The Weave well can be used by a spell caster to mimic the effects of Metamagic, drawing on the strength of the weave within to produce various magical effects such as:
- Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional Ink Drops. You learn other ways to use your Ink Drops as you reach higher levels.
- Creating Spell Slots. You can transform unexpended Ink Drops into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
- Converting a Spell Slot to Ink Drops. As a bonus action on your turn, you can expend one spell slot and gain a number of Ink Drops equal to the slot's level.
CAREFUL SPELL
Cost: 1 Ink Drop
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, and it takes no damage if it would normally take half damage on a successful save.
DISTANT SPELL
Cost: 1 Ink Drop
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. 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
Cost: 1 Ink Drop
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), and 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
Cost: 1 Ink Drop
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 Ink Drops
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 Ink Drops
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. You can’t modify a spell in this way if you’ve already cast a spell of level 1 or higher on the current turn, nor can you cast a spell of level 1 or higher on this turn after modifying a spell in this way.
SEEKING SPELL
Cost: 1 Ink Drop
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 have already used a different Metamagic option during the casting of the spell.
SUBTLE SPELL
Cost: 1 Ink Drop
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 Ink Drop
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 Ink Drop
When you cast a spell, such as Charm Person or Hold Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.
In addition to these effects the caster may also spend 3 Drops from the Well to do one of the following:
A wielder of the Well can change the title of a spell they cast at the time of casting by:
Adding a letter
Cost: 3 Ink Drop
Changing an one letter to another
Cost: 1 Ink Drop
Subtracting a letter
Cost: 2 Ink Drop
Swap the positions of two letters
Cost: 1 Ink Drop
Example: Cause Fear becomes Cause Bear.
The effect of these altered spells are determined by the DM, but with the caster's intentions and level of the expended spell slot taken into account.
Editorial Counterspell
When attuned to this item, you always have Counterspell prepared at a 4th level; it does not count against your prepared spells.
When this counterspell is cast, you may burn 5 ink drops to edit the spell's effect
Notes: The User may use a number of charges equal to their level per Long rest., fullcaster
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