St Fan
2020-10-12, 11:54 AM
Hello. I was recently reviewing obscure metamagic feats to see which one can be interesting. Upon reading Sanctum Spell, I started to muse...
A sanctum spell has an effective spell level 1 higher than its normal level if cast in your sanctum (see below), but if not cast in the sanctum, the spell has an effective spell level 1 lower than normal. All effects dependent on spell level (including save DCs) are calculated according to the adjusted level. A sanctum spell uses a spell slot of the spell's normal level.
Okay, first of it’s a modifier to “effective spell level”, NOT to caster level (as I misread the first time). That’s quite different. It essentially means a spell cast in your sanctum with Sanctum Spell metamagic will be treated as one spell level higher. This means a +1 to DC and also a greater chance of overcoming defensive spells such as globe of invulnerability. Not bad, it’s essentially useful for trap spells you prepare in advance, like sepia snake sigil or explosive runes. There aren’t that many ways to increase save DC, it’s always a good addition to the arsenal.
Now, the spell level decreasing if you cast the spell outside your sanctum won’t matter much, since when adventuring away you just won’t prepare your spells with this metamagic, and...
Waaaaaaaait a minute!
Aren’t there some circumstances when lowering an effective spell level can be advantageous? And you can use this variant anywhere, not just in your sanctum... For the little price of a DC reduction, you might have spells normally barred by their level from certain options suddenly becoming available!
Mind you, the big limitation if that the spell needs to be cast for the modifier to apply. Otherwise, it is still prepared in its normal spell slot. For this reason, I seriously doubt this trick could allow you to prepare a potion with a fourth-level spell, or craft a wand with fifth-level spells. But there are certainly other options. Let’s see, which one, by RAW, would work, in your opinion?
1) The contingency spell...
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.
The contingency spell and the companion spell are cast at the same time.
The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
The spell to be brought into effect by the contingency must be one that affects your person (feather fall, levitate, fly, teleport, and so forth) and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
A 7th-level spell modified by the feat counts as level 6, and it is definitely “cast” so the metamagic should apply.
2) The quick potion spell...
You transform the water in a flask so that it is capable of storing a spell in the manner of a potion. On your next turn, you or another spellcaster can cast a spell into the water, transforming the water into a potion of the appropriate type. Only spells suitable for making potions can be used in this way.
A 4th-level spell reduced to an effective level of 3 by the feat may categorize it as “suitable for making potions”... and again it is “cast” (on the water).
3) The mnemonic enhancer spell...
Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer.
This restores the previously cast spell to your mind.
This could apply to an already-cast 4th-level spell modified by Sanctum Spell.
4) The mage’s lucubration spell...
You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours.
The spell must have been actually cast during that period.
Again, you could recall a 6th-level spell that was modified by Sanctum Spell this way.
5) The invoke magic spell...
You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane.
This allows you the ability to cast a single spell of 4th level or lower, which then ends the spell's effect.
Combine this with Sanctum Spell, and you may cast a 5th-level spell in an antimagic field.
6) The Word of Creation feat: using the Exalted Power option to increase the caster level of a Good spell deals some nonlethal damage, depending on the spell level. Sanctum Spell reducing the effective level can potentially reduce said nonlethal damage.
Those are just a few of the uses I could conjure on top of my head. Do you see any other potential situation where lowering the effective spell level on casting can become interesting?
A sanctum spell has an effective spell level 1 higher than its normal level if cast in your sanctum (see below), but if not cast in the sanctum, the spell has an effective spell level 1 lower than normal. All effects dependent on spell level (including save DCs) are calculated according to the adjusted level. A sanctum spell uses a spell slot of the spell's normal level.
Okay, first of it’s a modifier to “effective spell level”, NOT to caster level (as I misread the first time). That’s quite different. It essentially means a spell cast in your sanctum with Sanctum Spell metamagic will be treated as one spell level higher. This means a +1 to DC and also a greater chance of overcoming defensive spells such as globe of invulnerability. Not bad, it’s essentially useful for trap spells you prepare in advance, like sepia snake sigil or explosive runes. There aren’t that many ways to increase save DC, it’s always a good addition to the arsenal.
Now, the spell level decreasing if you cast the spell outside your sanctum won’t matter much, since when adventuring away you just won’t prepare your spells with this metamagic, and...
Waaaaaaaait a minute!
Aren’t there some circumstances when lowering an effective spell level can be advantageous? And you can use this variant anywhere, not just in your sanctum... For the little price of a DC reduction, you might have spells normally barred by their level from certain options suddenly becoming available!
Mind you, the big limitation if that the spell needs to be cast for the modifier to apply. Otherwise, it is still prepared in its normal spell slot. For this reason, I seriously doubt this trick could allow you to prepare a potion with a fourth-level spell, or craft a wand with fifth-level spells. But there are certainly other options. Let’s see, which one, by RAW, would work, in your opinion?
1) The contingency spell...
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.
The contingency spell and the companion spell are cast at the same time.
The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
The spell to be brought into effect by the contingency must be one that affects your person (feather fall, levitate, fly, teleport, and so forth) and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
A 7th-level spell modified by the feat counts as level 6, and it is definitely “cast” so the metamagic should apply.
2) The quick potion spell...
You transform the water in a flask so that it is capable of storing a spell in the manner of a potion. On your next turn, you or another spellcaster can cast a spell into the water, transforming the water into a potion of the appropriate type. Only spells suitable for making potions can be used in this way.
A 4th-level spell reduced to an effective level of 3 by the feat may categorize it as “suitable for making potions”... and again it is “cast” (on the water).
3) The mnemonic enhancer spell...
Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer.
This restores the previously cast spell to your mind.
This could apply to an already-cast 4th-level spell modified by Sanctum Spell.
4) The mage’s lucubration spell...
You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours.
The spell must have been actually cast during that period.
Again, you could recall a 6th-level spell that was modified by Sanctum Spell this way.
5) The invoke magic spell...
You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane.
This allows you the ability to cast a single spell of 4th level or lower, which then ends the spell's effect.
Combine this with Sanctum Spell, and you may cast a 5th-level spell in an antimagic field.
6) The Word of Creation feat: using the Exalted Power option to increase the caster level of a Good spell deals some nonlethal damage, depending on the spell level. Sanctum Spell reducing the effective level can potentially reduce said nonlethal damage.
Those are just a few of the uses I could conjure on top of my head. Do you see any other potential situation where lowering the effective spell level on casting can become interesting?