Prerequisites: Metamagic feat
You have further trained how to alter your spells, twisting them to suit your needs. You gain the following:
- You gain 3 metamagic.
- You learn two options from either the metamagic options from the metamagic feat or major metamagic options from the list below.
- When you gain a level, you can choose to learn one metamagic option or one major metamagic option instead of learning a new spell.
Empower Spell
When you roll damage for a spell, you can expend 1 metamagic to reroll a number of the damage dice up to your spellcasting ability.
Heighten Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can expend 3 metamagic to give one target of the spell disadvantage on its first saving throw made against the spell. You can not use this metamagic option in combination with other metamagic options.
Imbue Spell
When you cast a spell that takes one or two actions to cast and which is not a sphere emanating from you, you can expend metamagic equal to the total mana cost to cast the spell (1 metamagic if the spell is a cantrip) to store its energy within a weapon or a piece of ammunition instead of applying its effects immediately. You can then make a weapon attack with the imbued weapon before the end of your turn (no action required).
The next time the weapon hits or when the piece of ammunition is fired before the end of your next turn, the spell is released as if you cast the spell from the point at which the weapon hits or the piece of ammunition lands, with any areas of effect originating from that position. If the spell is a cone or line, the cone or line extends in the direction directly away from the attacker. If an imbued ammunition misses by 4 or less, it lands within 1 meter of the target. Roll a d8 to determine which space it lands in.
This could be used to imbue a crossbow bolt with a lightning bolt that streaks through your enemies or to throw a dagger imbued with knock/lock at a door.
Quicken Spell
When you cast a spell that takes two actions to cast, you can expend 2 metamagic to use an additional action before the end of your turn. This action can only be used to make a Stealth check or to use the Dash, Disengage, or Use an Object action.
Reverberating Spell
When you cast a spell with a duration of instantaneous that has an area, you can expend metamagic equal to the total mana cost to cast the spell (1 metamagic if the spell is a cantrip) to have the spell target the same area at the start of your next turn. The area glows in a color chosen by the GM and creatures can determine what will happen with a skill check (Arcana, Divinity, Occult, Primal, or Psionics). You can not use this metamagic option in combination with other metamagic options.
Twin Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can expend metamagic equal to 1 plus the total mana cost to cast the spell (1 metamagic if the spell is a cantrip) to target a second creature in range with the same spell.
Widen Spell
When you cast a spell that has an area, you can expend metamagic up to your mana limit to increase the spell’s area as if you had cast the spell using additional mana equal to the amount of metamagic you expend.