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	<id>https://wiki.kevkus.fun/index.php?action=history&amp;feed=atom&amp;title=Sorcerer%2FMetamagic</id>
	<title>Sorcerer/Metamagic - Versionsgeschichte</title>
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	<updated>2026-05-27T23:15:34Z</updated>
	<subtitle>Versionsgeschichte dieser Seite in Onos Wiki</subtitle>
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		<id>https://wiki.kevkus.fun/index.php?title=Sorcerer/Metamagic&amp;diff=203&amp;oldid=prev</id>
		<title>Admin: Bulk class-family migration from WikiJS markdown</title>
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		<updated>2026-04-24T13:47:12Z</updated>

		<summary type="html">&lt;p&gt;Bulk class-family migration from WikiJS markdown&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{| class=&amp;quot;table&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Sorcerer|Übersicht]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Sorcerer/Feats|Feats]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Sorcerer/Subklassen|Subklassen]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Sorcerer/Metamagic|Metamagic]]&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;|[[Sorcerer/Wild_Magic_Surge|Wild Magic Surge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adamant Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you can spend a number of spell points equal to the spell&amp;#039;s level to make it immune to anti-magic spells like Counterspell, Dispel Magic, or Antimagic Field.&lt;br /&gt;
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== Augmented Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that forces a creature to make a saving throw to to resist its effects, you can spend 4 spell points to change the first saving throw required for one target of the spell. If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.&lt;br /&gt;
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== Blinding Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that deals fire or radiant damage, you can spend 1 spell point to force one target hit by the spell to be blinded until the end of their next turn.&lt;br /&gt;
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== Careful Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell&amp;#039;s full force. You can spend 3 spell points to protect a number of creatures equal to your Charisma modifier (minimum of 1). Protected creatures automatically succeed on their saving throw against the spell. If they would suffer effects on a successful save, such as taking only half damage, they instead suffer no effects.&lt;br /&gt;
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This only protects creatures from the initial saving throw of the spell, not subsequent saving throws they may need to make if they are still in its area.&lt;br /&gt;
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== Delayed Spell ==&lt;br /&gt;
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When you cast a spell, you can delay it occurring until the start of your next turn by spending 1 spell point (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more spell point.&lt;br /&gt;
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== Distant Spell ==&lt;br /&gt;
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When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.&lt;br /&gt;
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== Elemental Spell ==&lt;br /&gt;
&lt;br /&gt;
Choose a damage type from the following list: Acid, Cold, Fire, Lightning, Poison, or Thunder damage. This damage type becomes your Elemental Type. Whenever you cast a spell that deals damage from the above list, you may instead cause it to deal damage of your Elemental Type.&lt;br /&gt;
&lt;br /&gt;
Instead of changing it to your Elemental Type, you may expend 2 spell points to change it to another damage type from the above list.&lt;br /&gt;
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Whenever you finish a long rest, you may change your Elemental Type to another from the list.&lt;br /&gt;
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== Esoteric Spell ==&lt;br /&gt;
&lt;br /&gt;
Choose a damage type from the following list: Force, Necrotic, Psychic or Radiant damage. This damage type becomes your Esoteric Type. Whenever you cast a spell that deals damage from the above list, you may instead cause it to deal damage of your Esoteric Type.&lt;br /&gt;
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Instead of changing it to your Esoteric Type, you may expend 2 spell points to change it to another damage type from the above list.&lt;br /&gt;
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Whenever you finish a long rest, you may change your Esoteric Type to another from the list.&lt;br /&gt;
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== Empowered Spell ==&lt;br /&gt;
&lt;br /&gt;
When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.&lt;br /&gt;
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You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.&lt;br /&gt;
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== Extended Spell ==&lt;br /&gt;
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When you cast a spell with a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours.&lt;br /&gt;
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== Heightened Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell.&lt;br /&gt;
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== Imbued Spell ==&lt;br /&gt;
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When you cast a spell that has a range of self, you can spend a number of spell points equal to the spell&amp;#039;s level to cast it with a range of touch, targeting a willing creature.&lt;br /&gt;
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If the spell requires concentration, the creature you cast the spell on must concentrate on the spell.&lt;br /&gt;
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== Moving Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that has a point of origin and requires concentration, you can spend 3 spell points to mark it as a moving spell. As an action you can change the location of its origin by up to 30 feet. For every consecutive translocation you must expend 1 more spell point.&lt;br /&gt;
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== Overcharged Spell ==&lt;br /&gt;
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When you cast a spell that has only one target, and requires you to make a ranged spell attack roll, you can spend 2 spell points to increase the critical hit range of that spell, allowing you to score a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
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== Potent Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that deals damage, you can spend 1 spell point to have the spell ignore a single target&amp;#039;s resistance to the damage of the spell.&lt;br /&gt;
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== Quickened Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell or cantrip that has a casting time of 1 action, you can spend 3 spell points to change its casting time to 1 bonus action for this casting.&lt;br /&gt;
&lt;br /&gt;
You cannot cast more than one spell of 1st level or higher on the same turn. If you cast a spell of 1st level or higher as a bonus action using this feature, you can cast only cantrips with your action on that turn. Likewise, if you cast a spell of 1st level or higher with your action, you can use this feature only on a cantrip.&lt;br /&gt;
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== Seeking Spell ==&lt;br /&gt;
&lt;br /&gt;
If you make an attack roll for a spell and miss, you can spend 1 spell points to reroll the d20, and you must use the new roll.&lt;br /&gt;
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.&lt;br /&gt;
&lt;br /&gt;
== Shielded Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell you can spend 2 spell points to ignore the effects of that spell for its entire duration.&lt;br /&gt;
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== Sturdy Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires concentration, you can spend spell points up to your Charisma modifier (minimum of 1), to empower your focus. For each spell point you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell.&lt;br /&gt;
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== Subtle Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you can spend 1 spell point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.&lt;br /&gt;
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== Twinned Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that targets only one creature and doesn&amp;#039;t have a range of self, you can spend a number of spell points equal to the spell&amp;#039;s level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).&lt;br /&gt;
&lt;br /&gt;
To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell&amp;#039;s current level.&lt;br /&gt;
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== Unerring Spell ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, or requires a creature to make a Dexterity saving throw, you can expend 1 spell point to ignore the effects of half and three-quarters cover against the targets of the spell.&lt;br /&gt;
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[[Kategorie:Klassen]]&lt;br /&gt;
[[Kategorie:Klasse:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
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