Beechgnome
2017-03-07, 09:50 AM
That Lore Master UA bugged me with how they handed out weird powers to the Wizard that seemed more like metamagic, and it got me thinking about what weird spell-shifting Metamagic might work for the Sorcerer, yet still be balanced. A couple of these (Mastered, Inverted) also tackle the issue of too few spells for the sorcerer.
I had a look at some of the other Metamagic homebrews on the forum, and with the exception of Elemental, which I wanted to take a crack at, I think these all cover new ground. But let me know if you've seen these before.
I'd also like to add Metamagic specific to each Sorcerer Origin, like how the Warlock UA had invocations specific to patrons, but I'm still working on those.
Anyway, please let me know what you think re: interest and balance.
That is, do you like them enough to potentially choose these over favourites like Quickened, Twinned or Subtle, and are they balanced enough or do they potentially 'break' the game. (Recognizing that to some, Quickened breaks the game already).
Metamagic
Elemental Spell
When you cast a spell that does acid, cold, fire, lightning or thunder damage, you may spend a number of sorcery points equal to the spell’s level to replace the damage type with a different elemental damage type.
If you are changing the spell damage to a type that matches your elemental affinity (see table), then you can reduce the cost by 1 sorcery point (minimum 1). If you are changing the spell damage away from your elemental affinity, the cost increases by 1 sorcery point.
(Sea and Storm sorcerers have two elemental affinities. If they change from one to another, the cost remains equal to the spell’s level.)
Elemental affinity
Acid: Draconic (Black, Copper)
Cold: Draconic (Silver, White), Sea
Fire: Draconic (Brass, Gold, Red), Phoenix
Lightning: Draconic (Blue, Bronze), Sea, Storm
Thunder: Storm
Insidious Spell
When you cast a spell that forces creatures to make an Intelligence, Wisdom or Charisma saving throw to resist its effects, you can alter the flow of the magic to strike them in an unexpected way. You can spend a number of sorcery points equal to the spell’s level to require a different saving throw from among Intelligence, Wisdom or Charisma.
Mastered Spell
You choose one spell you know and master control of it. The spell no longer counts against your limits of spells known. You may also spend a number of sorcery points equal to the spell’s level + 1 to cast this spell without using any of your spell slots.
You can use your Mastered Spell in combination with another Metamagic option during the casting of the spell.
You may also select this metamagic option more than once, selecting a different spell each time.
Overwhelming Spell
When you cast a spell that forces creatures to make a Strength, Dexterity or Constitution saving throw to resist its effects, you can change the force of the magic to strike them in an unexpected way. You can spend a number of sorcery points equal to the spell’s level to require a different saving throw from among Strength, Dexterity and Constitution.
And, finally, Inverted Spell, which goes on for a bit...
Inverted Spell
You choose two spells of 3rd level or lower from your known spells that have inverted versions (see list).
You may spend 2 sorcery points when you cast the spell to invert it, changing the magic as you weave to produce an entirely different effect, and follow all of the rules of casting the new spell.
For example, when you invert Chromatic Orb, you instead cast Absorb Elements, though you can still only cast it as a reaction.
These inverse spells don’t count against your limit on spells known, and in some cases - as in the example of Absorb Elements - include spells not normally available to a sorcerer.
In some cases, the inverted pairs of spells are different levels - such as Darkness and Daylight. In these cases, when you cast one of these spells and invert it, you must cast it at the higher spell level. So, in the example of Darkness and Daylight, if you wished to invert Darkness to Daylight, you need to use at least a 3rd level spell slot. Likewise, any Daylight spell inverted into Darkness would cast Darkness at at least 3rd level.
If you change your spells known as you advance in levels, your inverted spells will also change too.
Inverted spells
*Spell not normally available to Sorcerers.
+Spell only normally available to Favored Souls
~Spell pairs that are at different levels.
1st level
Shield & Magic missile
Sleep & Alarm*
Chromatic orb & Absorb elements*
Jump & Feather fall
Bless+ & Bane+
Cure wounds+ & Inflict wounds+
2nd level
Knock & Arcane lock*
Shatter & Silence+
Levitate & Earthbind
Invisibility & See invisibility
Gust of Wind & Fog Cloud~
3rd level
Haste & Slow
Daylight & Darkness~
Fireball & Tidal Wave*
Clairvoyance & Nondetection*
Bestow curse+ Remove curse+
I had a look at some of the other Metamagic homebrews on the forum, and with the exception of Elemental, which I wanted to take a crack at, I think these all cover new ground. But let me know if you've seen these before.
I'd also like to add Metamagic specific to each Sorcerer Origin, like how the Warlock UA had invocations specific to patrons, but I'm still working on those.
Anyway, please let me know what you think re: interest and balance.
That is, do you like them enough to potentially choose these over favourites like Quickened, Twinned or Subtle, and are they balanced enough or do they potentially 'break' the game. (Recognizing that to some, Quickened breaks the game already).
Metamagic
Elemental Spell
When you cast a spell that does acid, cold, fire, lightning or thunder damage, you may spend a number of sorcery points equal to the spell’s level to replace the damage type with a different elemental damage type.
If you are changing the spell damage to a type that matches your elemental affinity (see table), then you can reduce the cost by 1 sorcery point (minimum 1). If you are changing the spell damage away from your elemental affinity, the cost increases by 1 sorcery point.
(Sea and Storm sorcerers have two elemental affinities. If they change from one to another, the cost remains equal to the spell’s level.)
Elemental affinity
Acid: Draconic (Black, Copper)
Cold: Draconic (Silver, White), Sea
Fire: Draconic (Brass, Gold, Red), Phoenix
Lightning: Draconic (Blue, Bronze), Sea, Storm
Thunder: Storm
Insidious Spell
When you cast a spell that forces creatures to make an Intelligence, Wisdom or Charisma saving throw to resist its effects, you can alter the flow of the magic to strike them in an unexpected way. You can spend a number of sorcery points equal to the spell’s level to require a different saving throw from among Intelligence, Wisdom or Charisma.
Mastered Spell
You choose one spell you know and master control of it. The spell no longer counts against your limits of spells known. You may also spend a number of sorcery points equal to the spell’s level + 1 to cast this spell without using any of your spell slots.
You can use your Mastered Spell in combination with another Metamagic option during the casting of the spell.
You may also select this metamagic option more than once, selecting a different spell each time.
Overwhelming Spell
When you cast a spell that forces creatures to make a Strength, Dexterity or Constitution saving throw to resist its effects, you can change the force of the magic to strike them in an unexpected way. You can spend a number of sorcery points equal to the spell’s level to require a different saving throw from among Strength, Dexterity and Constitution.
And, finally, Inverted Spell, which goes on for a bit...
Inverted Spell
You choose two spells of 3rd level or lower from your known spells that have inverted versions (see list).
You may spend 2 sorcery points when you cast the spell to invert it, changing the magic as you weave to produce an entirely different effect, and follow all of the rules of casting the new spell.
For example, when you invert Chromatic Orb, you instead cast Absorb Elements, though you can still only cast it as a reaction.
These inverse spells don’t count against your limit on spells known, and in some cases - as in the example of Absorb Elements - include spells not normally available to a sorcerer.
In some cases, the inverted pairs of spells are different levels - such as Darkness and Daylight. In these cases, when you cast one of these spells and invert it, you must cast it at the higher spell level. So, in the example of Darkness and Daylight, if you wished to invert Darkness to Daylight, you need to use at least a 3rd level spell slot. Likewise, any Daylight spell inverted into Darkness would cast Darkness at at least 3rd level.
If you change your spells known as you advance in levels, your inverted spells will also change too.
Inverted spells
*Spell not normally available to Sorcerers.
+Spell only normally available to Favored Souls
~Spell pairs that are at different levels.
1st level
Shield & Magic missile
Sleep & Alarm*
Chromatic orb & Absorb elements*
Jump & Feather fall
Bless+ & Bane+
Cure wounds+ & Inflict wounds+
2nd level
Knock & Arcane lock*
Shatter & Silence+
Levitate & Earthbind
Invisibility & See invisibility
Gust of Wind & Fog Cloud~
3rd level
Haste & Slow
Daylight & Darkness~
Fireball & Tidal Wave*
Clairvoyance & Nondetection*
Bestow curse+ Remove curse+