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<blockquote data-quote="Chaosmancer" data-source="post: 9320946" data-attributes="member: 6801228"><p>One thing I did in the pursuit of more metamagic, was to attempt to offer effects based on the spells. </p><p></p><p>For example, I gave the Shadow sorcerer this ability: </p><p></p><p><strong>Umbral Spell</strong></p><p><em>When you cast a spell with an area effect, you may pay 2 sorcery points. If you do, the spell’s area is also filled with darkness (as if with a Darkness spell) while the spell is active and up to 1d4+2 rounds after the spell ends.</em></p><p></p><p>This opens up tactical options for the Shadow Sorcerer, who can now use their spells to ALSO obscure sight lines. </p><p></p><p>Or, I did some of these for more general use</p><p></p><p><strong><em>Explosive Spell</em></strong></p><p><em>When you cast a spell that has an area of effect and forces other creatures to make a Strength or Dexterity saving throw to resist its effects, you can spend 2 points to blast the affected creatures off their feet. On a failed saving throw, the spell has the additional effect of pushing a creature in a straight line towards the nearest edge of the spell's area and knocking it prone.</em></p><p><em></em></p><p><em>If the creature strikes an object of its size or larger that prevents it from being pushed to the edge of the spell's area it takes 1d6 bludgeoning damage for every 10 ft thrown.</em></p><p><em></em></p><p><em>This metamagic cannot be used on spells that already cause forced movement</em></p><p><strong>Flared Spell</strong></p><p><em>When casting a spell that deals fire, lightning, or radiant damage, if the spell targets one or two creatures you may spend 2 points, if the spell targets more than two creatures you must instead spend 4 points. The targets that failed the save of the spell are blinded until the end of your next turn. If the spell did not have a save, they instead must make a Constitution saving throw, becoming blinded on a failed save.</em></p><p><em></em></p><p><em>This metamagic cannot be used on spells that already have blinding effects.</em></p><p></p><p>These sort of things allow you to do different things with the spells you are casting, altering them as Metamagic says you should be able to do. You could have a sorcerer who realizes they are in a bad spot, and uses Scorching ray with Flared spell to blind the enemy and attempt an escape. Or you could have a sorcerer combine Careful spell, Explosive Spell, and Fireball to rescue an ally by a targeted air burst.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9320946, member: 6801228"] One thing I did in the pursuit of more metamagic, was to attempt to offer effects based on the spells. For example, I gave the Shadow sorcerer this ability: [B]Umbral Spell[/B] [I]When you cast a spell with an area effect, you may pay 2 sorcery points. If you do, the spell’s area is also filled with darkness (as if with a Darkness spell) while the spell is active and up to 1d4+2 rounds after the spell ends.[/I] This opens up tactical options for the Shadow Sorcerer, who can now use their spells to ALSO obscure sight lines. Or, I did some of these for more general use [B][I]Explosive Spell[/I][/B] [I]When you cast a spell that has an area of effect and forces other creatures to make a Strength or Dexterity saving throw to resist its effects, you can spend 2 points to blast the affected creatures off their feet. On a failed saving throw, the spell has the additional effect of pushing a creature in a straight line towards the nearest edge of the spell's area and knocking it prone. If the creature strikes an object of its size or larger that prevents it from being pushed to the edge of the spell's area it takes 1d6 bludgeoning damage for every 10 ft thrown. This metamagic cannot be used on spells that already cause forced movement[/I] [B]Flared Spell[/B] [I]When casting a spell that deals fire, lightning, or radiant damage, if the spell targets one or two creatures you may spend 2 points, if the spell targets more than two creatures you must instead spend 4 points. The targets that failed the save of the spell are blinded until the end of your next turn. If the spell did not have a save, they instead must make a Constitution saving throw, becoming blinded on a failed save. This metamagic cannot be used on spells that already have blinding effects.[/I] These sort of things allow you to do different things with the spells you are casting, altering them as Metamagic says you should be able to do. You could have a sorcerer who realizes they are in a bad spot, and uses Scorching ray with Flared spell to blind the enemy and attempt an escape. Or you could have a sorcerer combine Careful spell, Explosive Spell, and Fireball to rescue an ally by a targeted air burst. [/QUOTE]
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