Author Topic: DMM heighten shenanigans (entry into Shadowcraft Mage)  (Read 1621 times)

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Rebel7284

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DMM heighten shenanigans (entry into Shadowcraft Mage)
« on: May 13, 2009, 04:59:51 AM »
I have forever seen Heighten Spell being used to enter classes early using Versatile Spellcaster and being Illumian and such.

Why not take a shortcut and use Divine Metamagic to amplify the effects of heighten?

The best build I can think of with this does need flaws.

Gnome
1 (Cloistered) Cleric 1 - Domains: Gnome, [Open] Feats: Spell Focus Illusion, Heighten Spell [Flaw], DMM (Heighten Spell) [Flaw]
2 Divine Bard 1 (I can't find any first level divine cleric Illusion(Shadow) spells, so I pick up Dead End from SpC with divine bard)
3 Shadowcraft Mage 1 Feat: [Open]
4 Shadowcraft Mage 2
5 Shadowcraft Mage 3

This build FEELS familiar though.  I think I may have seen the idea somewhere before but I can't locate it.
Negative level on a chicken would make it a wight the next day.  Chicken the other wight meat. -borg286

PlzBreakMyCampaign

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Re: DMM heighten shenanigans (entry into Shadowcraft Mage)
« Reply #1 on: May 13, 2009, 05:32:36 AM »
Nope look here

As awaken dm golem pointed out it is actually DH's miracle trick... but that one doesn't work either.

http://forums.gleemax.com/wotc_archive/index.php/t-589587.html

DH_'s Miracle at Level 6.
There are other ways to do it.
Capping non-epics to 9th level spells, would keep this from happening.
Might need a new thread, for a good thrash-out.
I appreciate someone digging up something for me to 'fix' but I don't think this one works. Its close though. The problem is that he thinks
Quote from: DisposableHero_
Specifically with heighten spell the illumian may spend one turning attempt per level to be heightened, but cannot increase past 9th level.
allows one to ignore this limitation of heighened spell:
Quote from: srd
The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Unfortunately it doesn't and neither does DMM, which the illumian ability mimics.
« Last Edit: May 19, 2009, 06:00:51 AM by PlzBreakMyCampaign »
[Spoiler]
Quote
An interesting read, nice to see a civil discussion
The point of Spell Resistance is to make it harder to get buffed.
And healed. Don't forget that.
Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle.
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Your a shifter... you have all you ever need.
It blows MoMF out of the water

But if your greedy for more [Wish] for something that only effects you, like another class level or two that doesn't count against your ECL.
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PhaedrusXY

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Re: DMM heighten shenanigans (entry into Shadowcraft Mage)
« Reply #2 on: May 13, 2009, 02:38:17 PM »
I'm not really sure why you think it doesn't work. I can't really decipher that quote...

Earth Spell lets you Heighten to 10th level, if that's it.

I've posted several similar builds before. One is in my Build Compilation on here.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Negative Zero

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Re: DMM heighten shenanigans (entry into Shadowcraft Mage)
« Reply #3 on: May 13, 2009, 04:21:16 PM »
He seems to think that the 'as difficult to prepare and cast' line in Heighten means that it, unlike other metamagics, is ineligible for use if it raises the effective level of the spell past the slots you can normally cast. For example, his interpretation means a Cleric can't DMM: Heighten a spell beyond what they could otherwise cast, or that a Wizard 5/Incantatrix 10 could not cast a level 8 spell Heightened to level 9, despite Improved Metamagic.

Rebel7284

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Re: DMM heighten shenanigans (entry into Shadowcraft Mage)
« Reply #4 on: May 13, 2009, 04:24:34 PM »
I just realized that bards don't get level 1 spells until level 2, doh!, cleric 3 is the best entry then.
Negative level on a chicken would make it a wight the next day.  Chicken the other wight meat. -borg286