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<blockquote data-quote="Corinnguard" data-source="post: 9324363" data-attributes="member: 7033886"><p>The Level Up Sorcerer splits Metamagic into three groups- Minor, Moderate and Major. The earliest you can get metamagics for the Level Up Sorcerer is 3rd level. At this level you gain two Minor Metamagic options and one Moderate option. You can gain a new Minor Metamagic at 5th, 10th, 15th and 19th level, and you can gain a new Moderate Metamagic at 10th and 19th level.</p><p></p><p>Minor: Delayed Spell, Distant Spell, Persistent Spell, Reliable Spell, Subdual Spell, Subtle Spell and Treacherous Spell.</p><p></p><p>Moderate: Careful Spell, Heightened Spell, Quickened Spell, Reflexive Spell, Refracting Spell, and Twinned Spell. </p><p></p><p>You gain access to Major Metamagics at 15th level. You gain one at 15th and another at 20th.</p><p></p><p>Major: Consumptive Spell, Contingent Spell, Echo Spell, and Intensive Spell </p><p></p><p></p><p>In Level Up, Manifestation works a little differently. </p><p></p><h2>MANIFESTATION</h2><p>At 2nd level, you also choose one of the following manifestations, which represents a kind of energy you are especially effective at producing. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type to your manifestation’s damage type.</p><p></p><h3>BLIZZARD (COLD)</h3><p>When you cast a spell that deals cold damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes cold damage from the spell, it is also chilled, reducing its movement speeds by 10 feet for a number of rounds equal to the level of the spell (minimum 1 round).</p><p></p><h3>CORROSION (ACID)</h3><p>When you cast a spell that deals acid damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes acid damage from the spell, its Armor Class is reduced by 2 until the end of your next turn. </p><p></p><h3>HURRICANE (LIGHTNING OR THUNDER)</h3><p>You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 sorcery point to produce a thunderous blast around you. Large or smaller creatures within 5 feet of you must succeed on a Strength <a href="https://a5e.tools/rules/saving-throw" target="_blank">saving throw</a> against your spell save DC or be pushed back 10 feet and knocked <a href="https://a5e.tools/rules/conditions" target="_blank">prone</a> . </p><p></p><h3>INFERNO (FIRE)</h3><p>When you cast a spell that deals fire damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put itself out.</p><p></p><h3>VENOM (POISON)</h3><p>When you cast a spell that deals poison damage, you can spend 1 sorcery point, causing creatures <a href="https://a5e.tools/rules/damage-and-recovery" target="_blank">immune</a> to poison damage to take half damage, and creatures <a href="https://a5e.tools/rules/damage-and-recovery" target="_blank">resistant</a> to poison damage to take full damage.</p><p></p><p>At 12th level, these manifestations evolve into something a little more powerful. </p><p></p><p><a href="https://a5e.tools/rules/sorcerer" target="_blank">Sorcerer | Level Up</a> Here's a link on what the Level Up Sorcerer is capable of.</p></blockquote><p></p>
[QUOTE="Corinnguard, post: 9324363, member: 7033886"] The Level Up Sorcerer splits Metamagic into three groups- Minor, Moderate and Major. The earliest you can get metamagics for the Level Up Sorcerer is 3rd level. At this level you gain two Minor Metamagic options and one Moderate option. You can gain a new Minor Metamagic at 5th, 10th, 15th and 19th level, and you can gain a new Moderate Metamagic at 10th and 19th level. Minor: Delayed Spell, Distant Spell, Persistent Spell, Reliable Spell, Subdual Spell, Subtle Spell and Treacherous Spell. Moderate: Careful Spell, Heightened Spell, Quickened Spell, Reflexive Spell, Refracting Spell, and Twinned Spell. You gain access to Major Metamagics at 15th level. You gain one at 15th and another at 20th. Major: Consumptive Spell, Contingent Spell, Echo Spell, and Intensive Spell In Level Up, Manifestation works a little differently. [HEADING=1]MANIFESTATION[/HEADING] At 2nd level, you also choose one of the following manifestations, which represents a kind of energy you are especially effective at producing. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type to your manifestation’s damage type. [HEADING=2]BLIZZARD (COLD)[/HEADING] When you cast a spell that deals cold damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes cold damage from the spell, it is also chilled, reducing its movement speeds by 10 feet for a number of rounds equal to the level of the spell (minimum 1 round). [HEADING=2]CORROSION (ACID)[/HEADING] When you cast a spell that deals acid damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes acid damage from the spell, its Armor Class is reduced by 2 until the end of your next turn. [HEADING=2]HURRICANE (LIGHTNING OR THUNDER)[/HEADING] You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 sorcery point to produce a thunderous blast around you. Large or smaller creatures within 5 feet of you must succeed on a Strength [URL='https://a5e.tools/rules/saving-throw']saving throw[/URL] against your spell save DC or be pushed back 10 feet and knocked [URL='https://a5e.tools/rules/conditions']prone[/URL] . [HEADING=2]INFERNO (FIRE)[/HEADING] When you cast a spell that deals fire damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put itself out. [HEADING=2]VENOM (POISON)[/HEADING] When you cast a spell that deals poison damage, you can spend 1 sorcery point, causing creatures [URL='https://a5e.tools/rules/damage-and-recovery']immune[/URL] to poison damage to take half damage, and creatures [URL='https://a5e.tools/rules/damage-and-recovery']resistant[/URL] to poison damage to take full damage. At 12th level, these manifestations evolve into something a little more powerful. [URL="https://a5e.tools/rules/sorcerer"]Sorcerer | Level Up[/URL] Here's a link on what the Level Up Sorcerer is capable of. [/QUOTE]
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