cfalcon
2010-02-22, 02:12 PM
My wizard 9 / Initiate of the Sevenfold Veil 2 is going to turn 12th level soon (a relative term, as we game pretty much monthly), and I'm going to take Spell Mastery as his 12th level feat. Eron's Int is 25, and will be going up to 26- meaning he'll be able to choose 8 spells. Because our houseruled IotSV loses a level of spell access (but not caster level), I currently only have 5th level spells (same spell slots as a 10th level wizard currently, which will become 11th level).
SPELLS KNOWN SO FAR:
1-
Charm Person
Color Spray
Comprehend Languages
Disguise Self
Enlarge (Enlarge Person)
Expedite (Expeditious Retreat)
Feather Fall
Identify
Mage Armor
Magic Missile
Protection from Evil
Shield
Silent Image
Summon Monster I
True Strike
2-
Command Undead
Darkness (this is basically the 3.0 version of darkness)
Fox's Cunning
Luminous Swarm (CompArcane, debuff one target giving them a 20% miss chance and they might take damage over 5 rounds)
Mirror Image
Rope Trick
Scorching Ray
See Invisibility
Summon Monster II
3-
Blink
Dispel Magic
Displacement
Fireball
Fly
Haste
Invisibility (all invis spells are +1 level in this game)
Major Image
4-
Assay Resistance (Complete Mage or Arcane, helps defeat SR)
Charm Monster
Defenestrating Sphere
Dimention Door
Dimensional Anchor
Invisibility Sphere
Polymorph (this is per the rules, so it's definitely in)
Remove Curse
Solid Fog
5-
Baleful Polymorph
Break Enchantment
Channeled Lifetheft
Magic Jar
Mass Fly (Complete Something)
Permanency
Teleport (obviously this is one of them)
So, 8 slots.
1- Teleport
2- Polymorph
3-
4-
5-
6-
7-
8-
Since I'll have access to 6th level spells as I level, I could throw them in here- for instance, disintegrate might be helpful if imprisoned, and greater dispelling might make the cut. So feel free to suggest some 6th level spells.
Note that I *do* have access to other spells if I'm willing to pay- for instance, there's always been something more important to spend gold on that glitterdust, even though it's really good.
My goal with this feat, I think, would be to be able to be minimally functional should my two spellbooks get lost or stolen, but also to help in the situation where I need to memorize spells under duress.
I'm aware that there are more powerful feats as well! This isn't a question about them :P
I have access to Eschew Materials, Quicken Spell and Empower Spell. I have Arcane Thesis: Fireball, my one nod to being able to fill the role of decent damage. I have both Spell Focus and Greater Spell Focus Abjuration, as all Initiates are skilled with Abjuration. Not that I know any Abjuration spells with saving throws to be improved, but, hey. I also have Skill Focus: Spellcraft, not that that's of any great importance!
SPELLS KNOWN SO FAR:
1-
Charm Person
Color Spray
Comprehend Languages
Disguise Self
Enlarge (Enlarge Person)
Expedite (Expeditious Retreat)
Feather Fall
Identify
Mage Armor
Magic Missile
Protection from Evil
Shield
Silent Image
Summon Monster I
True Strike
2-
Command Undead
Darkness (this is basically the 3.0 version of darkness)
Fox's Cunning
Luminous Swarm (CompArcane, debuff one target giving them a 20% miss chance and they might take damage over 5 rounds)
Mirror Image
Rope Trick
Scorching Ray
See Invisibility
Summon Monster II
3-
Blink
Dispel Magic
Displacement
Fireball
Fly
Haste
Invisibility (all invis spells are +1 level in this game)
Major Image
4-
Assay Resistance (Complete Mage or Arcane, helps defeat SR)
Charm Monster
Defenestrating Sphere
Dimention Door
Dimensional Anchor
Invisibility Sphere
Polymorph (this is per the rules, so it's definitely in)
Remove Curse
Solid Fog
5-
Baleful Polymorph
Break Enchantment
Channeled Lifetheft
Magic Jar
Mass Fly (Complete Something)
Permanency
Teleport (obviously this is one of them)
So, 8 slots.
1- Teleport
2- Polymorph
3-
4-
5-
6-
7-
8-
Since I'll have access to 6th level spells as I level, I could throw them in here- for instance, disintegrate might be helpful if imprisoned, and greater dispelling might make the cut. So feel free to suggest some 6th level spells.
Note that I *do* have access to other spells if I'm willing to pay- for instance, there's always been something more important to spend gold on that glitterdust, even though it's really good.
My goal with this feat, I think, would be to be able to be minimally functional should my two spellbooks get lost or stolen, but also to help in the situation where I need to memorize spells under duress.
I'm aware that there are more powerful feats as well! This isn't a question about them :P
I have access to Eschew Materials, Quicken Spell and Empower Spell. I have Arcane Thesis: Fireball, my one nod to being able to fill the role of decent damage. I have both Spell Focus and Greater Spell Focus Abjuration, as all Initiates are skilled with Abjuration. Not that I know any Abjuration spells with saving throws to be improved, but, hey. I also have Skill Focus: Spellcraft, not that that's of any great importance!