![]() Reply Deleteįirst Thing: is that Tattooed and crossblooded archetypes likely wont be allowed to stack. And he will kill you for certain if you make him calculate all these numbers. You spend 130k of gold at 13th (thats all the money you are supposed to have, so you have to already start at 13th level).Īt 13th level the DM is already trying to kill party so the game won't become ridiculous with all half an hour turns, unbalanced spells and, well, you know. Put together = 298 three times per day (6th circle slots), 125 once (6th circle slot), 120,5 eleven times (5th and 4th circle), 82 seven times (3rd circle), if you pick Sin Magic Specialist (you still keep school powers). Second fireball is Intensify Spell = 14d6+33 + maximize rod(4 circle spell 54k gold) = 117 + empower = 173 So, the damage at 13th Hit Dice would be: First fireball 10d6+25 quicken rod(6 circle spell 75,5k gold) + maximize = 85 + empower = 125. Intense Spells school power does not increases with Empower Spell And you dont even get 6 circle spell slots at 10 level wizard+ 2 levels of sorcerer (yes, you would have to take 2 levels since those archetypes affect same class features). The heightened spell is as difficult to prepare and cast as a spell of its effective level.You can't add 5d6 to fireball from Intensify Spell unless you actually have enough wizard levels, and that won't happen until 14th hit dice (12 wizard levels + 2 from Spell Specialization + 1 from Mage's Tattoo). All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. See the bolded text here, in which it increase the effective level of a spell - emphatically, unlike other metamagic feats: Heighten Spell īenefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Think about it: if Chain Spell meant you were also casting an effective-level-4 Ray of Enfeeblement, what would be the point of Heighten Spell even existing? Powering up the effective level of a spell is exclusively the role of Heighten Spell. If you wind up with a 1st-level spell taking up a 6th-level spell slot thanks to metamagic, it's still a 1st-level spell. Instead, for powering up the spell with other effects (like chain and empowerment), you pay the price of a higher-level spell slot for a lower-level spell. Metamagic does not increase the effective level of a spell. Without Heighten Spell, it would be a 1st-level Ray of Enfeeblement costing a 6th-level spell slot. You would cast a 4th-level Ray of Enfeeblement, and it would cost a 9th-level spell slot. The heightened spell is as difficult to prepare and cast as a spell of its effective level. You can choose to affect fewer secondary targets than the maximum.Ī chained spell uses up a spell slot three levels higher than the spell's actual level.Īll variable, numeric effects of an empowered spell are increased by one-half.Īn empowered spell uses up a spell slot two levels higher than the spell's actual level.Ī heightened spell has a higher spell level than normal (up to a maximum of 9th level). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5).Īny spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Thus, in this mix Heighten Spell only increases the spell slot by +3 in total (Basically a 4th level spell slot), however the final spell fills a 9th level slot.įor determining the benefits of Heighten Spell, which "effective level" would the spell be cast at? My question: When multiple metamagic feats alter the spell slot, and Heighten Spell is used in the mix, does the final spell slot determine the Heighten Spell effect, or only the levels adjusted from Heighten Spell? I believe in the mix he's also using Empower Spell and Heighten Spell. He always casts it as a Chain and as a 9th level spell to do inflict a 9d6 strength penalty. ![]() His favourite antic is Ray of Enfeeblement. In our current 3.5 module, my brother plays a Sorcerer. ![]()
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