Metamagic options

### Aimed Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects and is incapable of targeting more than one creature at the spell’s current level, you can spend 2 ley points to focus the spell’s energy to directly assault the creature. Make the appropriate spell attack against the creature based on the spell’s range. On a hit, the spell takes effect as if the creature had failed its first saving throw against the spell.

### Careful Spell

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 ley 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.

### Delayed Spell

When you cast a spell, you can delay its effects. To do so, you spend 1 ley point and choose a number of rounds up to your Charisma modifier (minimum of one). At the beginning of your turn after the chosen number of rounds has passed, the spell takes effect. All determinations for the spell that are made by you, such as its targets, direction, or shape, are made when the spell is cast, while determinations made by the spell’s targets, such as saving throws, are made when the spell takes effect. If the spell requires concentration, you only begin concentrating on it once it has taken effect.

If any of the spell’s parameters become invalid when it is about to take effect, such as when none of its targets are within range, the spell fails. A delayed spell that has not taken effect lingers in place as an intangible, glowing bead of magic that can be the target of a dispel magic spell. You can cause the spell to take effect earlier by using your action.

### Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 ley point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 ley point to make the range of the spell 30 feet.

### Empowered Spell

When you roll damage for a spell, you can spend 1 ley point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). 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.

### Explosive Spell

When you cast a spell that has an area of effect and forces other creatures to make a Strength or Dexterity saving throw to resist its effects, you can spend 2 ley points to blast the affected creatures off their feet. On a failed saving throw, the spell has the additional effect of pushing a creature in a straight line towards the nearest edge of the spell’s area and knocking it prone. For every 10 feet the spell pushes the creature, the creature takes 1d6 bludgeoning damage. The creature also takes 1d6 bludgeoning damage if it strikes an object of its size or larger that prevents it from being pushed to the edge of the spell’s area.

### Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 ley point to double its duration, to a maximum duration of 24 hours.

### Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 ley points to give one target of the spell disadvantage on its first saving throw made against the spell.

### Maximized Spell

When you roll damage for a spell of 1st level or higher, you can spend a number of ley points equal to the spell’s level to deal maximum damage to one target of the spell.

### Potent Spell

When one or more creatures would take no damage following a successful saving throw against a spell you cast either as part of the spell’s effect, a feature, or some other effect other than having immunity to all of the spell’s damage types, you can spend ley points equal to the spell’s level to deal half the spell’s damage to one of those creatures (1 ley point if the spell is a cantrip). The creature suffers no additional effect from the spell.

### Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 ley points to change the casting time to 1 bonus action for this casting.

### Ruinous Spell

When you cast a spell that has an area of effect and a duration of instantaneous, you can spend 1 ley point to devastate the spell’s area, turning it into difficult terrain for a number of rounds equal to your Charisma modifier (minimum of one).

### Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 ley points 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.

### Shifted Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects and has a duration of instantaneous, you can spend a number of ley points equal to the spell’s level to change the saving throw for one target of the spell from one ability score to another of your choice.

If the original saving throw uses a physical ability score (Strength, Dexterity, or Constitution), the new saving throw must be chosen between the other two physical ability scores. Similarly, if the original saving throw uses a mental ability score (Intelligence, Wisdom, or Charisma), the new saving throw must be chosen between the other two mental ability scores.

### Subtle Spell

When you cast a spell, you can spend 1 ley point to cast it without any somatic or verbal components.

### Sustained Spell

When you cast a spell that requires concentration while you are already concentrating on another spell, you can choose to maintain concentration on both spells. To do so, you spend 5 ley points or a number of leys points equal to the spells’ combined level, whichever number is higher. When you make a Constitution saving throw to maintain your concentration on two spells, you do so only once for both spells. However, you suffer a penalty to the roll. The penalty equals 5 or the spells’ combined level, whichever number is higher. You make this saving throw at the end of each of your turns (DC 10), in addition to those you make when taking damage and those imposed by your GM for certain environmental phenomena.

### Transdimensional Spell

When you cast a spell, you can spend 1 ley point to allow it to affect creatures that are in the Ethereal Plane or are in an extradimensional space such as one created by a rope trick spell. A creature need not be visible to you to be affected unless the spell requires you to target the creature.

### Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 ley point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

### Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of ley points equal to the spell's level to target a second creature in range with the same spell (1 ley 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 *ray of frost* and *chromatic orb* are.

### Widened Spell

When you cast a spell that has an area of effect, you can spend ley points equal to the spell’s level to increase each of the area’s dimensions by 50%, rounded down to the nearest 5 feet (1 ley point if the spell is a cantrip).