Metamagic
Prerequisites: The ability to cast at least one spell
You have trained how to alter your spells to behave in different ways. You gain the following:
- You have a pool of 2 metamagic, which represents inner magical reserves you use to alter your spells. If you already have metamagic, you gain 2 more metamagic.
- You learn two metamagic options from the list below.
You regain metamagic on a short or long rest.
Distant Spell
When you cast a spell that has a range of 1 meter or greater, you can expend 1 metamagic to double the range of the spell. When you cast a spell that has a range of touch, you can expend 1 metamagic to make the range of the spell 5 meters.
Extend Spell
When you cast a spell that has a duration of 1 minute or longer, you can expend metamagic up to your mana limit to increase the spell’s duration as if you had cast the spell using additional mana equal to the amount of metamagic you expend, to a maximum duration of 24 hours.
Additionally, if you fail a saving throw to maintain concentration on an extended spell, you can expend 1 metamagic to reroll your saving throw.
Sculpt Spell
You can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can expend 1 metamagic to choose a number of them equal to the total mana cost to cast the spell. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Seeking Spell
When you cast a spell that requires you to make an attack or that forces a target to make a Reflex saving throw, you can expend 1 metamagic to ignore the effects of half- and three-quarters cover against targets of the spell.
Subtle Spell
When you cast a spell, you can expend 1 metamagic to alter the spell so the physical gestures and chanting of mystic words required by the spell are reduced. As part of casting the spell, you can make a Stealth check to avoid notice.