When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to instead focus the spell's energy into a spell attack. The spell must be incapable of targeting more than one creature at the spell's current level.
You make a melee spell attack against the target if the spell has a range of touch, and a ranged spell attack if the spell has a range of 5 feet or greater. On a hit, the spell takes effect as if the creature had failed its first saving throw against the 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 sorcery 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, and it takes no damage if it would normally take half damage on a successful save.
When you cast a spell, you can delay its effects. To do so, you spend 1 sorcery point and choose a number of rounds up to your Charisma modifier (minimum of one). At the beginning of your turn after the chosen number of rounds has passed, the spell takes effect.
All determnations for the spell that a re made by you, such as its targets, direction, or shape, are made when the spell takes effect.
If the spell requires concentration, you only begin concentrating on it once it has taken effect.
If any of the spell's parametres become invalid when it is about to take effect, such as when none of its targets are within range, the spell fails.
A delayed spell that has not yet taken effect lingers in place as an intangible, glowing bead of magic that can be the target of a dispel magic spell.
You can cause the spell to take effect earlier by using your action.
When you cast a spell that has a casting time of one bonus action, you can spend 1 sorcery point to change the casting time to one action for this casting.
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point 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.
When you roll damage for a spell, you can spend 1 sorcery 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.
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
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.
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
When you cast a spell, you can spend 1 sorcery point to cast it without somatic or verbal components.
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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 spell's level to target a second creature 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.