Does casting spells thru mizzium armor allow for upcasting?

Mizzium Apparatus lets a caster cast a spell on their spell list for which they have a spell slot of the spells level to cast a spell that they don’t know, assuming a successful arcana check.. Per dmg pp141 "some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend the users spell slots,and requires no components, unless the items description says otherwise".

This pretty clearly says that if i do not know the spell scorching ray, and i successfully use the Apparatus to cast it, it will cast as its native level.

Is this correct?

House Rule – Upcasting Enlarge / Reduce to extend duration

The party is deep into my 5e-updated classic Greyhawk Giants series.

The hill giants and their orc and goblin minions have attacked the Sterish city of Headwater and have taken about a quarter of the city. The party is about to embark on a mission to go behind enemy lines, kidnap and assassinate a stone giant who is critical to the hill giants’ city / siege offensive as being their only trained engineer. While the party’s patron recognizes that the stone giant needs to die, she also recognizes that at present the Stone Giant Thane has not joined the giant alliance and wants to keep it that way. Thus, she is requesting that they carry the body of the slain giant honorably back to his Thane in an effort to preserve a fragile peace between the humans and the stone giants. I would like the party to be able to accept this mission, without it becoming either a logistical challenge involving wagons and draft animals, or without loaning them a portable hole.

Instead, I would like to provide them with a version of the Enlarge / Reduce spell which is in all aspects identical to the original except that it can be upcast to extend the duration.

I figure the giant is 17 feet high and 1000 pounds; after reduce it would be 8.5 feet and a manageable 125 pounds.

For this version of Enlarge / Reduce I am proposing that:

When cast at 3rd level against living creatures, it lasts 10 minutes

When cast at 3rd level against objects, it lasts 1 hour

When cast at 4th level against living creatures, it lasts 1 hour (similar to polymorph)

When cast at 4th level against objects, it lasts 8 hours

When cast at 5th level against living creatures, it lasts 8 hours (much less than geas)

When cast at 5th level against objects, it lasts 24 hours

The party Wizard is currently 8th level and getting close to 9th. Requiring her to use both her fourth level slots and maintain concentration for the duration of travel every day in order to move swiftly and stealthily into the mountains with the body is just the right level of challenge for the group.

My only concern is that allowing this version of the spell to the party wizard permanently will have some unforeseen interaction with some other spell, ability, or item that I will later regret. This question, for example, asks about upcasting enlarge to permit two changes in creature size, and answers identify the interaction with levitation and grappling being problematic. I am interested in a similar troubleshooting review.

Is this houserule for upcasting Haste balanced?

Haste is a great spell. I want to make it better at the cost of higher spell slots. Additions to the spell description will be added in italics (except 3rd-level transmutation since the book puts that part in italics).

HASTE
3rd-level transmutation

Casting time: 1 Action
Range: 30 ft
Components: V, S, M (a twizzler)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one of these additional effects for each slot level above 3rd (each option can be chosen only once):

  • The target’s speed is tripled, instead of doubled, for the duration.
  • The target gains a +3 bonus to AC, instead of +2, for the duration.
  • If the target has a feature, such as Extra Attack, that allows it to make more than one weapon attack with a single Attack action, it may make up to two weapon attacks, instead of the usual one weapon attack, with the additional action granted by this spell.

For each additional effect chosen, the target cannot move or take actions for an additional turn after the spell ends.

Obviously this makes haste better. But I’m not sure how much better. The +3 to AC could start to push bounded accuracy off the table when combo’d with spells like shield of faith or a build that already optimizes for AC. Basically, there are obvious combos where upcasting in this way can amplify the already brokenness of those combos, but I don’t think it should be much of an issue for most normal use. But just in case, I added the clause at the end to increase the risk of upcasting this. For each additional effect chosen, the wave of lethargy effect increases by a turn. So casting this at 6th level and choosing all three effects means the target is out for four turns when the spell ends.

Some other options to consider for balancing would be to require two extra levels of spell slot for each effect, so getting an extra effect at 5th, 7th, and 9th levels, or having the extra effects kick in when cast at 5th level or higher and requiring 1 extra level per effect, so getting an extra effect at 5th, 6th, and 7th levels. Reviewers that deem this unbalanced as written should consider these changes to slot level for balancing.

Is this addition balanced?

Does the number of creatures affected by Sculpt Spells increase with upcasting the spell?

As a level 2 Evocation Wizard, the School allows you to sculpt spells around allies, up to 1 + the spell’s level, allowing them to avoid the effects of the spell. Certain spells, such as Thunderwave, allow you to cast them using a higher level spell slot.

My question is: which level do you use when calculating the amount of allies that can dodge your spell? The actual spell level (for Thunderwave, this is 2), or the level of the spell slot you use when casting (which effectively raises the level of the spell)?

What are the ramifications of this change to upcasting spells?

I was looking at the Evocation Wizard’s Overchannel feature which states:

When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.

This requires that you use a spell slot of 1st through 5th level, unfortunately a Wizard has at most three 5th level spell slots so I came up with the idea of “variable upcasting”.

An example of “variable upcasting”:

  • If a spell is a third level spell and you want to use a sixth level spell slot to cast it, normally this would make the spell a sixth level spell. This change would allow you to upcast the spell as if the spell slot were other levels.
  • The minimum level would be the regular level of the spell.
  • The maximum level would be the regular level of the spell slot.
  • You could cast the spell at any level between these numbers.

Regardless of what level you actually cast the spell at the spell slot you initially chose to use is expended in its entirety.

Note: this option would be available to all casters, not just wizards and, perhaps to avoid being too broad, the option does not have any effect on cantrips.

What are the balance implications of allowing this “variable upcasting” option?

Would “upcasting” extra Free Access slots into the next tier thereof be balanced?

I’m currently playing a spellcaster who’s making a lot of short dips into the lower paths, to the point that I believe I may have learned all the Free Access spells that I am actually interested in for the lowest level (for there are cheaper and better variants in the paths I have taken), if not all the spells that I could learn, from the level 1-10 Free Access spell list in the core book. (Aside from Sheeles in general and the rule on spending DP to get magical learning, this campaign has not yet touched on the Arcana Exxet, so please do not answer with subpaths; I don’t want to reverse-engineer the subpath spells to work like core spells do and otherwise refuse to use them out of principle.) Leaving aside the thought of simply inventing spells to fill in the gaps, I had a thought of combining two slots of a lower level to make a slot of a higher level.

Would it be potentially unbalancing to convert two 1-10 slots into a 1-20 slot and so on? (two 1-20 to a 1-30, etc. etc.)

Upcasting e Downcasting

Eu sei que Upcasting é converter um objeto da subclasse para a superclasse e Downcasting é converter um objeto da superclasse para a subclasse.

Mas em relação a perca de valores e esses afins, como fica ?

Exemplo: Temos a superclasse Carro e a subclasse CarroMelhorado.

CarroMelhorado é um Carro, porém com coisas a mais. Porém se eu falar Carro c1 = new CarroMelhorado(); a partir de agora esse c1 ganha novos atributos e métodos que podem ser usados ?

E em outro caso: CarroMelhorado cm1 = new Carro() aqui seria um Downcasting, só que cm1 do tipo CarroMelhorado possui coisas a mais que Carro não tem, mesmo CarroMelhorado sendo um Carro, com essa atribuição cm1 perderia todas as suas coisa “a mais” ?

How to make upcasting equivalent to using a higher level spell?

In general, damage-dealing spells do not seem worth upcasting; the damage just doesn’t scale very well. This is probably good design, because no one would bother casting higher level spells if an upcast lower one was better. Regardless, I’d like to homebrew a magic item that increases the damage output of spell upcasting to be roughly the same as using an equivalent higher level spell. This is hard for me to figure out, however, because there are so many qualitative differences between spells – it’s hard to sort out how much I need to buff in order to quantitatively make things balance out. I know upcasting damage spells usually isn’t effective, but I don’t know how much I need to add to make it worth it.

I am open to making the item have a limited number of daily charges.