Base Metamagics
- Subtle. When you cast a spell, you can spend 1 spell point to cast it without any verbal, somatic, or material components that aren't consumed by the spell.
Elite. You cast it without any components and can make the spell and its effects invisible, even to spells and effects that detect magic.
- Extended. When you cast a spell that has a duration of 1 minute or longer, you can spend 2 spell points to double or increase its duration according to the table below.
| Previous | New |
|---|---|
| 1 minute | 10 minutes |
| 10 minutes | 1 hour |
| 1 hour | 8 hours |
| 8 hours | 24 hours |
Elite. After the spell's duration has been increased, you may double or increase its duration according to the table a second and third time.
- Heightened. When you cast a spell, you can spend 3 spell points to give disadvantage on checks to dispel or counter it. If it forces a creature to make a saving throw to resist its effects, you also give a target of the spell disadvantage on the first saving throw made against it. If it makes an attack roll, you have advantage on the first attack made.
Elite. The spell cannot be dispelled or countered. If it forces a creature to make a saving throw to resist its effects, the first saving throw roll made against it fails. If it makes an attack roll, the first attack roll is a critical hit.
- Quickened. When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to instead cast it as a bonus action.
Elite. You can choose a spell with a casting time of 1 minute or longer.
- Seeking. When you cast a spell that has a range of 5 feet or more, you can spend 1 spell point to double its range. If the spell requires a spell attack roll or a Dexterity saving throw, you also ignore the effects of half- and three-quarters cover against targets of the spell and can choose any objects within range not being worn or carried as eligible targets, even if the original spell cannot normally target objects.
Elite. The new range extends to include anywhere you can see. If it requires a spell attack roll or Dexterity saving throw, you can add or subtract 10 from the attacks or saving throws.
- Shaped. When you cast a spell that can affect multiple targets within an area, you can spend 1 spell point to choose 1 creature per spell tier (minimum of 1). The spell area either excludes the chosen creatures' area or extends to include them while they are within 5 feet of an area originally affected by your spell. This alteration lasts until the end of your next turn.
Elite. You can double or halve any dimension from the spell's description. In addition, you choose any number of creatures you can see when you cast the spell, they succeed on any saving throws or ability checks against the spell and have immunity to its damage.
- Transmuted. When you cast a spell that deals a type of damage from the following list: acid, cold, fire, lightning, poison, thunder, you can spend 1 spell point to cause the damage to ignore resistance. You may also change it to a different listed type.
Elite. The list expands to include all damage types. Damage dealt by this spell ignores immunity. If the spell forces a creature to make a saving throw using a certain ability score, you can change any or all of the saving throws to target a different ability score.
- Twinned. When you cast a spell upcast by at least 1 tier that doesn't have a range of self and targets only 1 creature or object, you can spend 1 spell point to target an additional creature or object in range with the same spell.
Elite. You can target a third creature or object.
New Metamagics
- Beguiling. Immediately before you finish casting a spell with an effect on willing creatures, you can spend 1 spell point to first charm any creatures you can see for 1 hour. Then complete the casting, treating any charmed creatures as willing. Creatures not targeted by the spell are no longer charmed. A creature can make a Charisma saving throw against your spell save DC to resist the charm, and gets an additional saving throw at the end of its turns to end the charm and any of the spell's effects.
Elite. The charm ignores immunity to the charmed condition and no longer allows any saving throws to end it.
- Bestowed. - Feat: Joel Derfner
Immediately before you finish casting a spell that doesn't require concentration, you can spend 1 spell point to instead choose a willing creature within 30 feet, that creature can use its reaction to complete the casting, using your spellcasting modifier and spell save DC.
Elite. You can choose a spell that requires concentration.
- Delayed. - Feat: CoffeeSorcerer69
When you cast a spell, you can spend 3 spell points to delay its effects for up to 1 hour. You lose the spell if it isn't released within the hour. You can't cast or concentrate on another spell during this time. When you release the spell, it has the same duration and targets as when cast.
Elite. You can delay the casting for up to 24 hours.
- Ethereal. Immediately before you finish casting a spell, you can spend 3 spell points to gain a sight with a range of up to 10 feet per spell tier (minimum of 1), then complete the casting as if from your space or an unoccupied space of 5 square feet or more you can see with this sight. The sight has the properties of Truesight, ignores cover and obscurement (though is blocked by 5 feet of stone, 5 inches of common metal, a thin sheet of lead, or 15 feet of wood or dirt), and ends at the end of your next turn.
Elite. The sight's range is 1 mile and cannot be blocked.
- Grafted. When you cast a spell upcast by at least 1 tier, you can spend 2 spell points to instead cast it at its lowest tier and also cast a different known spell with a casting time equal to the original spell's without spell points, slots, or components. The combined tier of both spells cannot be higher than the tier at which the original spell was cast and they must share at least 1 target or overlapping area. The spells are combined for the purposes of dispel magic, counterspell, concentration, and other similar features.
Elite. You cast and combine an additional and different known spell, of or at 5th tier, in the same way as the second.
- Independent. When you cast a spell that requires concentration, you can spend 2 spell points to add 1d4 to your saving throws to maintain concentration on it. The spell also persists 1d4 rounds after it would normally end, even if you end your concentration on it.
Elite. The spell persists even if your concentration ends.
- Instinctive. When you cast a spell, you can spend 1 spell point to instead cast another spell on the sorcerer spell list at the same tier with the same casting time or, if neither spell is cast as a reaction, the longer casting time.
Elite. You can choose a spell not on your spell list.
- Maximized. When you cast a spell with a range of self that affects creatures within an area of effect, you can spend 1 spell point to instead target only 1 creature within 5 feet, making a melee spell attack against it. On a successful hit, if the spell requires a saving throw to resist its effects, the first saving throw fails, and if the spell deals damage, the first damage roll is maximized.
Elite. You can choose a spell with a range other than self, in which case you instead make a ranged spell attack with a target of 1 creature within the original spell's range.
- Mirrored. - Feat: MrDeadSniper
When you cast a spell, you can spend 1 spell point to succeed on any saving throws against it until the end of your next turn. If you cast the same spell during that time it is upcast by 1 tier (to a maximum of 9th) and requires no material components.
Elite. You can mirror a spell cast within 1 mile. You treat it as a sorcerer spell known until the end of your next turn.
- Rotting. When you cast a spell, you can spend 3 spell points to afterwards create the effects of an antimagic field within your space until the end of your next turn. If the spell targets creatures or forces them to make a saving throw, you can also cause those creatures' space to become an antimagic field for that time.
Elite. For 1 minute creatures of your choice within 1 mile of you take 4d12 damage (your choice of psychic or radiant) after casting a spell, teleporting, or using interplanar travel.
- Siphoned. When you cast a spell, you can spend 1 spell point to choose a creature or object you can see, then make an ability check using your spellcasting ability. The check's DC is 10 + the siphoned spell’s tier. On a success, a spell on it ends and you regain 1 spell point for each tier of the original spell, up to the tier of the spell siphoned.
Elite. You succeed on the check to siphon and can cast Dispel Magic at 9th tier as part of casting the original spell.
- Splintering. After you cast a spell that damages creatures or forces them to make a saving throw, you can spend 1 spell point to gain advantage on all checks to find or track them for 24 hours as well as on the first spell attack you make against any of the creatures within that time.
Elite. The duration extends to 1 year and for that time you know their exact location, all attacks you make against them have advantage, and all saving throws or ability checks they make to resist or end your spell effects have disadvantage.
- Warding. When you cast a spell with a listed damage type other than bludgeoning, piercing, or slashing, you can spend 2 spell points to first give yourself immunity to that damage type until the end your next turn.
Elite. The immunity lasts for 1 hour.