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Heighten Spell

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Icon Feat Heighten Spell.png
Heighten Spell

  • Usage: Active, Toggled Metamagic
  • Prerequisite: Must be able to cast 2nd level spells

Description

This Feat makes spells harder for monsters to resist by raising the effective level of the spell to the highest spell level your character can cast, but causes the spell to consume 5 more spell points per level raised.

Example: A Wizard who can cast Level 9 spells could therefore cast a Level 1 spell at the Level 9 Difficulty Class (DC) calculation with Heighten Spell active. Spell DC calculation is: 10 + (spell level) + (pertinent stat modifier). Our example Wizard here uses his Intelligence modifier to determine his DC calculation. So per this example, this Wizard's DC calculation for the Charm Person spell (a Level 1 spell) with Heighten Spell metamagic Feat active would be cast at Level 9. So his DC calculation would be: 10 + 9 (instead of 1) + (INT modifier) and would cost 40 (+8 spell levels times +5 SP for each level) extra Spell Points to cast.

Heighten Spell has no effect on spells without a Saving Throw and does not affect Spell Penetration calculations.

Multiple metamagic Feats may be active simultaneously, but the SP cost is cumulative. Using the Charm Person example above, having both Heighten Spell and Enlarge Spell active will increase the SP cost to (40 + 10) = 50 additional Spell Points.

Advice:

  • The Heighten Spell metamagic Feat benefits low-level spells more than higher-level ones, as the amount Heightened is greater from the lower levels (but thus more costly, too). For example, casting a L1 spell at L9 benefits more than a L8 spell being cast at L9. But in all cases, casting your spells at higher levels is usually a very good thing when trying to overcome the Saving Throws of enemies.
  • Like all metamagic feats, Heighten Spell can be applied for free to SLAs.
  • Artificers, Bards, and Warlocks can only cast up to six (6) spell levels, Heighten Spell metamagic feat can be less important for these classes.
  • Paladins and Rangers can only cast up to four (4) and usually don't have many spells that rely on beating enemy saving throws.
  • Heighten will increase the DCs of a class's spells based on that particular class's spellcasting ability. This means that a 17/3 Wiz/Drd will heighten Wiz spells up to level 9 spells but will only heighten Drd spells up to level 2 spells (even though that character can cast up to level 9 spells).

Quirk: The way DDO calculates the DC of heightened spells is somewhat flawed if you have effects that increase or decrease your caster level. For example, a level 15 Sorcerer Fire Savant can heighten his Fire spells to level 9, because his caster level for Fire spells is enough to cast level 9 spells. Conversely, when an Air Savant casts Flesh to Stone (Earth spell), Heighten can actually decrease the DC of the spell because of the caster level penalty to Earth spell. DDO Forums

Notes

Spells affected by Heighten Spell[edit]

Spell School Art Brd Clr Drd Fvs Pal Rng Sor/Wiz
Ball Lightning Evocation 5
Bane (spell) Enchantment 1 1
Blade Barrier Evocation 6 6 6
Cause Fear Necromancy 1 1 1 1
Chain Lightning Evocation 6 6
Chaos Hammer Evocation 4 4
Charm Monster Enchantment 3 4
Chill Touch Necromancy 1
Circle of Death Necromancy 6
Close Wounds Conjuration 2 2
Cloudkill Conjuration 5
Cometfall Conjuration 6 6
Command Undead Necromancy 2
Cone of Cold Evocation 5
Control Undead Necromancy 7
Crushing Despair Enchantment 3 4
Daze Monster Enchantment 2 2
Death Aura Necromancy 4
Deep Slumber Enchantment 3 3
Deific Vengeance Conjuration 2 2
Delayed Blast Fireball Evocation 7
Destruction (spell) Necromancy 7 7
Disintegrate Transmutation 6
Dominate Monster Enchantment 9
Doom Necromancy 1 1
Feeblemind Enchantment 5
Fire Storm Evocation 8 7 8
Fire Trap Abjuration 2 2 4
Flame Strike Evocation 5 4 5
Flesh to Stone Transmutation 6
Ghoul Touch Necromancy 2
Glitterdust Conjuration 2 2
Glyph of Warding Abjuration 3 3
Greater Command Enchantment 5 5
Greater Glyph of Warding Abjuration 6 6
Greater Shout Evocation 6 8
Gust of Wind Evocation 2 2
Halt Undead Necromancy 3
Harm Necromancy 6 6
Heal, Mass Conjuration 9 9
Hold Animal Enchantment 2 2
Hold Monster Enchantment 4 5
Hold Person, Mass Enchantment 7
Holy Aura Abjuration 8 8
Holy Smite Evocation 4 4
Horrid Wilting Necromancy 8
Hypnotic Pattern Illusion 2 2
Hypnotism Enchantment 1 1
Incendiary Cloud Conjuration 8
Inflict Critical Wounds Necromancy 4 4
Inflict Critical Wounds, Mass Necromancy 8 8
Inflict Light Wounds Necromancy 1 1
Inflict Light Wounds, Mass Necromancy 5 5
Inflict Moderate Wounds Necromancy 2 2
Inflict Moderate Wounds, Mass Necromancy 6 6
Inflict Serious Wounds Necromancy 3 3
Inflict Serious Wounds, Mass Necromancy 7 7
Mind Fog Enchantment 5 5
Necrotic Ray Necromancy 6
Negative Energy Burst Necromancy 4
Ooze Puppet Transmutation 2
Order's Wrath Evocation 4 4
Otiluke's Freezing Sphere Evocation 6
Panacea Conjuration 4 5 4
Poison (spell) Necromancy 4 3 4
Prismatic Ray Evocation 5
Prismatic Spray Evocation 7
Ray of Exhaustion Necromancy 3
Undeath to Death Necromancy 6 6 6
Unholy Blight Evocation 4 4
Tenser's Transformation Transmutation 5 6
Trap the Soul Conjuration 8
Web Conjuration 2
Scare Necromancy 2 2
Slay Living Necromancy 5 5
Sleep (spell) Enchantment 1 1
Snare Transmutation 3 2
Soundburst Evocation 2 2 2
Stinking Cloud Conjuration 3
Sunburst Evocation 8 8
Symbol of Fear Necromancy 6 6 6
Symbol of Flame Evocation 4 4 4
Symbol of Pain Necromancy 5 5 5
Symbol of Persuasion Enchantment 6 6 6
Symbol of Stunning Enchantment 7 7 7
Symbol of Weakness Necromancy 7 7 7
Sonic Blast Evocation 1 1
Bestow Curse Necromancy 3 3 4
Elemental Prod Evocation 2
Prismatic Strike Evocation 5
Tactical Detonation Evocation 6
Static Shock Evocation 1
Lightning Motes Evocation 4
Blast Rod Evocation 3
Charm Animal Enchantment 1 1
Faerie Fire Evocation 1
Animal Trance Enchantment 2
Cold Breath Evocation 5
Dominate Animal Enchantment 3
Call Lightning Evocation 3
Salt Ray Evocation 3
Quench Transmutation 3
Enveloping Swarm Conjuration 4
Freezing Spray Evocation 7
Snowslide Evocation 9
Earthquake Evocation 8
Jaws of Winter Innate Attack 6
Sunbeam Evocation 7
Word of Balance Evocation 6
Hold Person Enchantment 2 2 2 3
Fear (spell) Necromancy 3 4
Sun Bolt Evocation 3
Lightning Sphere Evocation 2
Lesser Death Aura Necromancy 2
Contagion Necromancy 3 3 3 4
Iceberg Evocation 9
Acid Well Conjuration 9
Rend the Soul Necromancy 9
Slow (spell) Transmutation 3 3
Vial of Acid Conjuration
Vial of Flame Conjuration
Vial of Frost Conjuration
Vial of Sparks Conjuration
Vial of Venom Conjuration
Empty Bottle Conjuration
Fine Dust Transmutation
Sleep Powder Transmutation
Vial Smash: Acid Conjuration
Elemental Obliteration Conjuration
Multivial Conjuration
Spellvial Conjuration
Vial Smash: Cold Conjuration
Vial Smash: Electric Conjuration
Vial Smash: Fire Conjuration
Vial Smash: Poison Conjuration
Mass Charm Monster Enchantment 6 8
Multivial of Acid Conjuration
Multivial of Flame Conjuration
Multivial of Frost Conjuration
Multivial of Sparks Conjuration
Multivial of Poison Conjuration
Color Spray Illusion 1 1
Elemental Concentration Conjuration
Acid Concentration Conjuration
Flame Concentration Conjuration
Frost Concentration Conjuration
Sparks Concentration Conjuration
Venom Concentration Conjuration
Caustic Solvent Conjuration
Bitter Frost Burst Conjuration
Heartstopper Poison Conjuration
Molotov Cocktail Conjuration
Voltaic Induction Conjuration