(You gain the ability to twist spells to suit your needs) When you cast a spell that forces a creature to make a saving throw, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
(You gain the ability to twist spells to suit your needs) When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery points to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
(You gain the ability to twist spells to suit your needs) When you cast a spell that forces a creature to make a saving throw, you can protect some of those creatures from the spells full force.
You can spend 1 sorcery points and choose a number of those creatures up to your Charisma modifier.
A chosen creature automatically succeeds on its saving throw against the spell.
(You gain the ability to twist spells to suit your needs) When you cast a spell you can spend 1 sorcery point to cast it, without any somatic or verbal components.
(You gain the ability to twist spells to suit your needs) When you cast a spell that targets only one creature, and doesn't have a range of self, you can spend a number of sorcery points equal to the spells level to target a second creature in range with the same spell (1 sorcery 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 is not eligible, but ray of frost is.
(You gain the ability to twist spells to suit your needs) When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery points to double its duration, to a maximum duration of 24 hours.
(You gain the ability to twist spells to suit your needs) When you cast a spell that has a casting time of 1
action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.