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Thread: Heighten Spell for Wizards
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2009-04-08, 05:38 PM (ISO 8601)
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Heighten Spell for Wizards
I've been looking at it, and I just can't figure out practical application for it. I understand its use for sorcerors, when you need to cast a lower level spell, but only have higher slots left, but what's the point of it for a wizard?
I mean you get a slightly better save and all, but why not just memorize a higher level save or suck?:Elan:Dirgesinger of the Elan Fanclub :Elan:
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2009-04-08, 06:24 PM (ISO 8601)
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Re: Heighten Spell for Wizards
Actually the idea for Sorcerers is that they can continue to use their good low-level spells and gain the benefit of higher save dc's and such without having to use precious spells known on higher-level replacement spells.
For wizards, unless you really want to use Grease or something like that, there is always another spell that is usually better than heightening a low-level one.Avatar by Aedilred
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2009-04-08, 06:32 PM (ISO 8601)
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Re: Heighten Spell for Wizards
Yea, the only wizard builds that really use it are Killer Gnome style Shadowcraft Mages. Then you are really looking to abuse the combination of Earth Spell and Heighten Spell to get spells higher than the spell slot you are using, and to hyper-inflate your caster level.
Again, totally specific useage for a totally specialized build.
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2009-04-08, 06:33 PM (ISO 8601)
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Re: Heighten Spell for Wizards
I just realized you could probably combine Heighten with Chain (one of the two from a rod, most likely) to overcome the -4DC for Chain, if you absolutely needed to. I don't see it as being very worthwhile compared to other metamagics for a wizard, though.
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2009-04-08, 06:35 PM (ISO 8601)
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Re: Heighten Spell for Wizards
Note that sorcerers don't need it just to use a high-level slot on a low-level spell: You can do that anyway. It's all about the saving throws. The idea is that a sorcerer can learn a single save-or-suck for each of the three saves (such as Web, Glitterdust, and Stinking Cloud), and then cast those in higher-level slots for tougher monsters, saving higher-level spells known for other effects.
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2009-04-08, 07:16 PM (ISO 8601)
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Re: Heighten Spell for Wizards
It can also be useful for bypassing defensive spells. For example - lesser globe of invulnerability blocks spells that are level 3 and below. Heighten a spell so it's level 4 and it works.
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2009-04-08, 07:17 PM (ISO 8601)
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Re: Heighten Spell for Wizards
I've read a 3rd party feat that lets your heightened spells scale damage a bit too, but other than that wizards don't use it unless their DM won't let them buy new spells.
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2009-04-08, 07:32 PM (ISO 8601)
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2009-04-08, 08:57 PM (ISO 8601)
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Re: Heighten Spell for Wizards
I think if you're trying to go for that sort of effect you're much better off with psionics and picking
spellspowers with scalable augmentation.Last edited by FMArthur; 2009-04-08 at 08:57 PM.
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2009-04-08, 09:07 PM (ISO 8601)
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Re: Heighten Spell for Wizards
Heighten Spell is also useful for Sorcerers with Reserve feats. For example, an 8th-level sorcerer with burning hands and no other Fire spells, but in posession of Heighten Spell still has a 4th-level Fire spell available to cast (heightened burning hands) as long as he has a first level slot. Therefore, he could still trigger a reserve feat that requires a 4th-level Fire spell.
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2009-04-08, 09:19 PM (ISO 8601)
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Re: Heighten Spell for Wizards
Because there are awesome low level spells that have no higher level cousins in Core (easier to find replacements).
Like Glitterdust: can you name another spell like that? Probably not.
Now Grease has Sleet Storm.
Assuming, you wanted to deal damage, there is no better Fireball (Cone of Cone isn't as good).Last edited by Starbuck_II; 2009-04-08 at 09:19 PM.
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2009-04-08, 09:33 PM (ISO 8601)
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2009-04-08, 09:37 PM (ISO 8601)
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2009-04-08, 09:37 PM (ISO 8601)
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Re: Heighten Spell for Wizards
Except damage type. Fire is the most resisted; cold is pretty safe usually.
But yeah, burning a higher level slot to raise the DC might not always be the best move, but it has its place. This is especially true for anyone with limited spellslots who can't memorize spells for every single situation at every single level, and who might expect to be casting Glitterdust past the level window where its DC actually matters. Burning a higher slot to give the right spell a decent chance of working is not a bad strategy.
Personally, I consider giving Heighten Spell for free. It's basic enough that, really, every decent spellcaster should be able to do it.
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2009-04-08, 09:37 PM (ISO 8601)
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Re: Heighten Spell for Wizards
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2009-04-08, 10:00 PM (ISO 8601)
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2009-04-08, 10:04 PM (ISO 8601)
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2009-04-08, 10:10 PM (ISO 8601)
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Re: Heighten Spell for Wizards
Except damage type. Fire is the most resisted; cold is pretty safe usually.Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
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Current Homebrew: 5th edition psionics
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2009-04-08, 11:30 PM (ISO 8601)
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Re: Heighten Spell for Wizards
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2009-04-09, 12:46 AM (ISO 8601)
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Re: Heighten Spell for Wizards
I'd say heighten is useful the way we use it. If anything in the spell description suggests a level appropriate upgrade we give it, but this effect cannot be done more than once.
What do I mean by that?
Limited Wish is a 7th level spell. It duplicates spells of lower level. It might be reasonable to make heighten add 1 to all spell levels it is capable of copying. You basically turn it into a low XP, level 8 equivalent wish, but without allowing it the extra abilities on top. (Wish can ask for anything, this thing's extra asks remain at the same level). This is the most abuse able spell in my opinion.
Similarly with Globe of Invulnerability, which would now block 4th level spells as well.
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2009-04-09, 01:00 AM (ISO 8601)
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Re: Heighten Spell for Wizards
I think you might wanna swap force and untyped there. I know of at least one or two critters with force immunity, but nothing is immune to damage that doesn't have a type. Otherwise, yeah, looks spot on.
Also, Scintillating Sphere is an electric Fireball spell from the Spell Compendium. I ALWAYS take it over Fireball, just because of the damage type.
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2009-04-09, 01:07 AM (ISO 8601)
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2009-04-09, 01:27 AM (ISO 8601)
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Re: Heighten Spell for Wizards
Well, in the Leman's arms race that is my spell DC as a beguiler, I find the Heighten Spell rather useful.
Totally getting something nice here, when the time is right that is.
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2009-04-09, 01:32 AM (ISO 8601)
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Re: Heighten Spell for Wizards
Nope! That's another one. I was thinking of the CR 4 Force Golem and the CR variable Pyroclastic Dragon. Both are immune to force, along with the Force Dragon and the Tartarian Dragon, both with variable CRs. Force immunity is SLIGHTLY more common than most people think.
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2009-04-09, 01:49 AM (ISO 8601)
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2009-04-09, 03:46 AM (ISO 8601)
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Re: Heighten Spell for Wizards
- Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
- Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.
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2009-04-09, 04:17 AM (ISO 8601)
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Re: Heighten Spell for Wizards
I'm gonna side the other way on this one.
Force has no miss chance against incorporeal and ethereal, and not many damage types do that (positive/negative do also, but they each are kinda restrictive).
In this respect, it has an added ability that few other damage types have. Much like Vile damage, actually.
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2009-04-09, 07:27 AM (ISO 8601)
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Re: Heighten Spell for Wizards
In addition to what was mentioned, the FAQ hints at this application in a side clarification.
Originally Posted by Main 3.5 FAQ
Force is not a damage type. It's a spell descriptor. Most Force spells do untyped damage. The ability to act upon incorporeal or ethereal beings is a function of all Force spells whether or not they do damage.The Future just ain’t what it used to be.
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2009-04-09, 08:28 AM (ISO 8601)
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Re: Heighten Spell for Wizards
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2009-04-09, 11:06 AM (ISO 8601)
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Re: Heighten Spell for Wizards
Or heightened light to overcome any level darkness spell with a cantrip :). The wizard really needs planning to pull it off but it can be done. Though, yeah, the sorc being able to do it on the fly and with more high level spells per day gets more advantage from heighten.
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