Arkon's Manual of Mystical Metamagic

Tired of the same old arcane meddling? Want some more variety beyond the same eight twists? Well then the AM3 is perfect for you! We have a grand total of 26 new ways for you to poke holes in the weave and drive your enemies crazy. Go wild with your powers, and don't forget to have fun!

Arcane Spell

As a bonus action, you may spend 1 sorcery point to change your spellcasting ability score to Intelligence for each spell you cast for the next minute.

Brutal Spell

When you cast a spell that requires an attack roll, you may spend 1 sorcery point. If you do, the spell scores a critical hit on a 19 or 20.

Chimeric Spell

When you cast a spell that causes a damage roll to occur, you may spend 1 sorcery point to change the spell's damage type to any other damage type, excluding bludgeoning, force, slashing, or piercing. If the spell deals multiple types of damage, you may change all of them (they do not have to be changed to the same damage type).

You may use this Metamagic option even if you have used another on the same spell.

Crafty Spell

When you cast a spell that requires material components, you may spend 1 sorcery point to cast it without requiring any material components. This metamagic cannot replace material components with a gold cost of over 100 GP.

Divine Spell

As a bonus action, you may spend 1 sorcery point to change your spellcasting ability score to Wisdom for each spell you cast for the next minute.

Exalted Spell

When you cast a spell that requires concentration, you may spend 3 sorcery points to remove the concentration requirement: the spell lasts its full duration. You can only use this metamagic once per minute.

Gargantuan Spell

When you cast a spell that has an area of effect, you may spend 2 sorcery point to add 5 feet to the dimensions of that area if the spell is a cone, circle, square, or line, and 3 sorcery points to add 5 feet to the dimensions of a cube, sphere, or cylinder.

Hindering Spell

When you cast a spell that deals damage, you may spend 1 sorcery point to reduce the maximum hit points of each damaged creature by a number equal to your sorcerer level.

Incantated Spell

When you cast a spell with the ritual tag, you can cast the spell as a ritual.

Jarring Spell

When you cast a spell that causes a creature to make a roll to maintain concentration, you may spend 1 sorcery point to impose disadvantage on that roll.

You may use this Metamagic option even if you have used another on the same spell.

Lethargic Spell

When you cast a spell that affects a creature, you may spend 2 sorcery points to force that creature to make a Dexterity saving throw against your spell save DC. On failure, that creature cannot make actions, bonus actions, or reactions until the end of your next turn, and its movement speed is halved.

Miring Spell

When you cast a spell that has an area of effect, you may spend 3 sorcery points to turn any ground, wall, and/or liquid within that area into difficult terrain for the next minute as viscous magical muck covers the surfaces.

Myraid Spell

When you cast a spell of 3rd level or lower as an action, you may spend 5 sorcery points to immediately cast a spell of 3rd level or lower with a casting time of an action or a bonus action. You still expend both spell slots.

Noxious Spell

When you cast a spell that affects a creature, you may spend 1 sorcery point to force that creature to make a Constitution saving throw against you spell save DC. On failure, that creature is poisoned for the next minute. A creature under this effect may repeat this save at the end of each of its turns, and on a success they are no longer poisoned.

Optimised Spell

When you cast a spell that requires you to roll a die, you may spend up to 1 sorcery point per die to automatically take the highest or lowest value of that die. This cannot affect d100 or d20 rolls.

Piercing Spell

When you cast a spell that requires an attack roll, you may spend 2 sorcery points to gain advantage on each attack roll for that spell.

Quixotic Spell

When you cast an illusion spell, you may spend 1 sorcery point to impose disadvantage on the first roll each creature makes to attempt and determine it is an illusion.