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.
Essentially, 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 cost less in terms of resources. However, which Metamagic options should Sorcerers give more attention to? Moreover, which Metamagic options should Sorcerers just ignore?
10 Great: Twinned Spell
The Twinned Spell Metamagic easily trumps other Options when it comes to efficiency, courtesy of its perks. Essentially, 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.
Interestingly, 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 creatures. However, given how the potency of Spells increases their Spell Level, Twinned Spell easily becomes the most expensive Metamagic Option as well. In turn, Twinned Spell can easily transform Sorcerers into support units that can cast a few helpful healing Spells or buffing Spells.
9 Don’t Use: Careful Spell
Thanks to Careful Spell, Sorcerers can tailor more powerful Spells to “miss” creatures they don’t want to affect. Mechanically-speaking, a Sorcerer planning to cast Spells that force creatures to roll Saving Throws can make certain creatures (e.g. allies) Succeed in their throws using their Sorcery Points. In turn, 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 – or all spellcasters – can simply position Spells carefully to avoid hitting allies. In turn, 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.
8 Great: 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. In terms of mechanics, Sorcerers can use two Sorcery Points to change the casting of a Spell from one Action to instead just cost one Bonus Action.
Interestingly, 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.
7 Don’t Use: 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, to begin with. 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.
6 Great: 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 great ol’ Fireball, Polymorph, and Sickening Radiance.
5 Don’t Use: Extended Spell
Spells usually only have a limited timetable to remain potent. For as long as the Sorcerer casts a Spell that will last for at least a minute, they can use Extended Spell to double its duration. Mechanically-speaking, Sorcerers can spend one Sorcery Point to double the duration of said Spells until a whopping 24 hours.
Unfortunately, despite the potential of such a Metamagic Option, not all Spells in D&D really need that prolonged timetable. Remember, extending most Spells will most likely have them last an entire fight. In turn, 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 it comes to stalking their prey, who has run off to a nearby village or city.
4 Great: Empowered Spell
Sorcerers have the ability to increase the potency of their Spells. Thanks to Empowered Spells, Sorcerers can twist the fabric of the arcane to make otherwise-painless Spells into horrifying attacks. mechanically-speaking, Sorcerers can spend Sorcery Points up to their Charisma modifier to reroll the same number of damage dice. Moreover, they can use Empowered Spell even if they already used a Metamagic Option for that turn.
Thankfully, 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. In a way, 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.
3 Don’t Use: 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 – which should be good, right?
Interestingly, 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.
2 Great: Transmuted Spell
Spells often come with unique “flavors,” and in terms of 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.
1 Don’t Use: 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.
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