Heightened Spell (D&D feat)

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Unofficial rules compendium

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. 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. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

If a spell is heightened by two levels or more, all of these additional benefits apply. Each applies once per two levels of spell level increase. I.e., a first level spell heightened to sixth level (+5 levels) gets each of these bonuses twice.

  • Increase the cap on the maximum amount of damage your spell can do by five dice.
  • Increase the limit on any spellcasting level based bonus in the spell by ten.
  • Affect twice as many hit dice of enemies as a normal spell. Only applies to spells who affect a limited number of hit dice. If the spell has a variable number of hit dice it affects, roll the dice twice. If the spell has a level-based bonus to the hit dice it affects, the bonus remains unchanged.

Example: A fireball that uses a level 5 spell slot has a damage cap of 15 dice. A Dispel Magic that uses a level 5 spell slot has a cap on the dispel check of +20. A Cure Light Wounds that uses a third level spell slot can heal up to 1d8+15 hit points.

Example: Tim the Enchanter is a ninth level wizard who considers how he can prepare an heightened hypnotic pattern spell. This is normally a first level spell that affects 2d4 hit dice of creatures, plus a number of hit dice equal to the caster level. Tim can prepare it in a third level spell slot, and it will affect 4d4+9 hit dice of creatures, or use a fifth level spell slot to affect 6d4+9 hit dice of creatures.