5 feet of you or within 5 feet of your spell’s origin point.


Maximized Spell
Prerequisite: Level 12
When you cast a spell that requires you to roll damage dice, you can spend sorcery points to maximize some of those dice results.
 
You must apply this Metamagic option before you roll for damage. Spend any number of sorcery points and set aside the same number of the spell’s damage dice without rolling them. Each of these dice produces its maximum possible damage result. Any unaffected damage dice are rolled as normal.


Narrowed Spell
Prerequisite: Level 8
When you cast a spell that normally affects an area in the shape of a cone, cube, cylinder, or sphere, you can spend 1 sorcery point to instead affect an area in the shape of a line.
 
The line emanates from you. If the spell originally created a cylinder or sphere, the length is quadruple the original radius. If the spell originally created a cone or cube, the length is double the normal length of the cone or double the normal length of one of the cube’s sides.


Preserved Spell
When you cast a spell with a concentration duration, you can spend 1 sorcery point to apply this Metamagic option. Any concentration checks you make to preserve the spell are rolled with advantage.


Protracted Spell
Prerequisite: Level 8
If you cast a spell that has a duration of 1 minute or longer, you can later use your action and spend 1 sorcery point to renew the spell’s duration prior to its expiration. The spell must still be active to invoke this technique. This is an exception to the general rule that requires a spell to be affected as it is cast.
 
When invoked, this Metamagic option resets the spell’s full duration as if it began the moment you invoked this option. The area or targets affected must still be viable targets when you use this option, as though you were recasting the spell; they cannot now be imperceptible to you, out of range, or otherwise unaffectable according to the terms of the spell.
 
This Metamagic option can be used on the same spell multiple times, but the spell’s total duration cannot be extended beyond 24 hours.


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.


Rapid Ritual Spell
Prerequisite: Level 8
When you cast the affected spell as a ritual, you can spend sorcery points equal to the spell’s level to forego the additional 10 minutes of casting time. A spell requires ritualized verbal and somatic components to cast this way, even if it did not otherwise need those components.


Redoubled Spell
Prerequisite: Level 8
When you cast a spell of 1st-level or higher, you can spend 2 sorcery points and designate a viable secondary target in case your spell fails to affect its original target.
 
The spell you affect must be one that targets a single creature and it must be incapable of affecting more than one creature at its current level. The spell must also be one that requires you to make a spell attack or one that requires your target to make a saving throw.
 
If your first spell attack for the spell misses or the target succeeds on its first saving throw, the magic automatically shifts to the secondary target you designated; the primary target is completely unaffected as though it had never been targeted. Roll your spell attack against the new target or have the secondary target roll the saving throw, whichever is required by the spell’s description.
 
If your affected spell successfully affects the primary target, the redoubled spell does not apply to the secondary target and you immediately recover 1 of the sorcery points you spent for this option.


Spectral Spell
When you cast a spell that would inflict necrotic or poison damage, or would impose the charmed, frightened, or poisoned condition, you can spend 1 sorcery point to infuse your magic with a disruptive energy that is harmful to the undead.
The affected spell ignores any undead creature’s resistance or immunity to necrotic and poison damage. It further ignores any undead creature’s immunity to the charmed, frightened, and poisoned conditions.


Subduing Spell
When you cast a spell that inflicts damage, you can spend 1 sorcery point to apply this Metamagic option. If the spell inflicts damage sufficient to reduce any affected creature to 0 hit points, that creature is knocked out rather than being killed, even if it would normally be killed by the Instant Death rule. Any affected creatures that are reduced to 0 hit points fall unconscious and are stable.


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


Traveling Spell
Immediately after you cast a spell of 1st or higher level that targets a creature or object, you can spend 2 sorcery points to teleport to an unoccupied location you can see within 5 feet of the target.


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 and chromatic orb are.


Vampiric Spell
Prerequisite: Level 8
When you cast a spell that inflicts necrotic or poison damage on one or more targets other than yourself, you can spend 1 sorcery point to draw healing energy from your victim. After the spell’s damage is determined, you can activate this Metamagic option to regain hit points equal to the necrotic or poison damage inflicted upon one of the spell’s targets. If the spell affects multiple targets, you choose which target’s necrotic or poison damage you receive as healing. If you select a creature that resisted or reduced the damage, you heal the lesser amount.
 
For each use of this Metamagic option, you cannot regain more hit points than your character level. If the spell you cast is one that normally heals you, like the vampiric touch spell, subtract those points from the amount of healing you gain through this Metamagic option.

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