Heightened is honestly better than quickened and sees use in almost every spell in the game. Combined with the new innate sorcerery your saves are now AMAZING.
The only sad thing about Heightened spell is that it only grants disadvantage to *one* target, even if you use an AoE area CC or a multiple target spell like an upcast Hold Person.
Quickened is WAYY too overvalued. Unless you're taking very frequent long rests (which means your DM is being extremely tame and not challenging you), Quickened spell at early levels is a big big trap (what's the point of having it if the one time you use it, your Sorcery Points disappear?). For this reason alone I would much rather have another metamagic at earlier levels and get Quickened at level 10 (Once you unlock Sunbeam, Quickened Spell becomes one hell of a staple)
Another thing worth mentioning is that Twinned Spell works on Magic Missile, Scorching Ray and Chain Lightning. Magic Missile and Scorching Ray fit the description because both of them "can be upcast to target an additional creature". Keyword is "can", meaning you "don't have to".
Some people argue that it shouldn't work on these two spells "because it's not in the spirit/it's likely not intended", but the description is as clear as day and frankly, I don't understand why these people are weird about two spells getting a bit of love from Twinned Spell. When compared to Twinned Haste, Twinned Death Ward and Twinned Disintegrate, Magic Missile and Scorching Ray getting a 1 Sorcery Point upcast is *really* a nothing burger type of issue.
Chain Lightning is quite specific in mentioning that upcasting targets an additional creature of your choice, so that's a no brainer.
I thought your take on Twinned was wrong, but rules as written I think you are correct. I suspect most DMs will say no.
Other spells (earlier) where it can start to pull its weight are Cloud of Daggers, Crown of Madness, Dragon's Breath, or Flame Blade and Vampiric Touch (for some kind of melee build...?). I'm sure there are others outside the PHB, but that's what I found so far.
I found a great use of Heightened Spell on my Sorcadin. When you hit, cast Searing Smite with Heightened Spell. Now the creature has disadvantage every turn to end Searing Smite
I found a great use of Heightened Spell on my Sorcadin. When you hit, cast Searing Smite with Heightened Spell. Now the creature has disadvantage every turn to end Searing Smite
Yeah, that’s a neat application of the upgrade that Heightened Spell got in the 2024 rules. And it’s cheaper now too.
For a one shot I played in the DM let carful spell work on long casting spell like web. IE I picked the fighter when casting and he auto saved for the whole time the spell was up. This made it a lot more powerful on control spells. Since It was a one shot I only got to use it on web and later wall of fire and the Melee loved being able to run around ignoring the spell saves the whole time the spells where up.
This one shot is why I took Spellfire Storm for 4th level. The damage may be a little low for a 4th level spell but you can pick your whole party to be immune to it and it is like auto casting counter spell on everyone in the aoe.
Subtle: Subtle lets you cast secretly, cast tied up in silence, and most importantly prevents others from counterspelling you (see a creature....)
Distant: Not just for attack spells. Try it with Counterspell, and Darkness.
A ranked:
Transmuted spell: The ability to attack creatures resistant or immune to the best attack option is KEY.
Heightened,
Extended
B ranked:
Empower
Quicken: If you have the right spells you use your Bonus Action for other things and can still use your main Action to cast another spell. The ability to cast a level spell as a Bonus Action is not worth a lot because you cannot cast another levelled spell. Dodge etc, are rarely better than a Misty Step.
C ranked
Seeking Spell. Occasionally helpful
D ranked:
Twinned Spell - this is exchanging one higher level slot for 1 sorcery point. Barely ever worth while. No increase in versatility, this is a penny pincher metamagic.
Quicken: If you have the right spells you use your Bonus Action for other things and can still use your main Action to cast another spell. The ability to cast a level spell as a Bonus Action is not worth a lot because you cannot cast another levelled spell. Dodge etc, are rarely better than a Misty Step.
One realy good comb is cast mind sliver then quicken and heighten (4sp) spell X. This means that they will be rolling a spell save at disadvantage and a -1d4. On a spell like banishment (or any save or suck) it make it much more likely to hit.
Also a quicken spell alows you to do any of these actions
Attack: Make melee or ranged strikes with weapons or natural attacks. (Some classes get Extra Attack to do this multiple times).
Cast a Spell: Use the magic action to cast a spell with a casting time of 1 action that is not a level spell that uses a spell slot. Free cast can still be used.
Dash: Double your movement speed for the turn, allowing you to cover more ground.
Disengage: Move safely away from enemies without triggering opportunity attacks.
Dodge: Focus entirely on defense; enemies have disadvantage on attack rolls against you, and you gain advantage on Dexterity saving throws.
Help: Aid an ally, granting them advantage on their next attack roll or ability check.
Hide: Make a Stealth check to conceal yourself from enemies so you can catch them unaware.
Ready: Hold your action to take place later in the round (e.g., "I ready my sword to attack if the goblin walks into my range").
Search: Make a Perception or Investigation check to find hidden enemies or clues.
Use an Object: like a magic item.
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I spell Goodly.
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I thought your take on Twinned was wrong, but rules as written I think you are correct. I suspect most DMs will say no.
Agree on Quicken. I did not think about sunbeam.
Other spells (earlier) where it can start to pull its weight are Cloud of Daggers, Crown of Madness, Dragon's Breath, or Flame Blade and Vampiric Touch (for some kind of melee build...?). I'm sure there are others outside the PHB, but that's what I found so far.
I found a great use of Heightened Spell on my Sorcadin. When you hit, cast Searing Smite with Heightened Spell. Now the creature has disadvantage every turn to end Searing Smite
Yeah, that’s a neat application of the upgrade that Heightened Spell got in the 2024 rules. And it’s cheaper now too.
pronouns: he/she/they
I'm working on a Spellfire Sorcerer, and I'm digging the prospect of Distant Spell + Counterspell.
For a one shot I played in the DM let carful spell work on long casting spell like web. IE I picked the fighter when casting and he auto saved for the whole time the spell was up. This made it a lot more powerful on control spells. Since It was a one shot I only got to use it on web and later wall of fire and the Melee loved being able to run around ignoring the spell saves the whole time the spells where up.
This one shot is why I took Spellfire Storm for 4th level. The damage may be a little low for a 4th level spell but you can pick your whole party to be immune to it and it is like auto casting counter spell on everyone in the aoe.
I spell Goodly.
I strongly disagree with your descions
S ranked:
Subtle: Subtle lets you cast secretly, cast tied up in silence, and most importantly prevents others from counterspelling you (see a creature....)
Distant: Not just for attack spells. Try it with Counterspell, and Darkness.
A ranked:
Transmuted spell: The ability to attack creatures resistant or immune to the best attack option is KEY.
Heightened,
Extended
B ranked:
Empower
Quicken: If you have the right spells you use your Bonus Action for other things and can still use your main Action to cast another spell. The ability to cast a level spell as a Bonus Action is not worth a lot because you cannot cast another levelled spell. Dodge etc, are rarely better than a Misty Step.
C ranked
Seeking Spell. Occasionally helpful
D ranked:
Twinned Spell - this is exchanging one higher level slot for 1 sorcery point. Barely ever worth while. No increase in versatility, this is a penny pincher metamagic.
One realy good comb is cast mind sliver then quicken and heighten (4sp) spell X. This means that they will be rolling a spell save at disadvantage and a -1d4. On a spell like banishment (or any save or suck) it make it much more likely to hit.
Also a quicken spell alows you to do any of these actions
I spell Goodly.