Kryx RPGThemesMonsters
Prerequisites: The ability to cast at least one spell

You have trained how to alter and twist your spells to suit your needs. You gain 3 metamagic and learn three metamagic options of your choice. If you already have metamagic, you gain 3 more metamagic. You regain metamagic on a short or long rest.

Distant Spell

When you cast a spell that has a range of 1.5 meters or greater, you can expend 1 metamagic or mana to double the range of the spell. When you cast a spell that has a range of touch, you can expend 1 metamagic or mana to make the range of the spell 9 meters.

Empowered Spell

When you roll damage for a spell, you can expend 1 metamagic or mana to reroll a number of the damage dice up to your spellcasting ability (minimum of one). You must use the new rolls.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can expend 1 metamagic or mana to double its duration, to a maximum duration of 24 hours. If you fail a Fortitude saving throw to maintain concentration on an extended spell, you can expend 1 metamagic or mana to reroll your Fortitude saving throw.

Heightened Spell

When you cast a spell that requires an attack roll or forces a creature to make a saving throw to resist its effects, you can expend 2 metamagic or mana to gain advantage on the first attack roll of the spell or 3 metamagic or mana to give one target of the spell disadvantage on its first saving throw made against the spell. You can not use this metamagic option in combination with other metamagic options.

Reverberating Spell

When you cast a spell with a duration of instantaneous that has an area, you can you can expend metamagic or mana equal to the total mana cost to cast the spell to have the spell target the same area at the start of your next turn (1 metamagic or mana if the spell is a cantrip). The area glows in a color chosen by the GM and creatures can determine what will happen with an ability check (Arcana, Divinity, Occult, Primal, or Psionics). You can not use this metamagic option in combination with other metamagic options.

Sculpt Spell

You can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can expend 1 metamagic or mana to choose a number of them equal to the total mana cost to cast the spell. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Reflex saving throw, you can expend 1 metamagic or mana to ignore the effects of half- and three-quarters cover against targets of the spell.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can expend metamagic or mana equal to 1 plus the total mana cost to cast the spell to target a second creature in range with the same spell (1 metamagic or mana if the spell is a cantrip).

You can select this feat multiple times.