Wizard
Base Class: Wizard

You focus your study on bending the rules of magic to your will to modify a spell to how you need them making a fireball for example fly a longer distance, cast without any hint of casting one or empowering it to greater effect. serving as the main group to modify an existing spell or create an entirely new one. most metamages are sages studying the very fabric of their magic.

 

Metamagic Savant

when you select this school at 2nd level, you gain a class ressource of Sorcery points that has an amount equal to your level in this class

you regain all Sorcery points whenever you finish a long rest

you can also pick one Metamagic option from the Sorcerers list at 2nd 6th 10th and 14th level
you can only use one Metamagic option on a spell

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.

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.

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.

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.

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.

Subtle Spell

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

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.

Change target

at 6th level, you gain the ability to switch the target of your concentration spell, as a bonus action, for exchanging one Sorcery point
the new target still has to be within the original range of the spell

Metamagic

at 10th level, you can change the target of a spell you know, aslong as the old and new target are within 60ft of you, as a bonus action and at the cost of three Sorcery points

to be eligible this is not a reaction so you can only choose to do this on spells that have a duration

Greater Metamagic

at 14th level, you can now use as many options of Metamagic at the same time as you want

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2019 3:27:12 PM
12
1
1.0 [cereals]
Coming Soon

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