System Reference Document 5.2.1
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it takes no damage if it would normally take half 
damage on a successful save.
Distant Spell
Cost: 1 Sorcery Point
When you cast a spell that has a range of at least 5 
feet, you can spend 1 Sorcery Point to double the 
spell’s range. Or when you cast a spell that has a 
range of Touch, you can spend 1 Sorcery Point to 
make the spell’s range 30 feet.
Empowered Spell
Cost: 1 Sorcery Point
When you roll damage for a spell, you can spend 1 
Sorcery Point to reroll a number of the damage dice 
up to your Charisma modifier (minimum of one), 
and you must use the new rolls.
 You can use Empowered Spell even if you’ve al-
ready used a different Metamagic option during the 
casting of the spell.
Extended Spell
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 min -
ute or longer, you can spend 1 Sorcery Point to dou -
ble its duration to a maximum duration of 24 hours.
 If the affected spell requires Concentration, you 
have Advantage on any saving throw you make to 
maintain that Concentration.
Heightened Spell
Cost: 2 Sorcery Points
When you cast a spell that forces a creature to make 
a saving throw, you can spend 2 Sorcery Points to 
give one target of the spell Disadvantage on saves 
against the spell.
Quickened Spell
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of an 
action, you can spend 2 Sorcery Points to change 
the casting time to a Bonus Action for this casting. 
You can’t modify a spell in this way if you’ve already 
cast a level 1+ spell on the current turn, nor can you 
cast a level 1+ spell on this turn after modifying a 
spell in this way.
Seeking Spell
Cost: 1 Sorcery Point
If you make an attack roll for a spell and miss, you 
can spend 1 Sorcery Point to reroll the d20, and you 
must use the new roll.
 You can use Seeking Spell even if you’ve already 
used a different Metamagic option during the cast -
ing of the spell.
Subtle Spell
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery 
Point to cast it without any Verbal, Somatic, or Ma-
terial components, except Material components that 
are consumed by the spell or that have a cost speci -
fied in the spell.
Transmuted Spell
Cost: 1 Sorcery Point
When you cast a spell that deals a type of damage 
from the following list, you can spend 1 Sorcery 
Point to change that damage type to one of the 
other listed types: Acid, Cold, Fire, Lightning, Poi -
son, Thunder.
Twinned Spell
Cost: 1 Sorcery Point
When you cast a spell, such as Charm Person , that 
can be cast with a higher-level spell slot to target an 
additional creature, you can spend 1 Sorcery Point 
to increase the spell’s effective level by 1.
Sorcerer Spell List
This section presents the Sorcerer spell list. The 
spells are organized by spell level and then alpha-
betized, and each spell’s school of magic is listed. 
In the Special column, C means the spell requires 
Concentration, R means it’s a Ritual, and M means it 
requires a specific Material component.
Cantrips (Level 0 Sorcerer Spells)
Spell School Special
Acid Splash Evocation —
Chill Touch Necromancy —
Dancing Lights Illusion C
Elementalism Transmutation —
Fire Bolt Evocation —
Light Evocation —
Mage Hand Conjuration —
Mending Transmutation —
Message Transmutation —
Minor Illusion Illusion —
Poison Spray Necromancy —
Prestidigitation Transmutation —
Ray of Frost Evocation —
Shocking Grasp Evocation —
Sorcerous Burst Evocation —
True Strike Divination —