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''You gain two of the following Metamagic options of your choice:'' | ''You gain two of the following Metamagic options of your choice:'' | ||
<tab name="Show Metamagic Options"> | <tab name="Show Metamagic Options" collapsed> | ||
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| '''Sculpt Spell''' (I) | | '''Sculpt Spell''' (I) | ||
| When you cast a spell with a range that affects an area, you can change the area's shape in one of the following ways: <br>• Choose a number of creatures equal to your Proficiency bonus. The chosen creatures avoids any effects caused by the spell, unless the effect lingers in the area, then they only ignore the instantaneous effects.<br>• If the spell's range is a line, you can change it to a cone of half range.<br>• If the spell's range is a cone, you can change it to a 5-foot-wide line with double range. <br> | | When you cast a spell with a range that affects an area, you can change the area's shape in one of the following ways: <br>• Choose a number of creatures equal to your Proficiency bonus. The chosen creatures avoids any effects caused by the spell, unless the effect lingers in the area, then they only ignore the instantaneous effects.<br>• If the spell's range is a line, you can change it to a cone of half range.<br>• If the spell's range is a cone, you can change it to a 5-foot-wide line with double range. <br>• If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.<br>• If the spell's range is a cylinder, you can change its area to a sphere of the same radius. | ||
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| '''Slippery Spell''' (II) | | '''Slippery Spell''' (II) | ||
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| '''Transmute Spell''' (I) | | '''Transmute Spell''' (I) | ||
| When you cast a spell that deals damage, you can change the spell's damage type(s) to any other type of your choice within the same categories: | | When you cast a spell that deals damage, you can change the spell's damage type(s) to any other type of your choice within the same categories: <br>• acid, cold, fire, lightning, poison<br>• bludgeoning, piercing, slashing<br>• force, psychic, thunder<br>• necrotic, radiant | ||
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| '''Twinned Spell''' (III) | | '''Twinned Spell''' (III) |
Latest revision as of 13:48, 17 March 2023
As your knowledge of magic grows, you learn to cast spells in ways slightly different from the norm. You gain the ability to twist your spells to suit your needs.
- Spells modified by a metamagic feat often use a spell cost higher than normal. This does not change the level of the spell. This is marked as (X), where X is how many levels higher the cost is.
- You can apply multiple metamagic options to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell, unless otherwise noted.
- If you must prepare your spells in advance, you apply your metamagic during preparation. The character chooses which spells to prepare with metamagic feats.
- Innate Spellcasters can choose when they cast their spells whether to apply their metamagic options to improve them.
You gain two of the following Metamagic options of your choice:
Apocalyptic Spell (I) | When you cast a spell, the area affected by the spell becomes ruined and devastated. All surfaces in the area are treated as difficult terrain. This effect last for a number of rounds equal to the spell’s original spell level. |
Aquatic Spell | When you cast a spell underwater or into water, it functions normally, as if cast in air. |
Bend Spell (I) | When you cast a spell that requires a spell attack roll, you can target a creature that has left your line of sight since your last turn but is still within the range of the spell. Additionally, this spell ignores half cover and three-quarters cover. |
Careful Spell (I) | 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. Choose a number of those creatures up to your Arcane spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. |
Delayed Spell (I) | When you cast a spell you can delay its effect one to three turns. Before the spell is cast, you select the duration, the target, and roll any relevant attack rolls. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers. If any conditions change between casting and effect of the spell that would make the spell impossible – such as the target leaving the spell’s maximum range before the spell goes off – the spell fails. |
Distant Spell (I) | When you cast a spell that has a range of 5 feet or greater, you double the range of the spell. When you cast a spell that has a range of touch or self, you make the range of the spell 30 feet. |
Empowered Spell (I) | When you roll damage for a spell, you can reroll a number of the damage dice up to your Arcane spellcasting ability modifier (minimum of one). You must use the new rolls. |
Extended Spell (I) | When you cast a spell that has a duration, you can double its duration, to a maximum duration of 24 hours. Extended Spell can be applied multiple times. |
Heightened Spell (II) | When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell. |
Merciful Spell | When you cast a spell that inflict damage, you can choose to inflict nonlethal damage instead. |
Precise Spell (I) | When you cast a spell that requires one or more spell attack rolls, you can gain advantage on one roll. |
Quickened Spell (II) | When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. |
Sculpt Spell (I) | When you cast a spell with a range that affects an area, you can change the area's shape in one of the following ways: • Choose a number of creatures equal to your Proficiency bonus. The chosen creatures avoids any effects caused by the spell, unless the effect lingers in the area, then they only ignore the instantaneous effects. • If the spell's range is a line, you can change it to a cone of half range. • If the spell's range is a cone, you can change it to a 5-foot-wide line with double range. • If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height. • If the spell's range is a cylinder, you can change its area to a sphere of the same radius. |
Slippery Spell (II) | When you cast a spell you can make it impose disadvantage on spells like counterspell, dispel magic, and remove curse. |
Subtle Spell (I) | When you cast a spell, you can cast it without any somatic or verbal components. |
Transmute Spell (I) | When you cast a spell that deals damage, you can change the spell's damage type(s) to any other type of your choice within the same categories: • acid, cold, fire, lightning, poison • bludgeoning, piercing, slashing • force, psychic, thunder • necrotic, radiant |
Twinned Spell (III) | When you cast a spell that doesn't have a range of self, you can cast a second copy of the same spell. |