D&D (2024) Double metamagic

So, I was thinking of the new Twin Spell metamagic for its upcast effect. In particular, I was considering how high you'd have to upcast Longstrider in order to affect everyone in the party, and remembering that Twin Spell can handle one of those levels.

Then I wondered about applying it multiple times. But you can't do that, because of the metamagic rules. Except... Innate Sorcery + Sorcery Incarnate allow you to use two metamagics at once, instead of just one. And it doesn't actually say that you can't use the same metamagic twice.

As far as I can see, this should be completely legitimate. With Sorcery Incarnate active, I could cast Longstrider as a 2nd level spell and then spend 2 sorcery points to gain two more effective spell levels, in order to cast the spell on 4 party members. That would be nice in order to save a 3rd level spell slot for more valuable stuff.

This is obviously quite niche, but I was curious about whether any other metamagics would be useful to use this way. Metamagics that gain extra value from doing this:
  • Careful Spell — Increase the number of targets excluded from the spell. May be useful if you have a low Cha, or an extra-large party and/or extra companions.
  • Distant Spell — Double the range a second time, for a total of 4x range, or 60' for a nominal Touch spell.
  • Extended Spell — Double the duration a second time, for a total of 4x duration. Still limited by a max 24 hour duration.
  • Heightened Spell — Give a second creature disadvantage on saving throws against the spell.
The other metamagics don't really gain anything from this.

Of the options, the ones that I can see regularly considering are Twin Spell and Heightened Spell — Twin Spell for utility, and Heightened Spell in order to penalize multiple targets.

Distant Spell might be useful in an emergency, or if you have a Touch spell that you really want to use at a decent range. Extended Spell might be useful if you have combats that regularly last multiple minutes, or you really want Mage Armor to last all day. And Careful Spell would almost entirely depend on party size. Definitely niche, as I wouldn't find any of them broadly useful for this gimmick.
 

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Then I wondered about applying it multiple times. But you can't do that, because of the metamagic rules. Except... Innate Sorcery + Sorcery Incarnate allow you to use two metamagics at once, instead of just one. And it doesn't actually say that you can't use the same metamagic twice.

The wording I have for Sorcery Incarnate is:

"In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast."

IMNSHO, yes, that does actually say you can't use the same metamagic option twice. If I use one, then I use the same one again, I have not used two options; I am still only using one, and the standard metamagic limitations apply. Unless there's alternate wording or other information I am missing, I would not normally allow this combination.

However, I might allow it under the following circumstance. You get two metamagic options at level 2 (and more at 10, and 17). I can't find a limitation that says you can't choose the same metamagic option twice. So you could, per your example, choose Twin Spell as both of your metamagic options. Then, and only then, could you pick your first Twin Spell option for the first option, and your second Twin Spell option for the second option. I believe this could let Sorcery Incarnate work as you descirbe, at the cost of your sorcerer having one less metamagic option available to them.

YMMV.
 
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mellored

Legend
  • Distant Spell — Double the range a second time, for a total of 4x range, or 60' for a nominal Touch spell
Distant spell sets the range of touch spells to 30'. So it wouldn't stack, assuming this works.

Edit: never mind.
Set it to 30', then double it = 60'.
"In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast."

IMNSHO, yes, that does actually say you can't use the same metamagic option twice. If I use one, then I use the same one again, I have not used two options; I am still only using one, and the standard metamagic limitations apply.
Eh... it doesn't say 2 different metamagic, like empowered spell does.

Seems like we need a sage advice for this. I could see it going either way.
 

Horwath

Legend
Twin spell; raise effective spell level by 2
Quicken spell; cast a spell as a free action
Empower spell; reroll 2×Cha bonus of dice, probably useful for Meteor shower only,
Seeking spell; reroll with advantage
Transmuted spell; change any damage type into any other.
Subtle spell; spell has no perceptive effect, damage seem to originate from nowhere,
 

FarBeyondC

Explorer
Currently, the Combining Game Effects rule from the DMG would prevent this from doing anything if nothing else does, but who knows if that rule will make it to the new DMG?
 

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