Personally, I like the distant spell metamagic. Shocking grasp (and other touch range spells) suddenly has a reach of 30 feet! Zap! Every other spell has its range doubled. It only costs one sorcery point to use as well, so you can deal damage without having to get too close, especially since, at least in my experience, sorcerers are squishy.
Personally, I like the distant spell metamagic. Shocking grasp (and other touch range spells) suddenly has a reach of 30 feet! Zap! Every other spell has its range doubled. It only costs one sorcery point to use as well, so you can deal damage without having to get too close, especially since, at least in my experience, sorcerers are squishy.
I'm sorry, that doesn't work.
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.
Since touch spells have a range of touch, and touch isn't 5 feet or greater this doesn't work. If it did, it would have to cost more then just one sorcery point.
Personally, I like the distant spell metamagic. Shocking grasp (and other touch range spells) suddenly has a reach of 30 feet! Zap! Every other spell has its range doubled. It only costs one sorcery point to use as well, so you can deal damage without having to get too close, especially since, at least in my experience, sorcerers are squishy.
I'm sorry, that doesn't work.
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.
Since touch spells have a range of touch, and touch isn't 5 feet or greater this doesn't work. If it did, it would have to cost more then just one sorcery point.
I’m not understanding, the rule you quoted says specifically in the second paragraph that touch spells have a range of 30 feet. What part are you saying it doesn’t work?
Personally, I like the distant spell metamagic. Shocking grasp (and other touch range spells) suddenly has a reach of 30 feet! Zap! Every other spell has its range doubled. It only costs one sorcery point to use as well, so you can deal damage without having to get too close, especially since, at least in my experience, sorcerers are squishy.
I'm sorry, that doesn't work.
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.
Since touch spells have a range of touch, and touch isn't 5 feet or greater this doesn't work. If it did, it would have to cost more then just one sorcery point.
I’m not understanding, the rule you quoted says specifically in the second paragraph that touch spells have a range of 30 feet. What part are you saying it doesn’t work?
I... Well if you look at... Well there's... If you think...
Oops! You know, I shouldn't go off telling people they're wrong about rules when I don't read it first. I'm very sorry. I really need to make sure I read the rules before I state the rules. I don't know how I thought that...
Personally, I like the distant spell metamagic. Shocking grasp (and other touch range spells) suddenly has a reach of 30 feet! Zap! Every other spell has its range doubled. It only costs one sorcery point to use as well, so you can deal damage without having to get too close, especially since, at least in my experience, sorcerers are squishy.
Just want to highlight for newbies that 'touch' is not the same as 'self' so there really only is shocking grasp and maybe invisibility from the sorc list where this becomes useful. However, if you take Divine Soul sorcerer then Distant Spell gets a huge upgrade as there are far more touch spells that'll be useful to cast at 30ft from the cleric list, and the cleric in your party will green with envy watching you do this :)
So a Sorlock can't Quicken a Haste spell, and then Twin the Haste spell to two players, and then cast an Eldricht Blast as an action??
Errm . . not sure if this is obvious but you can as your action Twin haste, then quicken EB as your bonus action. Generally though you can only use one meta-magic on a spell unless it specifically says you can use it with another meta (Eg. Empower Spell).
So a Sorlock can't Quicken a Haste spell, and then Twin the Haste spell to two players, and then cast an Eldricht Blast as an action??
Errm . . not sure if this is obvious but you can as your action Twin haste, then quicken EB as your bonus action. Generally though you can only use one meta-magic on a spell unless it specifically says you can use it with another meta (Eg. Empower Spell).
That combination doesn't work. If you quicken a spell, you're still limited to cantrips with your action. You can't twin haste and quicken eldritch blast in one turn. But you could reverse it and it'd work.
So a Sorlock can't Quicken a Haste spell, and then Twin the Haste spell to two players, and then cast an Eldricht Blast as an action??
You can do it like this Quicken eldrich blast
Twin haste
1 meta per spell(unless the meta says it can be used with others), 1 leveled spell per turn.
No it does not work. The rules of spellcasting prohibits you casting anything but a cantrip with your Action once you have cast a spell with your Bonus Action. So once you Quicken a Eldritch Blast, you are restricted to casting a cantrip with your action no sadly no Haste.
So a Sorlock can't Quicken a Haste spell, and then Twin the Haste spell to two players, and then cast an Eldricht Blast as an action??
Errm . . not sure if this is obvious but you can as your action Twin haste, then quicken EB as your bonus action. Generally though you can only use one meta-magic on a spell unless it specifically says you can use it with another meta (Eg. Empower Spell).
That combination doesn't work. If you quicken a spell, you're still limited to cantrips with your action. You can't twin haste and quicken eldritch blast in one turn. But you could reverse it and it'd work.
Reverse it how? Twin eldritch blast and quicken haste? That doesn’t work as twin requires the spell only target one creature. And eldritch blast can target more than one.
If you twin haste you are done casting spells for your turn. Haste is a 1 action cast so you cannot cast anything as a bonus action.
I enjoy using Extended Spell Metamagic to make spells last the whole day, such as Mage Armor, Tiny Hut, and at high levels Foresight or Reverse Gravity. It's the one metamagic option that I say you should always pick, but it can be very useful in the right situation. Like I have a High Elf Wizard with Metamagic Adept that uses this with Foresight right before they rest so they start the day with Foresight that will last the majority of the next day.
I enjoy using Extended Spell Metamagic to make spells last the whole day, such as Mage Armor, Tiny Hut, and at high levels Foresight or Reverse Gravity. It's the one metamagic option that I say you should always pick, but it can be very useful in the right situation. Like I have a High Elf Wizard with Metamagic Adept that uses this with Foresight right before they rest so they start the day with Foresight that will last the majority of the next day.
I’m confused, which isn’t that hard, but if Foresight has a duration of 8 hours and extended spell doubles it to 16 hours, and you cast it before you take an 8 hour long rest you end up with it only up 8 hours. Unless you mean since you only need 4 hours because your high elf, but then that’s just 12 hours.
Edit: I guess, now that I think about it, you get the spell slot back and sorcery point so it’s almost like free
The best advice I can give on metamagic options is to take the new feat in tashas that gives you two more sorcerery points and two more metamagic options. That hasn't been said yet, but it's a must-have feat for sorcerers.
Lower levels, I twin catapult and chaos bolt a lot for raw damage output. Twin levitate is also quite useful.
As for quicken, I also find that using mild sliver to give the target disadvantage on their save and then shooting a spell at them is ok, but honestly I get waaaaay more usage out of twin than quicken.
Subtle spell (as previously stated) has social uses, but I can tell my DM is going to try to argue that if a monster grapples me and holds my arms to my sides that will prevent me from performing somatic portions of a spell. I plan to ruin his plan with subtle spell :)
I enjoy using Extended Spell Metamagic to make spells last the whole day, such as Mage Armor, Tiny Hut, and at high levels Foresight or Reverse Gravity. It's the one metamagic option that I say you should always pick, but it can be very useful in the right situation. Like I have a High Elf Wizard with Metamagic Adept that uses this with Foresight right before they rest so they start the day with Foresight that will last the majority of the next day.
I’m confused, which isn’t that hard, but if Foresight has a duration of 8 hours and extended spell doubles it to 16 hours, and you cast it before you take an 8 hour long rest you end up with it only up 8 hours. Unless you mean since you only need 4 hours because your high elf, but then that’s just 12 hours.
Edit: I guess, now that I think about it, you get the spell slot back and sorcery point so it’s almost like free
Yeah you got it. If you have that 9th level spell slot at the end of the day, no better way to spend it than to buff yourself up for the next day. I say majority of the day too, because in general an adventuring day usually doesn't last more than 12-16 hours depending on what your doing that day. Of course there are exceptions but I mean as the average.
Personally, I like the distant spell metamagic. Shocking grasp (and other touch range spells) suddenly has a reach of 30 feet! Zap! Every other spell has its range doubled. It only costs one sorcery point to use as well, so you can deal damage without having to get too close, especially since, at least in my experience, sorcerers are squishy.
I'm sorry, that doesn't work.
Since touch spells have a range of touch, and touch isn't 5 feet or greater this doesn't work. If it did, it would have to cost more then just one sorcery point.
When players get creative.
I’m not understanding, the rule you quoted says specifically in the second paragraph that touch spells have a range of 30 feet. What part are you saying it doesn’t work?
I... Well if you look at... Well there's... If you think...
Oops! You know, I shouldn't go off telling people they're wrong about rules when I don't read it first. I'm very sorry. I really need to make sure I read the rules before I state the rules. I don't know how I thought that...
When players get creative.
Just want to highlight for newbies that 'touch' is not the same as 'self' so there really only is shocking grasp and maybe invisibility from the sorc list where this becomes useful. However, if you take Divine Soul sorcerer then Distant Spell gets a huge upgrade as there are far more touch spells that'll be useful to cast at 30ft from the cleric list, and the cleric in your party will green with envy watching you do this :)
So a Sorlock can't Quicken a Haste spell, and then Twin the Haste spell to two players, and then cast an Eldricht Blast as an action??
If you want sugar coating, go buy a dessert....
That's correct, they can not quicken and twin the same spell.
Errm . . not sure if this is obvious but you can as your action Twin haste, then quicken EB as your bonus action. Generally though you can only use one meta-magic on a spell unless it specifically says you can use it with another meta (Eg. Empower Spell).
That combination doesn't work. If you quicken a spell, you're still limited to cantrips with your action. You can't twin haste and quicken eldritch blast in one turn. But you could reverse it and it'd work.
You can do it like this
Quicken eldrich blast
Twin haste
1 meta per spell(unless the meta says it can be used with others), 1 leveled spell per turn.
No it does not work. The rules of spellcasting prohibits you casting anything but a cantrip with your Action once you have cast a spell with your Bonus Action. So once you Quicken a Eldritch Blast, you are restricted to casting a cantrip with your action no sadly no Haste.
Reverse it how?
Twin eldritch blast and quicken haste? That doesn’t work as twin requires the spell only target one creature. And eldritch blast can target more than one.
If you twin haste you are done casting spells for your turn. Haste is a 1 action cast so you cannot cast anything as a bonus action.
I enjoy using Extended Spell Metamagic to make spells last the whole day, such as Mage Armor, Tiny Hut, and at high levels Foresight or Reverse Gravity. It's the one metamagic option that I say you should always pick, but it can be very useful in the right situation. Like I have a High Elf Wizard with Metamagic Adept that uses this with Foresight right before they rest so they start the day with Foresight that will last the majority of the next day.
I’m confused, which isn’t that hard, but if Foresight has a duration of 8 hours and extended spell doubles it to 16 hours, and you cast it before you take an 8 hour long rest you end up with it only up 8 hours. Unless you mean since you only need 4 hours because your high elf, but then that’s just 12 hours.
Edit: I guess, now that I think about it, you get the spell slot back and sorcery point so it’s almost like free
The best advice I can give on metamagic options is to take the new feat in tashas that gives you two more sorcerery points and two more metamagic options. That hasn't been said yet, but it's a must-have feat for sorcerers.
Lower levels, I twin catapult and chaos bolt a lot for raw damage output. Twin levitate is also quite useful.
As for quicken, I also find that using mild sliver to give the target disadvantage on their save and then shooting a spell at them is ok, but honestly I get waaaaay more usage out of twin than quicken.
Subtle spell (as previously stated) has social uses, but I can tell my DM is going to try to argue that if a monster grapples me and holds my arms to my sides that will prevent me from performing somatic portions of a spell. I plan to ruin his plan with subtle spell :)
Yeah you got it. If you have that 9th level spell slot at the end of the day, no better way to spend it than to buff yourself up for the next day. I say majority of the day too, because in general an adventuring day usually doesn't last more than 12-16 hours depending on what your doing that day. Of course there are exceptions but I mean as the average.
Just quicken true strike, no? Setup and follow-up in the same turn. Free advantage for 1 sorcery point
true strike calls out "next turn" specifically there might be a time to quicken it but Its rare.
Ok, starting a campaign tonight as a Level 5 Wild Magic Sorc...looking forward to casting
-Twin Haste
-Twin Polymorph
-Twin Greater Invisibility
-SunBeam's action effect after the first turn + Quickened Fireball
-Subtle Friends
-Subtle Counterspell
-Heightened Spell Mental Prison + Shove with Telekinetic feat
-Mind Sliver + Quickened Disintegrate
Always remember that a cantrip is not a spell 😊 cannot quicken a cantrip to use as a bonus action