![]() ![]() In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The spell counts as the level of the spell slot necessary to cast it.įor example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus's spell recall or a pearl of power. everything in the faq is in reference to the concentration and spell recall abilities.Īt what spell level does a spell modified by a metamagic feat count for purposes of concentration DCs, magus spell recall, or a pearl of power? this was a clarification faq and not one that changes rules already in place so the part where metamagic'd spells still count as their normal spell level is still raw. What I think your confused about is the FAQ which was specifically about concentration dc, and spell recall abilities. Metamagic feats do not affect spell-like abilities. This does not change the level of the spell, so the DC for saving throws against it does not go up. Spells modified by a metamagic feat use a spell slot higher than normal. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Metamagic does not change the actual level fireball is minor rod always.Īs a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Using it with a rod would be way better, if such a one is available, since you can use it before the NPC saves go through the ceiling. This makes spells and effects with "save negates" highly irrelevant. Is there really no better use of such a slot than to try this? The major problem here is that the monsters have saves beyond good and evil (some have like +20 to +25) in the level range where you can use such spells. If you use a 8th level slot, you could cast a persistent dazing fireball with the DC of a 3rd level spell. Since we are talking +5 spell levels here, the whole thing is questionable. And if you make it, you must roll a second one due to persistent spell. ![]() If there is no save, like for scorching ray, you get now a save to check how dazing spell works out. If you succeed, you are home free, if you fail, you are nuked and dazed. If you make your first save, you have to make a second one. If you save, you have to roll again if you fail, you are nuked and dazed. With a standard damage spell this is easy. And if there is no save, now you get one anyway against the daze part. The feat says that if the victim of a spell takes damage from it, he gets dazed for a number of rounds. So we get into ask-your-DM territory here.ĭazing spell is relatively easy. Some interpret the text to mean that it adds a second save to everything involving the spell (like checking each round if the spell ends). I think the intent was to give the initial save a second chance to fail (from the casters perspective). There is no official passage that explains how persistent spell plays with other feats or certain spells.
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