Metamagic Options

Whenever you cast a spell that deals damage, you may spend 2 sorcery points before damage is rolled in order to make the spell deal its average damage.

### **Convincing Spell**

Whenever you cast an illusion spell that requires an Intelligence (Investigation) ability check to see though the illusion, you may spend 2 sorcery points to give all observers disadvantage on that ability check for the duration of the spell.

### **Chaotic Spell**

*Prerequisite: Wild magic*

Whenever you cast a spell that forces one or more creatures to make a saving throw, you may spend 1 sorcery point to change the ability score for the saving throw to a randomly determined one, including the original ability score.

### **Favored Spell**

*Prerequisite: Divine soul*

Before you cast a spell that requires an attack roll, you may declare a favored spell. Spend 1 sorcery point and add 1d4 to the result.

### **Frightful Spell**

*Prerequisite: Draconic bloodline*

When you cast a spell that forces a creature to make a saving throw, you may spend 2 sorcery points. One affected creature of your choice must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the beginning of your next turn.

### **Illuminating Spell**

When you hit a creature with a spell attack, you may expend 1 sorcery point to cause the target to shed magical light. They emit bright light to a distance of 20 feet and a further 20 feet of dim light, and they cannot benefit from invisibility.

### **Malignant Spell**

*Prerequisite: Shadow magic*

When you cast a spell that deals damage, you may spend 1 sorcery point to reduce the target's maximum hitpoints by the damage dealt by the spell for one hour. If a creature's maximum hitpoints becomes 0 in this way, their body withers into dust and cannot be revived.

### **Overloading Spell**

*Prerequisite: Aberrant mind*

Whenever you cast a spell that deals psychic damage, you may spend 1 sorcery point to attempt to overload the creatures mind, stunning it. The creature must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of its next turn.

### **Redirected Spell**

When you miss on a spell attack roll, you may spend 2 sorcery points to make the attack again at another creature within 60 feet of the original target.

### **Rending Spell**

*Prerequisite: Draconic bloodline*

When you cast a spell that deals the damage type associated with your bloodline, you may spend 1 sorcery point to ignore resistance to that damage type.

### **Restorative Spell**

*Prerequisite: Divine soul*

When you cast a spell that targets a single creature, you may spend 2 sorcery points to cure a disease or end one condition affecting it. The conditions can be blinded, deafened, paralyzed, or poisoned.

### **Roaring Spell**

*Prerequisite: Storm sorcery*

When you cast a spell that deals thunder or lightning damage, you may spend 2 sorcery points to increase the size of the effect by 5 feet. You may use this metamagic option a number of times equal to your Charisma modifier on a single spell.

### **Seeking Spell**

When you cast a spell, you may spend 1 sorcery point to ignore the effects of up to three-quarters cover for that spell.

### **Tempestuous Spell**

*Prerequisite: Storm sorcery*

When you cast a spell that targets a creature, you may spend 1 sorcery point. The target must succeed on a Strength saving throw against your spell save DC or be knocked back up to 15 feet.

### **Umbral Spell**

*Prerequisite: Shadow magic*

When you cast a spell that targets an area, you may spend 3 sorcery points to fill the area with shadowy darkness until the end of your next turn. You can see through this magical darkness.