This is a follow-up to How do I determine appropriate Sorcery Point costs for homebrew Metamagics?, which I asked in preparation for this question.
I'm working on a homebrew version of the Sorcerer class that includes a bunch of new Metamagic options. Most of them I've pulled from homebrew reworks I've seen here and there, but I haven't playtested any of them yet. A lot of the Sorcery Point costs for the Metamagics I pulled from here and there seemed bonkers to me, so I asked the above question in order to be able to value them more appropriately. @IronWilliam gave an excellent answer, so I tried to go by the guidelines he proposed.
Here's what I'd love folks' opinions on (though of course if people have opinions on other aspects of what I've posted I'd love to hear them):
- Are any of these too overpowered or underpowered to be in the game?
- Are any of these too overpowered or underpowered at their current cost but would be okay if they cost more/fewer Sorcery Points?
Bouncing Spell
When a creature succeeds at a saving throw against a single-target spell you cast, you can spend 2 Sorcery Points to cast the spell again, targeting another creature of your choice within 30 ft. of the original target. This expends neither a spell slot nor an action. (EDIT TO MAKE THE INTENTION CLEARER: When a creature succeeds at a saving throw against a single-target spell you cast, you can spend 2 Sorcery Points for the spell to "bounce" and target another creature of your choice within 30 feet of the original target, without consuming another spell slot.)
Efficient Spell
When you cast a spell of 2nd, 3rd, 4th or 5th level, you can spend 1 Sorcery Point to cast it using a spell slot one level lower than the spell's normal level, without changing the effects of the spell.
Imparted Spell
When you use a spell slot to cast a spell with a range of self, you can spend 1 Sorcery Point to change the spell’s casting range to touch.
Maximized Spell
(This one seems overpowered to me, but I’m including it just in case the huge cost balances that out.)
When you roll damage for a leveled spell, you can spend a number of Sorcery Points equal to twice the spell’s level to deal maximum damage to one target of the spell.
Potent Spell
When one or more creatures would take no damage following a successful saving throw against a spell you cast, you can spend 1 Sorcery Point to deal half the spell’s damage to one of those creatures. The creature suffers no additional effect from the spell.
Precise Spell
When you cast a spell which requires an attack roll, you can spend 2 Sorcery Points to gain advantage on the first attack roll of the spell.
Reactive Spell
As a reaction on another creature’s turn, you can spend 2 Sorcery Points to cast a spell with a casting time of 1 action. That spell’s casting time becomes 1 reaction for this casting.
Reverberating Spell
When you cast a spell with an area of effect and a duration of instantaneous, you can expend Sorcery Points equal to the spell’s level to have the spell (at its lowest level) target the same area at the beginning of your next turn.
Shifted Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects and has a duration of instantaneous, you can spend 3 Sorcery Points to change the saving throw to another ability score. If the original saving throw uses a physical ability score (Strength, Dexterity, or Constitution), the new saving throw must be chosen from between the other two physical ability scores. Similarly, if the original saving throw uses a mental ability score (Intelligence, Wisdom, or Charisma), the new saving throw must be chosen between the other two mental ability scores.
Widened Spell
When you cast an AOE spell, you can spend 1 Sorcery Points (1 Sorcery Point for cantrips) to increase each of the area’s dimensions by half, rounded down to the nearest 5 feet.