--- Certain features grant access to Metamagic, which is the ability to twist and modify your spells to suit your needs. Sorcerers are the most known for their magical prowess, gaining two options at level 3. When you gain a level, you may change one of your metamagic options with another. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted. ##### Bind Spell *Prerequisite: 7th level* When you hit someone with a spell, you can spend 2 sorcery to bind a spell you have seen the creature cast for 1 minute. While bound, if the creature casts the spell again, they have disadvantage on attacks rolls with the spell, and creatures have advantage on saving throws against the spell. *Empower.* You can release the magic of the bound spell, casting it yourself. You must spend an additional number of spell points equal to the level of the spell in order to do this. ##### 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 spell 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. *Empowered.* You may spend 1 additional spell point to double the number of creatures you choose with the Metamagic. %% Creature doesn't take damage instead of automatically succeeding %% ##### Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet. ##### Empowered Spell When you roll damage for a spell, you can spend 1 spell 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. ##### Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours. ##### Fleeting Spell *Prerequisite: 7th level* When you cast a spell that requires concentration, you can spend 2 spell points to cast it as a fleeting spell. If you do ##### Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell. *Empowered.* You may spend 3 additional spell points to give an additional target disadvantage. This Metamagic option can be empowered multiple times. ##### Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for this casting. %% Empowered. Either change spell cost a special action instead of bonus action, or allow use of two leveled spells in a turn %% ##### Seeking Spell If you make an attack roll for a spell and miss, you can spend 2 spell 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. ##### Subtle Spell When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components. ##### Transmuted Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 spell point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. *Empowered.* You can spend 2 additional spell points to increase the range of damage types: bludgeoning, piercing, slashing, force, necrotic, radiant. ##### 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 spell points equal to the spell’s level to target a second creature in range with the same spell (1 spell 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. ### Empowered Metamagic Sorcerers may further increase the effects of some metamagic options by spending more spell points. Only players and creatures with the **Improved Metamagic** feature may Empower metamagics. %% Maybe make it so subtle magic requires a Perception check (or passive perception) to hide the casting of the spell entire from someone intending/watching out to counterspell it. Metamagic (Heightened Spell) that lets you upcast with it