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Double metamagic
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<blockquote data-quote="Kinematics" data-source="post: 9468033" data-attributes="member: 6932123"><p>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.</p><p></p><p>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 <em>same</em> metamagic twice.</p><p></p><p>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.</p><p></p><p>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:</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Distant Spell — Double the range a second time, for a total of 4x range, or 60' for a nominal Touch spell.</li> <li data-xf-list-type="ul">Extended Spell — Double the duration a second time, for a total of 4x duration. Still limited by a max 24 hour duration.</li> <li data-xf-list-type="ul">Heightened Spell — Give a second creature disadvantage on saving throws against the spell.</li> </ul><p>The other metamagics don't really gain anything from this.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9468033, member: 6932123"] 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 [i]same[/i] 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: [LIST] [*]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. [/LIST] 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. [/QUOTE]
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