Additional Metamagics for Sorcerous Origins

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Additional Metamagic Options

This document buffs the sorcerer's Metamagic feature amd outlines new Metamagic options for specific sorcerous origins. The aim of this is to give sorcerers more options and flexibility with the few spells they get.

Metamagic

In addition to the Metamagic options you receive normally, you also gain a metamagic option at 7th level and another at 13th level.

Divine Soul

The following Metamagic options are available for you to choose.

Favored Spell

When you cast a spell that requires a spell attack roll, you can spend 2 sorcery points to gain a 2d4 bonus to the attack roll. You must declare Favored Spell before you make the attack roll.

Restorative Spell

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

Draconic Bloodline

The following Metamagic options are available for you to choose.

Amplified Spell

When you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 1 sorcery point to have damage of that type dealt by that spell ignore resistances.

Frightful Spell

When you cast a spell that forces a creature to make a saving throw, you can spend 2 sorcery points. The target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Shadow Magic

The following Metamagic options are available for you to choose.

Malignant Spell

When you cast a spell that deals damage, you may spend a number of sorcery points equal to the spell's level to reduce a target's hit points maximum by an amount equal to the damage it took from this spell for 1 hour.

Umbral Spell

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

Storm Sorcery

The following Metamagic options are available for you to choose.

Conductive Spell

When you cast a spell that deals damage, you can spend 1 sorcery point to change half of the damage dealt into lightning or thunder damage (your choice). The spell is also treated as a spell that deals lightning or thunder damage for this casting.

Tempestuous Spell

When you cast a spell that targets a creature, you can spend 2 sorcery points. The target must succeed on a Strength saving throw against your spell save DC or be either pushed back up to 20 feet or knocked prone.

Wild Magic

The following Metamagic options are available for you to choose.

Chaotic Spell

When you cast a spell of 1st level or higher, you may spend up to 3 sorcery points and immediately roll on the Wild Magic Surge table that many times.

Unstable Spell

When you cast a spell that deals damage, you can spend 2 sorcery points and choose a number of the damage dice up to your Charisma modifier (minimum of one) that rolled their maximum amount. Roll those dice again and add the result to the spell's damage.


Art Credit

Art by Paizo Publishing ©