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Metamagic - Empowered Spell

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(You gain the ability to twist spells to suit your needs) When you roll damage for a spell, you can spend 1 sorcery points to reroll a number of damage dice up to your Charisma modifier. 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.

Sorcerer Metamagic

Metamagic - Quicken Spell

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(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.

Sorcerer Metamagic

Metamagic - Extended Spell

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(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.

Sorcerer Metamagic

Metamagic - Twinned Spell

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(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.

Sorcerer Metamagic

Metamagic - Subtle Spell

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(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.

Sorcerer Metamagic

Metamagic - Careful Spell

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(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.

Sorcerer Metamagic

Metamagic - Distant Spell

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(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.

Sorcerer Metamagic

Metamagic - Heighten Spell

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(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.

Sorcerer Metamagic

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