I'm running a campaign where counterspell comes up a lot between my players and enemy NPCs. In the past, we've had a lot of arguments regarding how much knowledge a player should have regarding spells being cast in combat and how that affects the viability of counterspell. As such, whenever I'm having an enemy cast a spell, I tell them the name of the spell and give them the opportunity to counterspell. I thought this was enough, but I have one player who also wishes to know the exact level the spell is being cast at. Their argument is that since I as the GM have to know the level of their spell, they must know the level an NPC is casting at, saying it would be unfair otherwise.
So far, I have been running my NPCs to be ignorant of my players spell level, only using the base level of a spell to decide which spell slot to cast counterspell with. I have two reasons for keeping the spell level hidden. First, it adds another layer of risk management to the spell. If I tell my players that the high-level death domain cleric is going to cast inflict wounds on the wounded bard, then my players have to decide which level of spell slot they are willing to use to attempt to cancel the effect. Second, I haven't seen any ruling that shows that casting a spell at a higher level looks any different than casting that spell at its base level.
What are your thoughts on this? Should I reveal the spell level during its casting to my players? Am I revealing too much information? What level of information should I provide my players to make counterspell balanced?
Strictly by the rules, they don't get to know anything other than that a spell is being cast. If you want to play by that rule, the fair way is to have the spell (and level if upcast) being cast written down and the opposition decides whether to counter. Usually this is accomplished with spell cards.
We find playing like that to be a pain for two reasons. First, it's a lot easier to just name the spell you're casting and let people deal with it. Second, we trust that people aren't going to metagame unfairly.
If your players really don't trust you to play fair, that speaks to other potential problems with the game. For this specific issue I'd suggest going with writing down the spell level or, more likely, having a few cards that say "at spell level", "at spell level+1", etc.
Tell them to a base arcana check (They have to be proficient) in as their interaction or free action or bonus action to determine what spell they are casting exactly and what level based on set DC on the spells level.
I prefer to make skills be important so like the above poster Lolths_Bane said make an Arcana check or create a base system in which the PC has a passive Arcana ability to deal with identifying spells being cast (this is to speed up game play).
Casting at higher level is one area that I think could use some more info (from what I have read and I have not read everything). So does casting at a higher level look, feel, smell or be different in any way for the lowest level casting of the spell? And then how easy is it to notice the difference? And is that difference a perception check or arcana check or both?
As a side note: I think having identify be a scalable spell that only gives information based on the spell level being used would be an improvement and could keep some items being a mystery for longer and or hide abilities with out using a Magic Aura spell.
I also like that you talk to your players and that your players talk to you about this as often this is one of the best ways to deal with issues in games. Also remind them that the rule you and they decide on goes both ways and NPC's and monsters can counter spell their spells also.
Originally, I was planning on running without even telling them the name of the spell. However, when I told one of my players that they had successfully counterspelled a sacred flame cantrip, they and everyone else at the table were very vocal in their disappointment. There were also some other counterspell controversies that occurred within that very same session, which ultimately lead to the way I'm doing things now.
The spell cards are a good idea. I think I will create cards numbered 1-9, picking up a card corresponding to the spell level. If a player wishes to counterspell, I will grab the card and ask them which level of counterspell they are using, and reveal the number on the card afterward.
The default for counterspell is only knowing a spell is being cast, not which spell or level.
XGtE added an optional rule to make an arcana check as a reaction to ID the spell. The DC was based on spell level, but doesn't say they can tell the level.
Since you have skipped the XGtE arcana check, maybe you can use it to figure out level.
Someone correct me if I'm wrong, because I can't remember where (if anywhere) this specific rule comes from, but I believe that the actual rule is that, RAW, in order to recognize a spell being cast by someone else, you need to use your Reaction to make an Arcana Check, where the DC is 10+The Spell's Level. I don't know how that works with upcasting, but you can see the obvious problem that just recognizing the spell being cast consumes your Reaction.
Still, I might be misremembering, but if I am correct, then as far as "Rules and Mechanics" goes, your player doesn't get any chance to know what's being cast.
As a DM myself, here's what I usually do... I describe, in pure flavor, what the opposing spellcaster is doing. The Players will recognize some things... like, "The enemy wizard concentrates glowing, orange energy into a mote of light and lobs it in your direction", which my Wizard, who is looking for any excuse to cast fireball, immediately recognizes and knows that's worth counterspelling. One time I managed to catch them with, "The enemy holds forth their hand, and a spectral skeletal hand seems to slide out from within their palm and rush toward you," which got them to waste a Counterspell on Chill Touch. But, ultimately, as a DM you're not obligated to tell them anything other than "The enemy is casting a spell", and it's up to them if they want to react to that.
That said... I think it's perfectly fine to just say what spell is being cast, but I'd recommend not clarifying ahead of time whether or not the enemy is upcasting. Counterspell is a really, really good spell, and it's partly balanced by the fact that you don't know for certain whether or not you're wasting a 3rd level Spell Slot against a spell that would only be a minor inconvenience if it lands. Letting someone know all the details ahead of time is like letting someone use Bardic Inspiration after they already know they failed at something... it's probably not anything your players will complain about, but it makes the asset spent more valuable than it's intended to be.
Someone correct me if I'm wrong, because I can't remember where (if anywhere) this specific rule comes from, but I believe that the actual rule is that, RAW, in order to recognize a spell being cast by someone else, you need to use your Reaction to make an Arcana Check, where the DC is 10+The Spell's Level. I don't know how that works with upcasting, but you can see the obvious problem that just recognizing the spell being cast consumes your Reaction.
XGtE ch2, spellcasting subsection. It is actually 15+spell level, with advantage if it is for your class. It is an optional rule.
When a spell is cast, if the optional rule is used, a creature can attempt to either identify or counterspell it but not both, as it only has 1 reaction to take. Identifying a spell was intentionally designed not to stack with other reactions or interact with counterspell. If the spell is level 4+ then it won't automatically fail. FWIW the Devs said he would allow a creature to identify it and a different one to counter it with that knowledge (presumably by also allowing it to talk off turn)
I would simply advise them that they can see a spell being cast in most cases. If the spell is from their spell list, they can recognize it but I wouldn't give the level, as to me, bumping the level would simply be pouring more of your energy into the spell, thus consuming a higher (more powerful) slot. Remind them this works both ways, so firing off a cantrip could easily burn an NPC spell slot countering it. This results in our Wizard seeing the opposing Cleric "Begins to make gestures and mutters unfamiliar words" while later on, he might see the enemy Wizard "Begins the motions of a Fireball spell"
Using this method, I would also make sure to have counterspelling enemies, who burn their slot on cantrips, to ensure the players could see the balancing. To me, getting the name of the spell being cast every time is very generous and much more than I would normally think the PC should know.
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
In my opinion someone should be able to tell if someone is good at a skill by observing them, and when they do a particularly good job it should be obvious.
I see detecting upcasting to be similar. "Wow, look how good he is at casting Fireball."
Given your desires, I would consider doing this, although it is a bit more complex than most people will want to do:
You can only make this check if you can both see and hear the spell being cast. If someone is using subtle casting, you are out of luck entirely.
Roll ONE Arcana check. What you get depends on how well you get;
DC 8 = they are casting a spell
DC 10+ spell level = which spell they are casting
DC 13 + spell level = they are up casting but not how much.
DC 16+ spell level = what level they are up casting.
--------------------
DISGUISING CASTING.
The caster may attempt to disguise casting can be done. Make an Arcana check using Dex instead of Intelligence.
If you roll less than 15 you do nothing. Otherwise, subtract 15 from the results, and what you get is a penalty you can apply to their Arcana check to figure out what you cast.
In my opinion someone should be able to tell if someone is good at a skill by observing them, and when they do a particularly good job it should be obvious.
I see detecting upcasting to be similar. "Wow, look how good he is at casting Fireball."
Given your desires, I would consider doing this, although it is a bit more complex than most people will want to do:
You can only make this check if you can both see and hear the spell being cast. If someone is using subtle casting, you are out of luck entirely.
Roll ONE Arcana check. What you get depends on how well you get;
DC 8 = they are casting a spell
DC 10+ spell level = which spell they are casting
DC 13 + spell level = they are up casting but not how much.
DC 16+ spell level = what level they are up casting.
--------------------
DISGUISING CASTING.
The caster may attempt to disguise casting can be done. Make an Arcana check using Dex instead of Intelligence.
If you roll less than 15 you do nothing. Otherwise, subtract 15 from the results, and what you get is a penalty you can apply to their Arcana check to figure out what you cast.
I like your idea and options and would use it, but having played 5e and talked to people who play 5e they like it for its simplicity in the rule section. Unfortunately often saying to me something like "I just want to do what I want to do and have the GM rule on it" (Note I do not think this is every game or player but it is something I hear quite a bit and is in no way a negative thing in a simple system)
But again I like the basic outline (and would test it in game) and in some games I do not see it as a potential huge problem.
One issue I see with you get the spell level is the disappointment of using a 3rd+ level spell slot on something that you might have another counter for and or a better save. For example you have an item that provides +100,000,000 on curse saves and you are given a 7th level spell is being cast so you cast a 8th level counter spell and that spell happens to be a curse spell which you have a fairly good chance of saving against (understatement).
I also see the issue of id'ing the specific spell and casting counter spell in the combat system, action economy, negating enemy actions as well as general role-play logic and believability.
In some games with more complex combat systems you may/often have to give up something to prep for counter-spelling to prevent abuse of the spell and the race of attrition of running a spell caster out of spell slots (note in games I have played in generally the enemies are often fresh; full HP, spell slots, daily abilities and the good guys have used some of the list so are at a disadvantage).
In general my GM style is to find ways to make/allow the PC's (and players) to shine and have fun so if a player wants a counter speller I might have lots of spells they can counter to promote fun (with in the campaigns guidelines and preserve balance (often hard to do)) but trying to balance what spells the player will counter and what spells they will not based on what the player thinks might come along next, is a challenge.
When I play, I state "X is casting a spell". This gives my players an opportunity to react. If they want to know what the spell is, they make an arcana check against a DC equal to 10 + The spells level. If the spell is of a level they can cast and on their classes spell list, they make it with advantage. If they beat the DC by 5, they also know the level the spell is being cast at. Xanethar's says this should cost a reaction, but I forego that and allow it once for free for the party.
When I play, I state "X is casting a spell". This gives my players an opportunity to react. If they want to know what the spell is, they make an arcana check against a DC equal to 10 + The spells level. If the spell is of a level they can cast and on their classes spell list, they make it with advantage. If they beat the DC by 5, they also know the level the spell is being cast at. Xanethar's says this should cost a reaction, but I forego that and allow it once for free for the party.
IMHO, this is also a simple and good option.
One thought I had is include a section in counter spell description that says "you can spend 1 (play testing and rules judges make a decision here; BA, Ra or A), and for 1 min you can sense spells in your area and if you make (some type of roll or passive check) you know the spell and if high enough scaling." You can also do this by giving the caster who takes counterspell a cantrip like ability that does the same thing. This way you spend sometime (either 1 action, bonus action or reaction) and it lasts for a loner period then 1 round.
I have one player who also wishes to know the exact level the spell is being cast at. Their argument is that since I as the GM have to know the level of their spell, they must know the level an NPC is casting at, saying it would be unfair otherwise.
D&D isn't DM vs players. The DM is more a referee who also plays the NPCs. Does this player expect you to reveal where the enemies are hiding because you know where the players are, or do they trust you not to metagame?
As a DM you need to know what spell and at what level the player is casting to you can determine the outcome. That doesn't mean your NPCs know and as you pointed out you play your NPCs as if they do not know if a spell is being upcast.
Combat is more streamlined if you declare what spell is being cast (having people rolling arcana checks for free really slows things down). I also thin the XGTE rule is rather odd, a reaction spel is something very quick and instinctive in response to something happening. A turn takes 6 seconds that includes movement and a bonus action so the time ot cast he spell is much less than that but there is time for one player determining from what the caster is saying / doing what spell it is, then although he doesn't have the time to counterspell himself he does have time to shout the spell out to his friend who can respond to that by counterspelling. Having said that if spells are always known as they are being cast counterspell becomes an extremely powerful (most tables I have player on play that way and virtually every caster that can gets counterspell. Letting the players also know the level only increases the power of counterspell.
There isn't a perfect solution but the player who wants to know the spells level should be made aware that you have benn playing the NPCs as if they do not know when a spell is upcast but if the players do know the spells level then so will the enemy NPCs.
Combat is more streamlined if you declare what spell is being cast (having people rolling arcana checks for free really slows things down). I also thin the XGTE rule is rather odd, a reaction spel is something very quick and instinctive in response to something happening. A turn takes 6 seconds that includes movement and a bonus action so the time ot cast he spell is much less than that but there is time for one player determining from what the caster is saying / doing what spell it is, then although he doesn't have the time to counterspell himself he does have time to shout the spell out to his friend who can respond to that by counterspelling. Having said that if spells are always known as they are being cast counterspell becomes an extremely powerful (most tables I have player on play that way and virtually every caster that can gets counterspell. Letting the players also know the level only increases the power of counterspell.
That's not really a problem with the rule so much as a problem with letting the players know the results of one reaction before declaring the other. I don't play with spells being unknown at casting, but if I did, I would also require them to decide whether they were countering before telling them the spell.
If they know the spell, I allow them to recognize it. The level? Absolutely not. There is no visual cue for upcasting mentioned anywhere, either mechanical or descriptive. This is very much an intended risk baked into the spell.
I'm running a campaign where counterspell comes up a lot between my players and enemy NPCs. In the past, we've had a lot of arguments regarding how much knowledge a player should have regarding spells being cast in combat and how that affects the viability of counterspell. As such, whenever I'm having an enemy cast a spell, I tell them the name of the spell and give them the opportunity to counterspell. I thought this was enough, but I have one player who also wishes to know the exact level the spell is being cast at. Their argument is that since I as the GM have to know the level of their spell, they must know the level an NPC is casting at, saying it would be unfair otherwise.
So far, I have been running my NPCs to be ignorant of my players spell level, only using the base level of a spell to decide which spell slot to cast counterspell with. I have two reasons for keeping the spell level hidden. First, it adds another layer of risk management to the spell. If I tell my players that the high-level death domain cleric is going to cast inflict wounds on the wounded bard, then my players have to decide which level of spell slot they are willing to use to attempt to cancel the effect. Second, I haven't seen any ruling that shows that casting a spell at a higher level looks any different than casting that spell at its base level.
What are your thoughts on this? Should I reveal the spell level during its casting to my players? Am I revealing too much information? What level of information should I provide my players to make counterspell balanced?
Strictly by the rules, they don't get to know anything other than that a spell is being cast. If you want to play by that rule, the fair way is to have the spell (and level if upcast) being cast written down and the opposition decides whether to counter. Usually this is accomplished with spell cards.
We find playing like that to be a pain for two reasons. First, it's a lot easier to just name the spell you're casting and let people deal with it. Second, we trust that people aren't going to metagame unfairly.
If your players really don't trust you to play fair, that speaks to other potential problems with the game. For this specific issue I'd suggest going with writing down the spell level or, more likely, having a few cards that say "at spell level", "at spell level+1", etc.
Tell them to a base arcana check (They have to be proficient) in as their interaction or free action or bonus action to determine what spell they are casting exactly and what level based on set DC on the spells level.
I prefer to make skills be important so like the above poster Lolths_Bane said make an Arcana check or create a base system in which the PC has a passive Arcana ability to deal with identifying spells being cast (this is to speed up game play).
Casting at higher level is one area that I think could use some more info (from what I have read and I have not read everything). So does casting at a higher level look, feel, smell or be different in any way for the lowest level casting of the spell? And then how easy is it to notice the difference? And is that difference a perception check or arcana check or both?
As a side note: I think having identify be a scalable spell that only gives information based on the spell level being used would be an improvement and could keep some items being a mystery for longer and or hide abilities with out using a Magic Aura spell.
I also like that you talk to your players and that your players talk to you about this as often this is one of the best ways to deal with issues in games. Also remind them that the rule you and they decide on goes both ways and NPC's and monsters can counter spell their spells also.
Good Luck
Originally, I was planning on running without even telling them the name of the spell. However, when I told one of my players that they had successfully counterspelled a sacred flame cantrip, they and everyone else at the table were very vocal in their disappointment. There were also some other counterspell controversies that occurred within that very same session, which ultimately lead to the way I'm doing things now.
The spell cards are a good idea. I think I will create cards numbered 1-9, picking up a card corresponding to the spell level. If a player wishes to counterspell, I will grab the card and ask them which level of counterspell they are using, and reveal the number on the card afterward.
Thank you.
The default for counterspell is only knowing a spell is being cast, not which spell or level.
XGtE added an optional rule to make an arcana check as a reaction to ID the spell. The DC was based on spell level, but doesn't say they can tell the level.
Since you have skipped the XGtE arcana check, maybe you can use it to figure out level.
Someone correct me if I'm wrong, because I can't remember where (if anywhere) this specific rule comes from, but I believe that the actual rule is that, RAW, in order to recognize a spell being cast by someone else, you need to use your Reaction to make an Arcana Check, where the DC is 10+The Spell's Level. I don't know how that works with upcasting, but you can see the obvious problem that just recognizing the spell being cast consumes your Reaction.
Still, I might be misremembering, but if I am correct, then as far as "Rules and Mechanics" goes, your player doesn't get any chance to know what's being cast.
As a DM myself, here's what I usually do... I describe, in pure flavor, what the opposing spellcaster is doing. The Players will recognize some things... like, "The enemy wizard concentrates glowing, orange energy into a mote of light and lobs it in your direction", which my Wizard, who is looking for any excuse to cast fireball, immediately recognizes and knows that's worth counterspelling. One time I managed to catch them with, "The enemy holds forth their hand, and a spectral skeletal hand seems to slide out from within their palm and rush toward you," which got them to waste a Counterspell on Chill Touch. But, ultimately, as a DM you're not obligated to tell them anything other than "The enemy is casting a spell", and it's up to them if they want to react to that.
That said... I think it's perfectly fine to just say what spell is being cast, but I'd recommend not clarifying ahead of time whether or not the enemy is upcasting. Counterspell is a really, really good spell, and it's partly balanced by the fact that you don't know for certain whether or not you're wasting a 3rd level Spell Slot against a spell that would only be a minor inconvenience if it lands. Letting someone know all the details ahead of time is like letting someone use Bardic Inspiration after they already know they failed at something... it's probably not anything your players will complain about, but it makes the asset spent more valuable than it's intended to be.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
XGtE ch2, spellcasting subsection. It is actually 15+spell level, with advantage if it is for your class. It is an optional rule.
https://www.dndbeyond.com/sources/xgte/dungeon-masters-tools#IdentifyingaSpell
I think most people agreed that they would allow counterspell as part of the same reaction.
When a spell is cast, if the optional rule is used, a creature can attempt to either identify or counterspell it but not both, as it only has 1 reaction to take. Identifying a spell was intentionally designed not to stack with other reactions or interact with counterspell. If the spell is level 4+ then it won't automatically fail. FWIW the Devs said he would allow a creature to identify it and a different one to counter it with that knowledge (presumably by also allowing it to talk off turn)
I'm curious about the design intent by having Identifying a Spell take a reaction/action (sageadvice.eu)
I would simply advise them that they can see a spell being cast in most cases. If the spell is from their spell list, they can recognize it but I wouldn't give the level, as to me, bumping the level would simply be pouring more of your energy into the spell, thus consuming a higher (more powerful) slot. Remind them this works both ways, so firing off a cantrip could easily burn an NPC spell slot countering it. This results in our Wizard seeing the opposing Cleric "Begins to make gestures and mutters unfamiliar words" while later on, he might see the enemy Wizard "Begins the motions of a Fireball spell"
Using this method, I would also make sure to have counterspelling enemies, who burn their slot on cantrips, to ensure the players could see the balancing. To me, getting the name of the spell being cast every time is very generous and much more than I would normally think the PC should know.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
In my opinion someone should be able to tell if someone is good at a skill by observing them, and when they do a particularly good job it should be obvious.
I see detecting upcasting to be similar. "Wow, look how good he is at casting Fireball."
Given your desires, I would consider doing this, although it is a bit more complex than most people will want to do:
You can only make this check if you can both see and hear the spell being cast. If someone is using subtle casting, you are out of luck entirely.
Roll ONE Arcana check. What you get depends on how well you get;
DC 8 = they are casting a spell
DC 10+ spell level = which spell they are casting
DC 13 + spell level = they are up casting but not how much.
DC 16+ spell level = what level they are up casting.
--------------------
DISGUISING CASTING.
The caster may attempt to disguise casting can be done. Make an Arcana check using Dex instead of Intelligence.
If you roll less than 15 you do nothing. Otherwise, subtract 15 from the results, and what you get is a penalty you can apply to their Arcana check to figure out what you cast.
I like your idea and options and would use it, but having played 5e and talked to people who play 5e they like it for its simplicity in the rule section. Unfortunately often saying to me something like "I just want to do what I want to do and have the GM rule on it" (Note I do not think this is every game or player but it is something I hear quite a bit and is in no way a negative thing in a simple system)
But again I like the basic outline (and would test it in game) and in some games I do not see it as a potential huge problem.
One issue I see with you get the spell level is the disappointment of using a 3rd+ level spell slot on something that you might have another counter for and or a better save. For example you have an item that provides +100,000,000 on curse saves and you are given a 7th level spell is being cast so you cast a 8th level counter spell and that spell happens to be a curse spell which you have a fairly good chance of saving against (understatement).
I also see the issue of id'ing the specific spell and casting counter spell in the combat system, action economy, negating enemy actions as well as general role-play logic and believability.
In some games with more complex combat systems you may/often have to give up something to prep for counter-spelling to prevent abuse of the spell and the race of attrition of running a spell caster out of spell slots (note in games I have played in generally the enemies are often fresh; full HP, spell slots, daily abilities and the good guys have used some of the list so are at a disadvantage).
In general my GM style is to find ways to make/allow the PC's (and players) to shine and have fun so if a player wants a counter speller I might have lots of spells they can counter to promote fun (with in the campaigns guidelines and preserve balance (often hard to do)) but trying to balance what spells the player will counter and what spells they will not based on what the player thinks might come along next, is a challenge.
When I play, I state "X is casting a spell". This gives my players an opportunity to react. If they want to know what the spell is, they make an arcana check against a DC equal to 10 + The spells level. If the spell is of a level they can cast and on their classes spell list, they make it with advantage. If they beat the DC by 5, they also know the level the spell is being cast at. Xanethar's says this should cost a reaction, but I forego that and allow it once for free for the party.
IMHO, this is also a simple and good option.
One thought I had is include a section in counter spell description that says "you can spend 1 (play testing and rules judges make a decision here; BA, Ra or A), and for 1 min you can sense spells in your area and if you make (some type of roll or passive check) you know the spell and if high enough scaling." You can also do this by giving the caster who takes counterspell a cantrip like ability that does the same thing. This way you spend sometime (either 1 action, bonus action or reaction) and it lasts for a loner period then 1 round.
D&D isn't DM vs players. The DM is more a referee who also plays the NPCs. Does this player expect you to reveal where the enemies are hiding because you know where the players are, or do they trust you not to metagame?
As a DM you need to know what spell and at what level the player is casting to you can determine the outcome. That doesn't mean your NPCs know and as you pointed out you play your NPCs as if they do not know if a spell is being upcast.
Combat is more streamlined if you declare what spell is being cast (having people rolling arcana checks for free really slows things down). I also thin the XGTE rule is rather odd, a reaction spel is something very quick and instinctive in response to something happening. A turn takes 6 seconds that includes movement and a bonus action so the time ot cast he spell is much less than that but there is time for one player determining from what the caster is saying / doing what spell it is, then although he doesn't have the time to counterspell himself he does have time to shout the spell out to his friend who can respond to that by counterspelling. Having said that if spells are always known as they are being cast counterspell becomes an extremely powerful (most tables I have player on play that way and virtually every caster that can gets counterspell. Letting the players also know the level only increases the power of counterspell.
There isn't a perfect solution but the player who wants to know the spells level should be made aware that you have benn playing the NPCs as if they do not know when a spell is upcast but if the players do know the spells level then so will the enemy NPCs.
That's not really a problem with the rule so much as a problem with letting the players know the results of one reaction before declaring the other. I don't play with spells being unknown at casting, but if I did, I would also require them to decide whether they were countering before telling them the spell.
If they know the spell, I allow them to recognize it. The level? Absolutely not. There is no visual cue for upcasting mentioned anywhere, either mechanical or descriptive. This is very much an intended risk baked into the spell.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm