Best Metamagic Options To Use
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The Sorcerer in Dungeons & Dragons goes toe-to-toe against the Wizard in terms of flexibility. After all, while the D&D Wizard collects tome after tome of useful spells, the Sorcerer can manipulate the nature of magic itself. Moreover, it’s the Sorcerer’s Metamagic feature that transforms it into one of the most versatile classes in D&D canon.
Metamagic allows Sorcerers to transform the simplest of Spells into the heaviest of bulldozers in combat. For instance, Metamagic allows Spells to have multiple targets, faster casting, and even less cost in terms of resources. However, which Metamagic options should Sorcerers give more attention to? Which Metamagic options should Sorcerers just ignore?
Updated on September 29, 2023 by Rhenn Taguiam: With the recent Baldur’s Gate 3 patch fixing even more issues with the game after adding the much-awaited Magic Mirror feature, fans of the acclaimed RPG have more to work with when it comes to creating their best Sorcerers. While similar in scope to the Wizard, the Sorcerer has a unique edges against D&D’s iconic magic user courtesy of their Metamagic options. These ways to modify a spell to provide them with unique effects ties well to the Sorcerer’s access to raw magic, with players being able to maximize such a feature in their Baldur’s Gate gameplay provided they know which kinds of spells work best with each Metamagic option.
10 Extended Spell
Spells usually only have a limited timetable to remain potent. But if a Sorcerer casts a Spell that will last for at least a minute, they can use Extended Spell to double its duration. Sorcerers can spend one Sorcery Point to double the duration of said Spells up to a whopping 24 hours.
Unfortunately, despite the potential of such a Metamagic Option, not all Spells in D&D need that prolonged timetable. Remember, extending most Spells will have them last an entire fight. Thus, players should only use Extended Spell on Spells that last for at least a few hours. This Metamagic Option might work best when Sorcerers work in tandem with the versatile Ranger when stalking their prey, who has run off to a nearby village or city.
Example Uses Of Extended Spell
While its duration extension isn’t always as helpful, Extended Spell can give certain Spells enough boost to aid in terms of Spell Slot Economy. Thus, it sees the most uses in Spells that could use the extension to avoid having to reuse Spell Slots.
Extending a Spell up to 24 hours could make Spells boost their efficiency for longer periods of time, although the usefulness of such an effect depends on the situation. Traditional Extended Spell examples may include:
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Aura of Vitality (3rd-Level Evocation):
A Bonus Action allows its caster to heal a target for 2d6 HP, making it usable for 20d6 or 10 tries in a minute. Doubling its duration or even making it last until the party takes a Long Rest could extend its healing capabilities out of combat. -
Darkvision (2nd-Level Transmutation):
Granting Darkvision to a person for 8 hours should last them an encounter or two, but extended dungeoneering could benefit from a 16-hour Darkvision buff.
9 Distant Spell
Even the most useful Spells become useless if they can’t hit their targets. Thanks to Distant Spell, Sorcerers can imbue Spells with double their respective range. For instance, Sorcerers can spend a Sorcery Point to extend the range of touch-based spells of up to 30ft, while Spells with at least 5ft range can have double the range.
Unfortunately, despite the usefulness of the Metamagic Option, most Spells already have a reasonable range of efficacy. Moreover, Spells with useful ranges such as cone-based attacks won’t benefit from Distant Spell as they have a range of “Self,” which does not qualify under Distant Spell.
Example Uses Of Distant Spell
While distance isn’t always a factor for a Spellcaster’s potency, Distant Spell can transform a Spell into pure nightmare in the right situation. A Sorcerer can safely cast touch-based Spells as far as 30 feet. Likewise, this can extend the range of a low-level Spell without having to expend a higher-level Spell Slot.
Touch-based Spells benefit the most from being Distanced, especially since long-ranged Spells that don’t reach their targets will likely have said targets move closer to attack the party’s casters anyway.
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Buffs:
Touch-based buffs
(e.g., Guidance, Light, Resistance, Mage Armor) could be Distanced to affect nearby allies without necessarily having to be close to the caster. -
Heals:
Recovery spells that only affect via touch (e.g., Cure Wounds) can become more useful in case of emergencies.
8 Subtle Spell
Spellcasters know that all Spells require different components – somatic or gestures and verbal or words, to name a few. With Subtle Spell, Sorcerers can cast a Spell without having to make gestures or speak words. Technically speaking, doing this maneuver only costs a Sorcery Point. This should all be good, right?
Actually, this might not be the most helpful option for Sorcerers. For instance, most combat scenarios won’t need Sorcerers to take note of who sees them cast their Spells. However, Subtle Spell does work in scenarios where casting Spells in public or during stealth missions while finding an artifact can cost problems. Unfortunately, the scenario-based nature of this Metamagic Option doesn’t make it the most ideal option for Sorcerers.
Example Uses Of Subtle Spell
However, utility Sorcerers will love Subtle Spell for its sheer practical application. Spellcasters that rely on illusions can completely hide their Spellcasting with Subtle Spell.
Bypassing the need for Somatic and Verbal Components for spellcasting makes Subtle Spell perfect for stealth encounters and emergencies.
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Mobility Spells:
Any mobility-inclined Spell (e.g., Blink, Blur, Dimension Door, Misty Step) benefit from being Subtled, especially when Grappled or in danger -
Illusion/Enchantment Spells:
Any Spell that creates illusions or enchants a target becomes unrecognizable when casted silently.
7 Seeking Spell
Despite the powerful nature of some Spells, certain spellcasters just have bad luck when trying to hit targets. Thanks to Seeking Spell, Sorcerers may never have to worry about missing a target at all. With just two Sorcery Points, a Sorcerer can reroll a Spell Attack that initially missed. This Metamagic Option also becomes available even if the Sorcerer already used another Option in the turn.
However, despite how useful Seeking Spell can be, the steep point cost might not be as worth it compared to other Metamagic Options. It’s preferable that Sorcerers only use Seeking Spell when using all-or-nothing Spells, especially against bosses or other important NPCs.
Example Uses Of Seeking Spell
Rerolling an Attack Roll for a Spell that misses gives players a pseudo-Advantage, especially if the prospect of missing altogether will waste a significant number of Spell Slots. While being forced to reuse the new roll introduces an element of risk, it’s still a much better alternative than missing on the first try.
6 Careful Spell
Thanks to Careful Spell, Sorcerers can tailor more powerful Spells to “miss” creatures they don’t want to affect. Mechanically speaking, a D&D Sorcerer planning to cast Spells that force creatures to roll Saving Throws can make certain creatures (e.g. allies) automatically succeed in these throws. This means that Sorcerers can dish out AOE Spells without worrying about hitting their own allies.
However, inasmuch as Careful Spell is a great way to ensure safety, Sorcerers – like all spellcasters – can simply position Spells carefully to avoid hitting allies. Unless Sorcerers cast huge AOE Spells such as Fear or the occasional Fireballs, Careful Spell won’t be as useful compared to other Metamagic Options.
Example Uses Of Careful Spell
Despite its non-combative use, players can still maximize Careful Spell with the right Spellcasting. Careful Spell works great when the Sorcerer needs to cast an AOE Spell that inevitably affects allies in the process.
Securing the safety of one’s teammates becomes paramount when using devastating AOE Spells. Careful Spelling these effects leaves the Sorcerer with a bit of wiggle room to make riskier plays.
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Fireball (3rd-Level Evocation):
Killing things with fire have become easier when allies in the direct vicinity of a Fireball are guaranteed to only take 4d6 Fire Damage. -
Darkness (2nd-Level Evocation):
Ensuring allies can still see in magical Darkness can almost immediately secure a win against blinded foes.
5 Twinned Spell
The Twinned Spell Metamagic easily trumps other options when it comes to efficiency, courtesy of its perks. A Sorcerer can spend Sorcery Points equal to the level of a Spell that targets only one creature (except the caster), in order to have a second target. In turn, a Spell that cannot target more than one creature can have two recipients, making for some interesting combinations.
Sorcerers can twin Spells such as Polymorph and Haste to affect more creatures at once with the same Concentration mechanic. When used properly, buffs can affect more allies and debuffs can debilitate more enemies.It can also transform Sorcerers into support units that can cast a few helpful healing Spells or buffing Spells. However, given how the potency of Spells increases their Spell Level, Twinned Spell easily becomes the most expensive Metamagic Option as well.
Example Uses Of Twinned Spell
Twinned Spell easily becomes a game changer for any offensive Sorcerer, since it gives combative Spells two chances to succeed on separate targets. The eventual cost of Twinning higher-level Spells means this is best used for 5th-Level or lower effects. Haste (3rd-Level Transmutation) was a popular Twinned Spell candidate, but recently playtested D&D rules will eventually disallow this.
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Fire Bolt (Evocation Cantrip):
This can hyper-optimize the 1d10 Cantrip, making it the equivalent of a mini Magic Missile without the Spell Slot cost. -
Hold Person/Monster (2nd/5th-Level Enchantment):
Stopping two powerful humanoids or monsters on their tracks can be a godsend for a party who needs extra prep time.
4 Quickened Spell
Spells take some time to cast, which forces spellcasters to choose their Spells carefully to preserve time. Thanks to Quickened Spell, Sorcerers can cast Spells much faster. Sorcerers can use two Sorcery Points to change the casting of a Spell from one Action to instead just cost one Bonus Action.
Quickened Spell “breaks” the conventional Action Economy of casting only one Spell and one Cantrip on every turn. Despite the cost, Sorcerers in a pinch can use Quickened Spell to deal astonishing damage to bosses and powerful monsters ideally on their first turn. Of all Metamagic opportunities, Quickened Spell boasts the most potential across almost the entire Sorcerer Spell List. After all, the speed boost Quickened Spell grants allow Sorcerers to do more actions, allowing them to make more use of their Action Economy.
Example Uses Of Quickened Spell
In a more practical application, Sorcerers can avoid pesky Counterspells by using a handy combo. Literally boosting the casting time of a Spell can leave the Sorcerer with more things to do in a turn. Quickening a Spell gives the Sorcerer the equivalent of a mini-Haste, trading a Bonus Action for a Spell tthat would otherwise take an important Action to cast.
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Witchbolt (1st-Level Evocation):
Quickening Witchbolt demonstrates another nifty Quickened Spell usage, wherein a caster “reactivates” a Spell on the same turn it is cast. For instance, -
Fireball + Thunderwave (1st-Level Evocation):
Quickening a Fireball and following it up with a Thunderwave is a basic combo that can result in as much as 8d6 Fire and 2d8 Thunder Damage.
3 Heightened Spell
Sorcerers can use their connection to the arcane to intensify the effects of Spells against certain creatures. With Heightened Spell, a Sorcerer can force a creature to roll with disadvantage if they have to make a Saving Throw against their Spell. This effect will cost the Sorcerer a hefty three Sorcery Points, but it can help a lot against bosses and high-powered NPCs.
Despite the Sorcery Point cost, Heightened Spell can be extremely useful when used with Spells that have an all-or-nothing effect. These include Fireball, Polymorph, and Sickening Radiance. Sorcerers can maximize Heightened Spell if they use it in conjunction with Spells that don’t give them any effects when resisting Saving Throws.
Example Uses Of Heightened Spell
It’s generally not as helpful for offensive Spells, given failed Saves still damage their targets. Forcing Disadvantage on a Save heavily encourages Heightening so-called “save-or-suck” Spells whose effects matter only if enemies fail their Saves. On top of devstating Fireball, other candidates for Heightened Spell include:
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Lightning Bolt (3rd-Level Evocation):
A target securing the full brunt of 8d6 Lightning Damage can make the Bolt into a single-target Fireball alternative. Being able to line other targets behind the first one is just a bonus. -
Polymorph (4th-Level Transmutation):
Ensuring a target transforms into their new form can be a life-saver against bosses.
2 Empowered Spell
Thanks to Empowered Spells, Sorcerers can twist the fabric of the arcane to turn otherwise-painless Spells into horrifying attacks. With this Metamagic, Sorcerers can spend Sorcery Points up to their Charisma modifier to reroll the same number of damage dice. They can use Empowered Spell even if they already used a Metamagic Option for that turn.
Empowered Spell can bolster Sorcerer combos that rolled 1s in their damage pool. Remember, the more dice rolled, the more chances of accumulating a one. However, players still need to be wary of Empowered Spell, as rerolling a one won’t add much impact to the damage result as a whole. This caveat is similar to how even powerful Cleric weapons might not be as useful if players can’t hit with their high-damage attacks.
Example Uses Of Empowered Spell
Empowered Spell definitely fits offensive Sorcerers instead of utility ones. Sorcerers who rely on firepower for their magic will appreciate the extra juice. Being able to reroll a Spell’s damage dice up to the Sorcerer’s Charisma Modifier is an instant way of securing “Advantage” should high-damaging Spells don’t deal as much DPS as expected. While Empowered Spell works with any damaging Spell, it’s ideal to use this with the Sorcerer’s current highest-damaging Spell to ensure maximum effect.
1 Transmuted Spell
Spells often come with unique “flavors”. With combat Spells, these flavors take the form of specialized damage types. Unfortunately, certain powerful Spells might not work against certain creatures, as the latter have resistance against that Spell Type. This is what makes Fireball and Firebolt useless against Fire Elementals, or not as potent against demons. Thanks to Transmuted Spell, Sorcerers can spend a Sorcery Point to convert any Spell’s damage type into either thunder, poison, lightning, fire, cold, or acid.
Thanks to Transmuted Spell, Sorcerers can make wacky combos with their favorite Spells. For instance, Acid Splash can become Thunder Splash, or Wall of Fire can become a Wall of Thunder. Aside from mix-matching damage types, Transmuted Spell becomes perfect for Sorcerers who want to have a specific “theme” or flavor.
Example Uses Of Transmuted Spell
Being made aware of an opponent’s Resistances and Weaknesses to specific elements can make Transmuted Spell especially deadly when used. As a Metamagic usable on any combat Spell, being able to change a Spell’s elemental affinity can help Sorcerers maneuver around a previously-disadvantageous combat situation.
Dungeons and Dragons
- Original Release Date
- November 30, 1973
- Publisher
- Wizards of the Coast
- Designer
- E. Gary Gygax, Dave Arneson
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