Metamagic: Distant Spell

metamagic distant spell icon baldurs gate3 wiki guide 150px

Increase the range of spells by 50%. Melee spells get a range of 9m.

Costs 1 Sorcery Point per spell.

Metamagic: Distant Spell is a Feature in Baldur's Gate 3. Features provide unique abilities or effects and can be acquired depending on the Character's Race, Class and level.

 

Metamagic: Distant Spell Information

  • Increase the range of spells by 50%. Melee spells get a range of 9m.
  • Costs 1 Sorcery Point per Spell.
  • Can be learned at level 2

 

How to unlock Metamagic: Distant Spell

Metamagic: Careful Spell can be acquired by:

 

Metamagic: Distant Spell BG3 Guide

Metamagic: Distant Spell is one of seven Metamagics available to Sorcerers. Metamagics are a Sorcerer-specific feature that allows them to alter the properties of their Spells to benefit them and their allies, or to simply bolster the effects of the spell casted. In Early Access, there are 7 Metamagics that you can spend Sorcery Points on, each of which have varying Sorcery Point costs depending on how potent they are. To use Metamagics in Baldur's Gate 3, click on the Metamagic you want to use, then click on and cast the spell you want to apply the Metamagic on. Spells that are compatible with your chosen Metamagic will glow white on your Spell HUD. Only one Metamagic can be applied to a spell at a time.

Sorcery Points are a resource only available to Level 2 or higher Sorcerers. Their main purpose is to apply Metamagics onto casted spells to improve them. They can, however, also be used to create or regain Spell Slots in a pinch through the Create Spell Slot Bonus Action. Sorcery Points are replenished by having a Long Rest at Camp or by sacrificing Spell Slots through Create Sorcery Points.

Metamagic: Distant Spell costs 1 Sorcery Point and doubles the range in which you can cast your spells. If the spell requires you to be in touch/melee range (i.e. 1.5m), the range of the spell would be increased to 9m instead. Many Sorcerer spells are far reaching, making this Metamagic quite niche, but it can be very useful if you have multiple touch-range spells prepared. Sorcerers by default have no Armor Proficiencies, making them very squishy and prone to getting downed if hit too often. As such, Sorcerers should typically be positioned as far away as possible from enemies in encounters to avoid getting attacked, rendering many touch-range skills ineffective whether it affects enemies or allies. With Distant Spell, however, Sorcerers can remain relatively far away from enemies while still being able to cast their touch-range skills.

Consider taking Metamagic: Distant Spell if you have one or more of the following Spells prepared (the full release of Baldur's Gate 3 may feature more than the options given): darkvision spell baldursgate3 wiki guide 35px 1Darkvision, enhance ability spell baldursgate3 wiki guide 35pxEnhance Ability, fly spell bg3 wiki guide64pxFly, gaseous form spell bg3 wiki guide150pxGaseous Forminvisivility spell baldursgate3 wiki guide 35px 1Invisibilityjump spell baldursgate3 wiki guide 35px 1Jumplight spell baldursgate3 wiki guide 35px 1Light, mage armour spell baldursgate3 wiki guide 35px 1Mage Armour, protection from energy acid abjuration spell bg3 wiki 64pxProtection from Energyshocking grasp spell baldursgate3 wiki guide 35px 1Shocking Grasp. All Sorcerers can pick Distant Spell from their list of Metamagic starting at Level 2. In Early Access, you only get to choose 3 Metamagics to keep, and are unable alter your choices after picking. In the full release of Baldur's Gate 3, however, you will be able to alter your list of Metamagic through respeccing.

 

Metamagic: Distant Spell Tips & Notes

  • Notes & Tips go here

 

 

Traits and Features
Ability Drain  ♦  Abjuration Savant  ♦  Absorb Elements  ♦  Acolyte of Nature  ♦  Action Surge  ♦  Adamantine Skin  ♦  Additional Ki Point  ♦  Additional Proficiencies  ♦  Additional Rage Charge  ♦  Advanced Unarmoured Movement  ♦  Agile Chassis  ♦  Agonizing Blast  ♦  Animal Aspect  ♦  Arcane Ward  ♦  Archery  ♦  Arctic  ♦  Armour of Shadows  ♦  Artificer's Lore  ♦  Aspect of the Beast: Bear  ♦  Aspect of the Beast: Chimpanzee  ♦  Aspect of the Beast: Crocodile  ♦  Aspect of the Beast: Eagle  ♦  Aspect of the Beast: Elk  ♦  Aspect of the Beast: Honey Badger  ♦  Aspect of the Beast: Stallion  ♦  Aspect of the Beast: Tiger  ♦  Aspect of the Beast: Wolf  ♦  Aspect of the Beast: Wolverine  ♦  Assassin's Alacrity  ♦  Assassinate  ♦  Assassinate+Ambush  ♦  Assassinate: Initiative  ♦  Assassin‘s Alacrity  ♦  Athlete Standing Up  ♦  Aura of Courage  ♦  Aura of Devotion  ♦  Aura of Hate  ♦  Aura of Protection (Feature)  ♦  Aura of Warding  ♦  Aversion of Fire  ♦  Base Racial Speed  ♦  Battle Acuity  ♦  Battleaxe Proficiency  ♦  Bear Heart  ♦  Beast Speech  ♦  Beast Tamer  ♦  Beguiling Defences  ♦  Beguiling Defenses  ♦  Beguiling Influence  ♦  Bend Luck  ♦  Benign Transportation  ♦  Bestial Fury  ♦  Bestial Heart  ♦  Blade Flourish  ♦  Blessed Healer  ♦  Blessings of Knowledge  ♦  Bolstering Magic  ♦  Bonus Proficiencies  ♦  Book of Ancient Secrets  ♦  Bounty Hunter  ♦  Brave  ♦  Breath Weapon  ♦  Brutal Critical  ♦  Caretaker's Care  ♦  Channel Divinity Charges  ♦  Channel Divinity: Charm Animals and Plants  ♦  Channel Divinity: Destructive Wrath  ♦  Channel Divinity: Guided Strike  ♦  Channel Divinity: Knowledge of the Ages  ♦  Channel Divinity: War God's Blessing  ♦  Channel Oath Charges  ♦  Charger: Shove  ♦  Charger: Weapon Attack  ♦  Charisma Saving Throw Proficiency  ♦  Charm (Illithid Power)  ♦  Civil Militia  ♦  Cloak of Shadows  ♦  Club Proficiency  ♦  Coast  ♦  Colossus Slayer  ♦  Combat Wild Shape  ♦  Commander's Strike  ♦  Companion's Bond  ♦  Conjuration Savant  ♦  Constitution Saving Throw Proficiency  ♦  Controlled Chaos  ♦  Crossbow Expert: Point-Blank  ♦  Crossbow Expert: Wounding  ♦  Cull the Weak  ♦  Cutting Words (Feature)  ♦  Dagger Proficiency  ♦  Dampen Elements  ♦  Danger Sense  ♦  Dark Devotion  ♦  Dark One's Blessing  ♦  Dark One's Own Luck  ♦  Darkvision  ♦  Dart Proficiency  ♦  Deception Proficiency  ♦  Deepened Pact  ♦  Defense  ♦  Defensive Duellist  ♦  Defensive Tactics  ♦  Deflect Missiles  ♦  Desert  ♦  Destroy Undead  ♦  Destructive Wrath  ♦  Devil's Sight  ♦  Dexterity Saving Throw Bonus +2  ♦  Dexterity Saving Throw Proficiency  ♦  Disarming Attack  ♦  Disciple of Life  ♦  Disciple of the Elements  ♦  Displace  ♦  Distracting Strike  ♦  Divination Savant  ♦  Divine Health  ♦  Divine Intervention  ♦  Divine Smite  ♦  Divine Strike  ♦  Domain Spells  ♦  Draconic Ancestry  ♦  Draconic Ancestry: Black (Acid)  ♦  Draconic Ancestry: Blue (Lightning)  ♦  Draconic Ancestry: Brass (Fire)  ♦  Draconic Ancestry: Bronze (Lightning)  ♦  Draconic Ancestry: Copper (Acid)  ♦  Draconic Ancestry: Gold (Fire)  ♦  Draconic Ancestry: Green (Poison)  ♦  Draconic Ancestry: Red (Fire)  ♦  Draconic Ancestry: Silver (Cold)  ♦  Draconic Ancestry: White (Cold)  ♦  Draconic Resilience  ♦  Draconic Resilience: Armour Class  ♦  Draconic Resilience: Hit Points  ♦  Dragon Ancestry: Red (Fire)  ♦  Dread Ambusher  ♦  Dreadful Word  ♦  Drow Weapon Training  ♦  Dual Wielder (Feature)  ♦  Dual Wielder Bonus Armour Class  ♦  Dueling  ♦  Duelling  ♦  Duergar Magic  ♦  Duergar Resilience  ♦  Dungeon Delver Perception  ♦  Dungeon Delver Resist Traps  ♦  Dwarven Armour Training  ♦  Dwarven Combat Training  ♦  Dwarven Resilience  ♦  Dwarven Toughness  ♦  Eagle Heart  ♦  Eldritch Invocations  ♦  Eldritch Strike  ♦  Elemental Adept: Acid  ♦  Elemental Adept: Cold  ♦  Elemental Adept: Fire  ♦  Elemental Adept: Lightning  ♦  Elemental Adept: Thunder  ♦  Elemental Affinity: Damage  ♦  Elemental Affinity: Resistance  ♦  Elk Heart  ♦  Elven Weapon Training  ♦  Empowered Evocation  ♦  Enchantment Savant  ♦  Entropic Ward  ♦  Escape the Horde  ♦  Ethereal Escape  ♦  Evasion  ♦  Evasive Footwork  ♦  Evocation Savant  ♦  Exceptional Training  ♦  Experimental Alchemy  ♦  Expert Divination  ♦  Expertise  ♦  Extra Attack  ♦  Faithwarden  ♦  Fast Hands  ♦  Fast Movement  ♦  Favored Enemy  ♦  Favourable Beginnings  ♦  Favoured Enemy  ♦  Fear of Wolves  ♦  Feinting Attack  ♦  Feral Instinct  ♦  Fey Ancestry  ♦  Fey Presence  ♦  Fiendish Vigour  ♦  Fighting Style  ♦  Fleet of Foot  ♦  Fly (Feature)  ♦  Focused Conjuration  ♦  Font of Inspiration  ♦  Forbidden Knowledge  ♦  Freecast  ♦  Fungal Infestation  ♦  Giant Killer  ♦  Gloom Stalker Magic  ♦  Gnome Cunning  ♦  Goading Attack  ♦  Great Weapon Fighting  ♦  Great Weapon Master: Bonus Attack  ♦  Greatsword Proficiency  ♦  Grim Harvest  ♦  Hand Crossbow Proficiency  ♦  Handaxe Proficiency  ♦  Heart Ablaze  ♦  Heart of Iron  ♦  Heart of the Storm  ♦  Heart of the Storm: Resistance  ♦  Heat Convergence  ♦  Heavy Armour Proficiency  ♦  Hellish Resistance  ♦  Horde Breaker  ♦  Human Versatility  ♦  Hunter's Prey  ♦  Illithid Expertise  ♦  Illithid Powers  ♦  Illusion Savant  ♦  Illusory Self  ♦  Improved Abjuration  ♦  Improved Bardic Inspiration  ♦  Improved Combat Superiority  ♦  Improved Critical  ♦  Improved Critical Hit  ♦  Improved Divine Smite  ♦  Improved Elemental Casting  ♦  Improved Extra Attack  ♦  Improved Unarmoured Movement  ♦  Improved Warding Flare  ♦  Improved Warlock Spell Slot  ♦  Improved Wild Strike  ♦  Indomitable  ♦  Infectious Greed  ♦  Infectious Madness  ♦  Infernal Evasion  ♦  Instinctive Charm  ♦  Intelligence Saving Throw Proficiency  ♦  Inured to Undeath  ♦  Iron Mind  ♦  Jack of all Trades  ♦  Javelin Proficiency  ♦  Keen Senses  ♦  Keeper of the Veil  ♦  Ki  ♦  Ki-Empowered Strikes  ♦  Land's Stride: Difficult Terrain  ♦  Lay on Hands Charge  ♦  Lay on Hands Charges  ♦  Level 3 Spell Slots Unlocked  ♦  Lifedrinker  ♦  Light Armour Proficiency  ♦  Light Crossbow Proficiency  ♦  Light Hammer Proficiency  ♦  Light Sensitivity  ♦  Longbow Proficiency  ♦  Longsword Proficiency  ♦  Luck of the Far Realms  ♦  Lucky  ♦  Mace Proficiency  ♦  Mage Breaker  ♦  Mage Hand Legerdemain  ♦  Mage Slayer Attack Caster  ♦  Mage Slayer Break Concentration  ♦  Mage Slayer Saving Throw Advantage  ♦  Magic Awareness  ♦  Magic Initiate: Bard (Feature)  ♦  Magic Initiate: Cleric (Feature)  ♦  Magic Initiate: Druid (Feature)  ♦  Magic Initiate: Sorcerer (Feature)  ♦  Magic Initiate: Warlock (Feature)  ♦  Magic Initiate: Wizard (Feature)  ♦  Magic Resistance  ♦  Magical Ambush  ♦  Magical Secrets  ♦  Malleable Illusions  ♦  Manifestation of Body  ♦  Manifestation of Mind  ♦  Manifestation of Soul  ♦  Manoeuvres  ♦  Manoeuvring Attack  ♦  Martial Archetypes  ♦  Martial Arts Bonus Unarmed Strike  ♦  Martial Arts Deft Strikes  ♦  Martial Arts Dextrous Attacks  ♦  Martial Prodigy  ♦  Martial Weapon Proficiency  ♦  Mask of Many Faces  ♦  Mask of the Wild  ♦  Medium Armour Proficiency  ♦  Melee Attack Bonus -5  ♦  Melee Damage Bonus +10  ♦  Menacing  ♦  Menacing Attack  ♦  Metamagic  ♦  Metamagic: Careful Spell  ♦  Metamagic: Extended Spell  ♦  Metamagic: Heightened Spell  ♦  Metamagic: Quickened Spell  ♦  Metamagic: Subtle Spell  ♦  Metamagic: Twinned Spell  ♦  Mindless Rage  ♦  Minions of Chaos  ♦  Minor Alchemy  ♦  Minor Conjuration  ♦  Mire the Mind  ♦  Misty Escape  ♦  Mobile Evade Difficult Terrain  ♦  Mobile Evade Opportunity Attack  ♦  Morninglord's Radiance  ♦  Mortal Reminder  ♦  Multiattack Defence  ♦  Multiattack: Wounded Target  ♦  Musical Instrument Proficiency  ♦  Mystic Arcanum  ♦  Natural Explorer  ♦  Naturally Stealthy  ♦  Nature's Step  ♦  Nature's Ward  ♦  Necromancy Savant  ♦  Oath of Devotion Tenets  ♦  Oath of the Ancients Tenets  ♦  Oath of Vengeance Tenets  ♦  One with Shadows (Feature)  ♦  Open Hand Technique  ♦  Otherworldly Leap  ♦  Pact Boon  ♦  Pact of the Chain  ♦  Perfect Sentry  ♦  Performance Proficiency  ♦  Perilous Stakes  ♦  Permanently Armed  ♦  Polearm Master Bonus Attack  ♦  Polearm Master Opportunity Attack  ♦  Portent  ♦  Potent Cantrip  ♦  Potent Spellcasting  ♦  Precision Attack  ♦  Primal Strike  ♦  Projected Ward  ♦  Protection  ♦  Psionic Backlash  ♦  Psionic Dominance  ♦  Psionic Fortitude  ♦  Purity of Body  ♦  Pushing Attack  ♦  Quarterstaff Proficiency  ♦  Rage  ♦  Rage: Bear Heart  ♦  Rage: Eagle Heart  ♦  Rage: Elk Heart  ♦  Rage: Tiger Heart  ♦  Rage: Wolf Heart  ♦  Rally (Feature)  ♦  Ranger Knight  ♦  Rapier Proficiency  ♦  Relentless Avenger  ♦  Relentless Endurance  ♦  Relentless Rage  ♦  Reliable Talent  ♦  Remarkable Athlete  ♦  Remarkable Athlete: Jump  ♦  Remarkable Athlete: Proficiency  ♦  Repelling Blast  ♦  Resilient Charisma  ♦  Resilient Constitution  ♦  Resilient Dexterity  ♦  Resilient Intelligence  ♦  Resilient Strength  ♦  Resilient Wisdom  ♦  Riposte  ♦  Ritual Caster Free Spells  ♦  Sanctified Stalker  ♦  Savage Attacks  ♦  Scimitar Proficiency  ♦  Sculpt Spells  ♦  Sculptor of Flesh  ♦  Second Wind  ♦  Second-Story Work  ♦  Sentinel Opportunity Advantage  ♦  Sentinel Snare  ♦  Sentinel Vengeance  ♦  Shadow Arts  ♦  Shadow Step  ♦  Sharpshooter: All In  ♦  Sharpshooter: Low Ground  ♦  Shield Master: Block  ♦  Shield of Thralls  ♦  Shield Proficiency  ♦  Shortbow Proficiency  ♦  Shortened Stride  ♦  Shortsword Proficiency  ♦  Sickle Proficiency  ♦  Sign of ill Omen  ♦  Sign of Ill Omen (Feature)  ♦  Simple Weapon Proficiency  ♦  Sling Proficiency  ♦  Slow Fall  ♦  Spear Proficiency  ♦  Speed Increased  ♦  Spell Slots Unlocked  ♦  Split Enchantment  ♦  Spreading Spores  ♦  Stalker's Flurry  ♦  Steel Will  ♦  Stillness of Mind  ♦  Stone Camouflage  ♦  Storm's Fury  ♦  Strength Saving Throw Proficiency  ♦  Strongheart Resilience  ♦  Stunning Strike  ♦  Sunlight Hypersensitivity  ♦  Sunlight Sensitivity  ♦  Sunlight Weakness  ♦  Superior 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Wanderer: Poison  ♦  Weakened Constitution  ♦  Web Walker  ♦  Whispers of the Grave  ♦  Wholeness of Body  ♦  Wild Magic (Feature)  ♦  Wild Shape  ♦  Wild Strike  ♦  Wild Surge  ♦  Wisdom Saving Throw Proficiency  ♦  Wolf Heart  ♦  Wrath of the Storm

 




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    • Anonymous

      In case you were wondering, this only works on spells that have Range, not Radius. In other words, no using it to make Cone of Cold or Burning Hands affect a bigger area.

      • Anonymous

        "Increase the range of spells by 50%. Spells with a range of 1.5m are increased to 9m."

        Does that means the Shocking Grasp Cantrip gets 1.5 > 9m and Poison Spray Cantrip gets 3 > 4.5m!? Makes not much sense, if true.

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