Christmas Metamagic Image

You can alter your spells to suit your needs; you gain two Metamagic options of your choice. You use the chosen options to temporarily modify spells you cast. You have a number of Sorcery points equal to your level, and you regain all expended Sorcery Points when you finish a Long Rest. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a level, you can replace one of your Metamagic options with one you don't know. You gain two more options at level 10 and two more at level 17.

Careful Spell. Cost: 1 Sorcery 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 Wisdom 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. Cost: 1 Sorcery 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. Cost: 1 Sorcery 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 Wisdom 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. Cost: 1 Sorcery 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. Cost: 2 Sorcery Points. 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. Cost: 2 Sorcery Points. 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. Cost: 1 Sorcery 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. Cost: 1 Sorcery 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. Cost: 1 Sorcery 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. Cost: 1-9 Sorcery Points. 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 healing word and blight are.

Revised Spell. Cost: 1-9 Sorcery Points. When you cast a spell of 1st level or higher you may change up to two letters of the name of that spell. If the new name of the spell is not gibberish the spell's effect changes to match the new name, work with your DM to decide on the new effect of the spell. For example, you could take fire bolt, replace the R and E with S and H and turn it into fish bolt, and then you would fire dozens of halibut at your foes.

Christmas Metamagic Image

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