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?

10 Great: 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.

Twinned Spell easily becomes a game changer for any offensive Sorcerer, since it gives combative Spells two chances to succeed on separate targets. In turn, a damage Sorcerer with Twinned Spell becomes the equivalent of an Enchantment Wizard who can use Enchantment Spells on two targets at a time. Another practical application of Twinned Spell lies on buff Spells such as Haste that don’t get ruined by pesky Saving Throws.

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) 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.

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. That way, Careful Spell can spare allies from the potential damage of a deadly Fireball or the Hypnotic Pattern.

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. 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.

In a more practical application, Sorcerers can avoid pesky Counterspells by using a handy combo. First, they use their Action to Dash to the target, and then remove their reaction via a Quickened Shocking Grasp as this becomes a Bonus Action. Lastly, they can cast another powerful Spell without the risk of being Counterspelled as a Reaction.

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. 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.

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. Moreover, it’s outright frightening to Counterspell an opponent from 120 feet away. Finally, Distant Spell shines when having to cast Spells in settings that rely on large spaces - such as from ships and airships, or massive battlefields.

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 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.

It’s generally not as helpful for offensive Spells, given failed Saves still damage their targets. However, Spells such as Polymorph or Banishment can see great uses with Heightened Spell, especially for the forced Disadvantage on the first Saving Throw.

5 Don’t Use: 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.

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. For instance, Mage Armor (1st-Level Abjuration) and Aid (2nd-Level Abjuration) can extend their buffs and durations beyond a long rest. This allows Spellcasters to regain the Spell Slots used with them while retaining their core benefits.

4 Great: 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.

Empowered Spell definitely fits offensive Sorcerers instead of utility ones. Sorcerers who rely on firepower for their magic will appreciate the extra juice. Moreover, since Sorcerers can cast Empowered Spell after doing damage rolls, they can only choose to reroll bad numbers to get to their ideal damage output. This can maximize the damage of risky high-level Spells. Likewise, this can give a Fireball just enough of a boost to kill that boss.

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. 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.

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. This is useful when having to do risky illusions with a lot of witnesses and onlookers around. Moreover, the silent casting of Subtle Spell won’t give Spellcasters enough time to sense the Spell coming in order to cast a nifty Counterspell.

2 Great: 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.

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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