TEXT:  
  Metamagic 
  The metamagic options in the PHB are only a small sample 
  of the many ways in which sorcerers can manipulate the 
  currents of magic. Below are some additional options that 
  should open up exciting new possibilities for those talented 
  souls. 
  Doublecast Spell 
  When you cast a spell that targets only one creature and 
  doesn’t have a range of self, you can spend 3 sorcery points 
  to cast a second, different spell at the same target. The 
  second spell must also target only one creature and not 
  have a range of self. You must expend the appropriate spell 
  slot for both spells. 
  Efficient Spell 
  When you cast a spell of 2nd, 3rd, 4th or 5th level, you can 
  spend a number of sorcery points equal to the spell's level 
  to cast it using a spell slot one level lower than the spell's 
  normal level, without changing the effects of the spell. 
  Liquid Spell 
  When you cast a non-instantaneous spell with a range of 
  Self, you can spend a number of sorcery points equal to the 
  spell's level (1 sorcery point for cantrips) to turn the spell 
  into 4 ounces of drinkable liquid. You must have an 
  appropriate container in which to store it. The liquid is then 
  considered a potion, which grants the drinker the benefits 
  of your spell for the spell's normal duration. The spell is 
  treated as if it was cast by you, but you do not need to 
  concentrate on it if it would normally require concentration. 
  The potion loses its potency when you take a long rest. 
  Non-lethal Spell 
  When cast a spell that reduces a creature to 0 hit points, 
  you can spend 1 sorcery point to knock the creature out, 
  rendering it unconscious, rather than deal a killing blow. 
  Slippery Spell 
  You can spend 1 sorcery point when you cast a spell to 
  make it unbreakable by the spells counterspell, dispel 
  magic, and remove curse. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Switch Spell 
  When you are concentrating on a spell, you can use a bonus 
  action on your turn and spend 2 sorcery point to change 
  that spell to a different spell. The new spell must be of a 
  lower level than the original, and is considered to be cast at 
  the lowest possible level. If the original spell had a target, 
  that target must still be valid for the new spell; for example, 
  you cannot switch a spell you have cast on someone else to 
  a spell with a range of Self. The new spell's duration is 
  equal to whatever time remained of the old spell's duration 
  or its standard duration, whichever is shorter. You cannot 
  switch a spell more than once. 
  Transmute Spell 
  When you cast a spell that deals damage, you can spend 1 
  sorcery point to change the spell's damage type(s) to any 
  other type of your choice. 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Metamagic II.pdf