Metamagic with Level Scaling

by NovaDominus

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Metamagic with level scaling

When using a metamagic improvement the properties of the original metamagic still apply unless they are overridden by the improvement. Both 10th level and 17th level improvements can be used at the same time. Improvements only apply if your sorcerer level meets the prerequisite.

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.

  • 10th level: You may spend an additional sorcery point to have chosen creatures take no damage if they would normally take half damage on a successful save.
  • 17th level: you may spend 2 additional sorcery points to have chosen creatures gain temporary hp equal to half your class level + the level of the spell slot used. These temporary hitpoints last until the end of your next turn.

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, allowing you to cast the spell on a target within range listed in the spell.

  • 10th level: You may spend an additional sorcery point to triple the range of a spell or increase the range of a touch spell to 60 feet.
  • 17th level: You may spend 4 additional sorcery points to make a spell with a range of self have a range of 30 feet on a willing target. If a melee or ranged weapon attack needs to be rolled as part of the spell, the target can't apply damage increasing class features such as divine smite or sneak attack and it is a spell attack for this casting of the spell. A creature benefiting from a self range spell cast using this improvement uses your spell attack bonus and save DC for the purposes of that spell, and the spell treats the creature as the caster for all other purposes except concentration which is still the responsibility of the original caster.

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.

  • 10th level: When you hit with a spell attack you may spend an additional sorcery point to add your charisma modifier to the damage total. In addition you choose which of the dice is used for the damage roll when you reroll the damage dice.

  • 17th level: you may spend 3 additional sorcery points to increase the damage of your spells. Roll additional dice equal to half of the spell's damage dice.

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.

  • 10th level: you can spend a number of sorcery points to multiply a spell's duration a number of times equal to the number of sorcery points spent + 1 to a maximum duration of 24 hours.
  • 17th level: You may spend 3 additional sorcery points to concentrate on an additional concentration spell. You can only concentrate on one additional spell using this metamgaic, the first concentration spell cast ending if you use this metamagic to concentrate on an additional spell after use of this feature. If you need to make a concentration save you must make a save for each spell you are concentrating on.

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.

  • 10th level: you may spend 2 additional sorcery points to subtract your charisma modifier (minimum of 1) from the target’s roll.
  • 17th level: You may spend 4 additional sorcery points to make a creature fail a save. You can use this improvement a number of times equal to your proficiency regaining all uses on a long rest.

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.

  • 10th level: You may spend an additional sorcery point to be able to use a disengage action as part of the same bonus action. In addition, you can cast another spell of 1st level or higher as an action this turn.
  • 17th level: You may spend 2 additional sorcery points to cast a cantrip as part of the same bonus action.

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.

  • 10th level: You may spend an additional sorcery point to have the spell ignore half cover. You may also spend an additional 1 to 3 sorcery points to increase your attack roll by 2 for each point spent potentially turning a miss into a hit.
  • 17th level: you may spend 2 additional sorcery points to have the spell ignore half and three-quarters cover. In addition, any attack roll you make is a critical hit on a roll of 18 through 20 on the d20.

Subtle spell

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

  • 10th level: You may spend an additional sorcery point to mask the casting of a spell. Creatures within 35 feet of the spell's effect must roll an arcana check against your spell save DC. If they fail the check they are unable to identify the spell as magical even if they have senses, abilities or spells that would allow them to do so and they can't identify you as the caster. The creature will rationalize any illogical outcomes that come about from the spells casting. For example a fireball may be seen as a gas leak.
  • 17th level: You may spend 4 additional sorcery points to cast the spell without material components, including costly components, but not if components are consumed.

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.

  • 10th level: You may spend an additional 3 sorcery point to prime yourself with elemental energy. For a number of rounds equal to your proficiency bonus, ending at the end of your turn that round, when you cast a spell that deals a type of damage from the following list, you may change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. While under the effects of this metamagic Spells of the listed damage types also ignore resistance when calculating damage.
  • 17th level: You may spend 4 additional sorcery points to treat immunity as resistance if the target is immune to an element of the following types: acid, cold, fire, lightning, poison, thunder. If used in tandem with the previous improvement, this lasts a number of turns equal to half your proficiency bonus ending at the end of your turn.

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.

  • 10th level: you may spend two additional sorcery points to have the spell target the same creature. The effects of the spell affected by this mettamagic apply in the order the caster chooses.
  • 17th level: you may spend 1 additional sorcery point per spell level to use this metamagic on any spell so long as it's a spell on the sorcerer's spell list. The spells are cast simultaneously and if the spell affects an area, the two castings can't overlap.
 

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