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wolfstone
2013-11-25, 05:03 PM
Okay, I read somewhere online (can't remember where now and can't locate it via searching online) that a D&D 3.5 Ed. wizard can have a maximum of 8 spells of each level per day, but can't figure out how to increase the number of S per D. I've looked through the books I have to try to figure out how to do it, but can't figure out the method. Does it only involve feats? The books read like stereo instructions translated from Portuguese, as far as I can make sense of them... :P

Any and all help is appreciated.

Why? you may ask, do I have to have so many spells?

...Because more is better. :D

Bucky
2013-11-25, 05:05 PM
The standard method is by having a higher spellcasting stat (usually Int)

Specialist Wizards also get extra spells at the cost of a smaller spell list.

Snowbluff
2013-11-25, 05:06 PM
Get a ton of your spell slot stat. That never caps.

Festering Anger + Cancer Mage can get you infinite slots in infinite time.

Wands of Mnemonic Enhancer are awesome.

wolfstone
2013-11-25, 05:08 PM
Get a ton of your spell slot stat. That never caps.

Festering Anger + Cancer Mage can get you infinite slots in infinite time.

Wands of Mnemonic Enhancer are awesome.

What book(s) are those in?

Snowbluff
2013-11-25, 05:11 PM
What book(s) are those in?

Player's Handbook.

Illumians are Races of Destiny. Take Aeshkrau. Festering Anger is a disease from BoVD, along with Cancer Mage.

Mnemonic Enhancer (http://www.d20srd.org/srd/spells/mnemonicEnhancer.htm) is SRD. Wands of it are 21k, IIRC...

Ivanhoe
2013-11-25, 06:40 PM
Rings of Wizardry (http://www.d20srd.org/srd/magicItems/rings.htm#wizardry) also come to mind.

Biffoniacus_Furiou
2013-11-25, 07:01 PM
School specialization (PHB): +1 spell per spell level per day.
Focused Specialist (CM): net +1 spell per spell level per day.

If you play smart and use spells that efficiently neutralize opponents you shouldn't need many extra spells. Here's a guide for doing exactly that (http://brilliantgameologists.com/boards/index.php?topic=394).

As for gaining an arbitrarily high casting stat, there are a few ways to go about it. Festering Anger is liable to raise a lot of red flags, and is extremely easy to completely neutralize via any method which cures disease. Plus it's entirely dependent on your DM allowing your character to contract the noncontagious disease in the first place. A better way would be with the Taint rules (http://www.d20srd.org/srd/variant/campaigns/taint.htm) found in UA and Heroes of Horror. Make your character undead, such as a Necropolitan, and take the Tainted Sorcerer prestige class. You can get an unlimited taint score on an undead character as you can completely ignore its drawbacks, and your taint score actually increases every time you cast a spell. Keep in mind that an undead character could have been around for thousands of years, much longer than an Illumian could have had Festering Anger. Your taint score is used as your spellcasting stat with Tainted Sorcerer, so that would lead to an unlimited number of bonus spells as well as an impossible DC for every spell.

holywhippet
2013-11-25, 09:22 PM
You can also make use of the reserve feats in complete mage. Reserve feats let you cast a spell without actually expending a spell provided you have a suitable spell memorised. For example, clap of thunder does 1d6 points of sonic damage per level of the highest level sonic spell you have memorised. The spell has to be level 3 or higher in this case.

So if you had cacophonic burst memorised and the clap of thunder feat, you could do 5d6 points of sonic damage via a melee touch attack. The cacophonic burst spell is not expended as part of this.

Seer_of_Heart
2013-11-25, 09:30 PM
Player's Handbook.

Illumians are Races of Destiny. Take Aeshkrau. Festering Anger is a disease from BoVD, along with Cancer Mage.

Mnemonic Enhancer (http://www.d20srd.org/srd/spells/mnemonicEnhancer.htm) is SRD. Wands of it are 21k, IIRC...

You should mention illumian in the original post. People who do not know what they are already might get confused.

Devronq
2013-11-25, 09:57 PM
What book(s) are those in?

I don't believe wolf stones question was answered as cancer age and festering anger are defiantly not in the players hand book.

wolfstone
2013-11-26, 12:14 AM
"I'm currently in the process of doing my own 3.5 rewrite i thought i should mention this and it may be relevant to most posts I make. As well i will always ask and answer questions from the DM's point of view.

I have access to all books (but no dragon magazines other than a few i have physical copies of) and i have a physical copy of of almost every book minus most of the campaign books."

Please let me know when this is finished. :)

As for the record, yes, I want to stay a PC character and not an undead or similar. My characters are usually Chaotic Neutral. I have a 4th Ed. Tiefling who is half controller and half fire mage, so I'd like to recreate him in in 3.5 Ed. if possible.

Bullet06320
2013-11-26, 04:19 AM
we got a house rule, for clerics and wizards, we use the 2nd edition spell progression, plus the bonus spells from high ability scores

OldTrees1
2013-11-26, 04:28 AM
I don't believe wolf stones question was answered as cancer age and festering anger are defiantly not in the players hand book.

The question was answered

Section 1 used the PHB

Section 2 used Races of Destiny and BoVD

Section 3 used the PHB

Bronk
2013-11-26, 10:35 AM
You could also find the Rod of Valmarian, a minor artifact from Faerun that grants an additional spell per day per spell level you know.

Speaking of which, you could invest in regular wands, scepters and staves to enhance your spells per day...

Karnith
2013-11-26, 10:38 AM
Pearls of Power (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#pearlofPower) are also pretty good for getting more mileage out of your spell slots.

Domain Wizards (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizardVariantDomainWiz ard) are like specialist Wizards in that they get an extra spell slot for each spell level.

ericgrau
2013-11-26, 10:47 AM
Int, focused specialist, staff.

Low level spells: scrolls, wands, lesser rod of extend spell.

wolfstone
2013-11-28, 11:16 PM
Int, focused specialist, staff.

Low level spells: scrolls, wands, lesser rod of extend spell.

What's so special about staffs in 3.5? I know they're good in 4th, but haven't found much on them in 3.5 as far as feats or such.

TuggyNE
2013-11-28, 11:50 PM
What's so special about staffs in 3.5? I know they're good in 4th, but haven't found much on them in 3.5 as far as feats or such.

They use the caster's CL and DCs instead of the creator's minimums, but they don't use up spell slots or spells known. Unlike wands, they are not limited to 4th-level spells, either.

MonkeySage
2013-11-29, 12:58 AM
A wizard that knows Wish CAN permanently increase his own intelligence by up to +5, which would allow you to cast more spells per day... One wish = 1 ability point. I can't imagine that many DMs would be happy about this, though, and may house rule to restrict it(for one, I'd say after the first wish this would be difficult to justify in game: Why is your already brilliant wizard wishing he was smarter?), but this is explicitly stated in the spell description. I wonder if that was truly the intent...

Additionally, epic characters can take feats to increase their ability scores even further.

Gamereaper
2013-11-29, 02:57 AM
School specialization (PHB): +1 spell per spell level per day.
Focused Specialist (CM): net +1 spell per spell level per day.

If you play smart and use spells that efficiently neutralize opponents you shouldn't need many extra spells. Here's a guide for doing exactly that (http://brilliantgameologists.com/boards/index.php?topic=394).

As for gaining an arbitrarily high casting stat, there are a few ways to go about it. Festering Anger is liable to raise a lot of red flags, and is extremely easy to completely neutralize via any method which cures disease. Plus it's entirely dependent on your DM allowing your character to contract the noncontagious disease in the first place. A better way would be with the Taint rules (http://www.d20srd.org/srd/variant/campaigns/taint.htm) found in UA and Heroes of Horror. Make your character undead, such as a Necropolitan, and take the Tainted Sorcerer prestige class. You can get an unlimited taint score on an undead character as you can completely ignore its drawbacks, and your taint score actually increases every time you cast a spell. Keep in mind that an undead character could have been around for thousands of years, much longer than an Illumian could have had Festering Anger. Your taint score is used as your spellcasting stat with Tainted Sorcerer, so that would lead to an unlimited number of bonus spells as well as an impossible DC for every spell.

How exactly does that work?

OldTrees1
2013-11-29, 12:54 PM
How exactly does that work?

I did not know which one you were asking about so here is an answer to each.

1)
A wizard is allowed to abandon 2* schools of magic by specializing in another school of magic. In return they get 1 extra spell slot of each spell level that is restricted to the school of magic they specialized in.

A specialist wizard is allowed to focus even further into their school of magic. If they do so they lose 1 general spell slot per spell level and gain 2 extra specialist slots per spell level (for a total of 3 specialist slots per spell level)

2)
By memorizing a variety of powerful Battlefield Control, Debuffing and Buffing spells and leaving some slots open for memorizing more spells later, the Wizard is able to shift the balance of encounters such that the rest of the party can easily clean up for them.

3)
Illumian Cancer Mage Festering Anger
Illumian is a race that have 1-2 floating sigils around their heads. There are a variety of sigils to choose from. Each combination of 2 sigils provides a different benefit. One of these benefits is granting bonus spells based on high Strength.
Cancer Mage is a prestige class that allows you to ignore the negatives of disease while still benefiting from any positives.
Festering Anger is a disease that increases your Strength every day and has some negatives.
Together you get bonus spells from an ever growing Strength while ignoring the negatives of the Festering Anger disease.

Necropolitian Tainted Sorcerer
Undead are immune to the negative effects of Taint (an optional subsystem)
Tainted Socerer is a prestige class that provides bonus spells based on your Taint score.
Casting spells with the [Evil] descriptor increases your Taint by 1.
Together you have a spellcaster that has an exponential growth in the number of spells per day (by casting spells with the [Evil] descriptor).

mostlyharmful
2013-11-29, 01:10 PM
A wizard that knows Wish CAN permanently increase his own intelligence by up to +5, which would allow you to cast more spells per day... One wish = 1 ability point. I can't imagine that many DMs would be happy about this, though, and may house rule to restrict it(for one, I'd say after the first wish this would be difficult to justify in game: Why is your already brilliant wizard wishing he was smarter?), but this is explicitly stated in the spell description. I wonder if that was truly the intent...

What?:smallconfused:

An Intelligent wizard knows his personal power is directly linked to his Int score, how could you justify anyone with wizard casting and a positive Int bonus NOT wanting to up their Intelligence?

And don't think it kicks in when a wizard can personally cast wish, it's much much earlier with either bargining with an outsider for SLA Wish boosts in exchange for quests or binding cheese...

If you want to boost your number of spells per day then wands, staffs, scrolls etc are all good, but you might want to look at what spells there are that can be used over the longer term.

Look for Instantaneous or permanent (or at least permanent till used) effects, Symbols, runes, explosive runes, bindings, passwall, command undead, create undead, etc...

You also might like to remember that there's nothing in the rules that keeps a wizard to a 24 hour day, only spells cast in the last 8 hours before rest count to those regained.

Also, the sleeping roll in MiC lets you double up your rest times, great for long duration spells (1hour/level+) that'll still be active during the adventuring day.

ericgrau
2013-11-29, 01:48 PM
Well if he's smart he'll employ cheaper methods to increase his power first and then further increase his int. Tomes are expensive and even a +6 item isn't cheap. But ya eventually every wizard will want to increase int.

Good staff spells are anything that can be used zero times or 4 times as the situation dictates, like force cage. Anything used exactly once a day you prepare, like haste. Anything you use 1-4 times a day you might both prepare and staff, like wall of force. Anything used once or twice a campaign you scroll, like legend lore.

Andezzar
2013-11-29, 01:59 PM
Tomes are expensive and even a +6 item isn't cheap.Tomes don't stack with wish.

ericgrau
2013-11-29, 02:00 PM
Wish is also expensive. Some players prefer to blow gold on the tomes instead of xp on wish. Either way he waits and gets cheaper things before more int, then he gets the int.

Andezzar
2013-11-29, 02:11 PM
Shapechange into Zodar
Wish
Change into another Zodar
Wish
Repeat until satisfied

ericgrau
2013-11-29, 02:27 PM
Even when breaking the game with cheese that the DM will never allow, there are far better things to do with infinite wishes than giving yourself a +5 to int.

Gamereaper
2013-11-29, 02:51 PM
I did not know which one you were asking about so here is an answer to each.

1)
A wizard is allowed to abandon 2* schools of magic by specializing in another school of magic. In return they get 1 extra spell slot of each spell level that is restricted to the school of magic they specialized in.

A specialist wizard is allowed to focus even further into their school of magic. If they do so they lose 1 general spell slot per spell level and gain 2 extra specialist slots per spell level (for a total of 3 specialist slots per spell level)

2)
By memorizing a variety of powerful Battlefield Control, Debuffing and Buffing spells and leaving some slots open for memorizing more spells later, the Wizard is able to shift the balance of encounters such that the rest of the party can easily clean up for them.

3)
Illumian Cancer Mage Festering Anger
Illumian is a race that have 1-2 floating sigils around their heads. There are a variety of sigils to choose from. Each combination of 2 sigils provides a different benefit. One of these benefits is granting bonus spells based on high Strength.
Cancer Mage is a prestige class that allows you to ignore the negatives of disease while still benefiting from any positives.
Festering Anger is a disease that increases your Strength every day and has some negatives.
Together you get bonus spells from an ever growing Strength while ignoring the negatives of the Festering Anger disease.

Necropolitian Tainted Sorcerer
Undead are immune to the negative effects of Taint (an optional subsystem)
Tainted Socerer is a prestige class that provides bonus spells based on your Taint score.
Casting spells with the [Evil] descriptor increases your Taint by 1.
Together you have a spellcaster that has an exponential growth in the number of spells per day (by casting spells with the [Evil] descriptor).

Ok, I was referring to Tainted Sorcerer. I thought that Tainted Sorcerers only use their taint score for their spell saves, not to replace it as an INT or CHA modifier altogether.

Urpriest
2013-11-29, 03:08 PM
As for the record, yes, I want to stay a PC character and not an undead or similar. My characters are usually Chaotic Neutral. I have a 4th Ed. Tiefling who is half controller and half fire mage, so I'd like to recreate him in in 3.5 Ed. if possible.

Undead can be PC characters just fine, they just need defined Level Adjustment scores.


What's so special about staffs in 3.5? I know they're good in 4th, but haven't found much on them in 3.5 as far as feats or such.

As a 4e Player, you're probably used to most interesting mechanical differences between things being encapsulated in feats. In 3.5, by contrast, feats only carry a small amount of optimization typically, with levels (and in some cases base item properties) often being more important. Just a general thing to watch out for. :smallsmile:

OldTrees1
2013-11-29, 07:15 PM
Ok, I was referring to Tainted Sorcerer. I thought that Tainted Sorcerers only use their taint score for their spell saves, not to replace it as an INT or CHA modifier altogether.


Tainted Spellcasting (Su)
Rather than using a key ability score for spellcasting, a tainted sorcerer uses her taint score. To cast a spell, a tainted sorcerer must have a taint score at least equal to the spell’s level. Tainted sorcerer bonus spells are based on a number equal to the character’s taint score + 10, and saving throws against tainted sorcerer spells have a DC of 10 + spell level + the tainted sorcerer’s taint score.


More detail

Osiris
2013-11-30, 08:36 AM
A wizard that knows Wish CAN permanently increase his own intelligence by up to +5, which would allow you to cast more spells per day... One wish = 1 ability point.
Using the thought bottle, you donate some XP, cast wish once, touch thought bottle. yer XP is back to (full minus initial XP donation). Repeat for +5 stats to all party members!

Demonikus Aber
2013-12-03, 10:39 AM
reserve feats from the complete mage.

Andezzar
2013-12-03, 10:44 AM
reserve feats from the complete mage.They do not increase the number of spells per day. They merely give you a certain supernatural ability to use at will as long as you have not cast all of the appropriate spells yet.

OldTrees1
2013-12-03, 02:07 PM
Using the thought bottle, you donate some XP, cast wish once, touch thought bottle. yer XP is back to (full minus initial XP donation). Repeat for +5 stats to all party members!

Why would any DM accept giving the player 12* or more Wishes for 20,000gp and 500xp?

If almost no DM would accept that trade, then why is the thought bottle suggested/assumed?

*66000xp at the level when 25% of your wealth by level exceeds the cost of a thought bottle. 13 wishes would be possible the first time.


They do not increase the number of spells per day. They merely give you a certain supernatural ability to use at will as long as you have not cast all of the appropriate spells yet.

Is Fireball at will so different from more low level slots?

Urpriest
2013-12-03, 02:16 PM
Why would any DM accept giving the player 12* or more Wishes for 20,000gp and 500xp?

If almost no DM would accept that trade, then why is the thought bottle suggested/assumed?

*66000xp at the level when 25% of your wealth by level exceeds the cost of a thought bottle. 13 wishes would be possible the first time.

Presumably, the person who wrote the Thought Bottle DMed at some point. Given that they thought through the consequences (a simple exercise, given the obviousness of what's involved), presumably they thought this was the sort of trade they would allow in their games.

Wish is sort of odd, mechanically. On the one hand, it's part of the singularity-cheese family by virtue of its ability to create magic items. On the other hand, it's spell replication and a powerful teleportation ability/attack. On a third, it's stat increases...really, these functions are not all on the same power level at all, and seem kind of silly to all be packaged into one spell. I'd be totally ok with Wish abuse for stat increases around level 17 or so, just to give the party an all-around boost to base stats. And the tactical uses are the sort for which any price feels a bit high. But the singularity stuff is another deal altogether.

OldTrees1
2013-12-03, 02:25 PM
Presumably, the person who wrote the Thought Bottle DMed at some point. Given that they thought through the consequences (a simple exercise, given the obviousness of what's involved), presumably they thought this was the sort of trade they would allow in their games.

Poor design is often a symptom of the designer being blind to some consequence of what they are doing. (See Healbot Clerics and Fireball Wizards vs the actual consequences of 3rd edition D&D core rules)


A thought bottle can be used to offset level loss as a restoration can, but is effective against level loss that even restoration can't undo (including level loss due to death, but not the negative levels bestowed by magic items such as a holy weapon).

From my reading of thought bottle it seems like it was intended as a 500xp cost safeguard against level loss. The 12+ wishes for 500xp does not seem to be intended.

Andezzar
2013-12-03, 02:29 PM
Is Fireball at will so different from more low level slots?I assume you are talking about the Fiery Burst Feat. Yes, what this feat provides is very much different from another slot which is filled with fireball:
Fireball has a 20 ft radius spread, Fiery Burst a 5 ft burst.
Fireball deals 5-10d6 (maximum reached at CL 10 of fire damage, Fiery Burst 2-9d6 (maximum reached at CL 17)
Fireball can be countered, Fiery Burst can't.

So besides dealing fire damage those two don't have much in common.

Most importantly though an extra slot can be filled with any spell of that level or lower, a reserve feat only gives you one ability.

OldTrees1
2013-12-03, 02:41 PM
There are differences to be sure. However by replacing 2 fireballs per day with 1 reserved fireball and the Firey Burst reserve feat, you gain 1 3rd level slot and much more fire magic per day.

Andezzar
2013-12-03, 03:19 PM
There are differences to be sure. However by replacing 2 fireballs per day with 1 reserved fireball and the Firey Burst reserve feat, you gain 1 3rd level slot and much more fire magic per day.No, you do not gain a slot. Fiery Burst only works as long as one of the two slots is filled with a fireball. While you can throw fire more often than expending the spell slot, any cast does much less damage. Assuming CL 5 that is 5d6 in a sphere with a radius of 20 ft vs 3d6 in a 5ft radius sphere. Don't forget that the fireball distributes the fire as a spread whereas the the distribution of fiery burst is already included in the name. It gets worse as the character progresses, at CL 10 it is 10d6 vs 3d6 unless the character reserves a higher level spell (maximum 5d6)

Hit point damage is irrelevant unless it is enough to take an opponent out of the fight.

While there are reserve feats that are worthwhile such as dimensional jump, they all offer benfits tha are markedly different from an extra spell slot.

OldTrees1
2013-12-03, 03:23 PM
No, you do not gain a slot.
Funny. The example went from 2 occupied slots to 1 occupied slot and 1 open/available slot.

Andezzar
2013-12-03, 03:56 PM
Funny. The example went from 2 occupied slots to 1 occupied slot and 1 open/available slot.Huh? In the example the wizard has two 3rd level slots. If he does not have Fiery Burst or he does not wish to use it that day, he can fill those slots with any spells of 3rd level or lower he knows. If the character wishes to use Fiery Burst, one slot must be filled with Fireball or another fire spell of 2nd or 3rd level.

The other slot is irrelevant because he can use it in the same way as the wizard without the feat. So let's just look at the one slot which powers the fiery burst.
During that day the Fiery Burst wizard can use Fiery Burst as often as he likes or use the Fireball and remove the ability to throw fiery bursts for the rest of the day.
The wizard without the feat can use whatever spell he has memorized in that slot. He is not limited to the Fireball.

At no point can the wizard with the feat cast more spells than the wizard without it.

OldTrees1
2013-12-03, 04:12 PM
Huh? In the example the wizard has two 3rd level slots. If he does not have Fiery Burst or he does not wish to use it that day, he can fill those slots with any spells of 3rd level or lower he knows. If the character wishes to use Fiery Burst, one slot must be filled with Fireball or another fire spell of 2nd or 3rd level.

I see I have failed to communicate the example.
We have a Wizard (John) of indeterminate level (>=5th) that has at least 2 3rd level slots. 2 of those at least 2 3rd level slots have fireball in them.

We have another Wizard (Jacob) of indeterminate level (>=5th) that has at least 2 3rd level slots. 1 of those at least 2 3rd level slots has a fireball in it that is reserved for powering the Fiery Burst feat.

Jacob has 1 more generalist 3rd level slot than John does and can use more Fire magic per day than John can. Thus the feat has provided Jacob with 1 more non fireball spell per day than John by substituting the Reserve feat for those 2 fireball spells.



At no point can the wizard with the feat cast more spells than the wizard without it.
True. But virtual increases to spells per day are worth considering in addition to technical increases to spells per day.

Andezzar
2013-12-03, 04:39 PM
We have a Wizard (John) of indeterminate level (>=5th) that has at least 2 3rd level slots. 2 of those at least 2 3rd level slots have fireball in them.Why would John do that?


Jacob has 1 more generalist 3rd level slot than John does and can use more Fire magic per day than John can. Thus the feat has provided Jacob with 1 more non fireball spell per day than John by substituting the Reserve feat for those 2 fireball spells.That is only the case because you have already made a decision for John which he need not have made yet. Either you fill the slots for both characters or you fill them for neither:
John has one more generalist spell slot at the beginning of the day, because both slots can be filled with any appropriate spell, whereas Jacob must fill one slot with fireball to be able to use Fiery Burst.

If you fill the slots for both wizards you have:
John gets 2 arbitrary spells, Jacob get one arbitrary one Fireball and the supernatural ability Fiery Burst as long as the Fireball is not cast.


True. But virtual increases to spells per day are worth considering in addition to technical increases to spells per day.I don't see any virtual spell slot increases. Please explain.

OldTrees1
2013-12-03, 04:53 PM
Why would John do that?
Because the player playing John/Jacob in this example wanted at least that much magic of that type per day?
We are talking about reserve feats for which I was using Fireball and Fiery Burst as an example for the purposes of the analogy. Since the type of spell is irrelevant to my point, I expect you not to derail with your disdain for evocation.

So please return to the example while accepting the premise that the player wants at least that much fire magic per day. If you do then it is likely that my post will be clearer.

Andezzar
2013-12-03, 04:56 PM
You are right, the particular spell is irrelevant, what I meant was why would John fix both spell already whereas Jacob does not.

I think we are arguing to different things. I only said that using Fiery Burst does not give additional spell slots. In no way can you equate the use of Fiery Burst (or any other Reserve Feat) to a spell slot. The ability to use Fiery Burst is something else entirely (a Supernatural Ability).

You only create this virtual spell slot through a skewed situation, in that you fix the spells for John and do not fix them for Jacob and saying that John wants at least as much fire magic as jacob. The problem is that you cannot compare the ability to use Fiery Burst to a single casting of Fireball.

OldTrees1
2013-12-03, 05:04 PM
Ou are right, the particular spell is irrelevant, what I meant was why would John fix both spell already whereas Jacob does not.

John needs 2 spell slots to achieve the Fire magic quota.
Jacob needs 1 spell slot to achieve the Fire magic quota since it powers the at will ability.

Once the quota is fixed, both John and Jacob fill their remaining slots with the other spells they like. Since the quota costs Jacob fewer spell slots, Jacob has more spell slots for other spells relative to John.

Urpriest
2013-12-03, 05:47 PM
John needs 2 spell slots to achieve the Fire magic quota.
Jacob needs 1 spell slot to achieve the Fire magic quota since it powers the at will ability.

Once the quota is fixed, both John and Jacob fill their remaining slots with the other spells they like. Since the quota costs Jacob fewer spell slots, Jacob has more spell slots for other spells relative to John.

The problem is, why is Fiery burst equivalent to one (or two, depending on how you're parsing this) spell slots worth of Fireball? Why not 3? Or 1/2?

OldTrees1
2013-12-03, 06:19 PM
The problem is, why is Fiery burst equivalent to one (or two, depending on how you're parsing this) spell slots worth of Fireball? Why not 3? Or 1/2?

Assuming we parse this in the first way, any positive fraction of a spell slot would validate my point.

However a precise equivalency would require the type of spell to matter and the type of campaign to matter and even the type of build to matter.

For example the Touch of Healing reserve feat (using a 2nd level slot) has been worth 25% of the party's hp in healing per encounter with about 4 encounters per day in most campaigns I have been in/DMed.

At 3rd level that was about 72hp (2d10+16, 2d8+11, 2d6+9 & 2d4+4). At 26hp per Extended Lesser Vigor (2nd level spell) we have 2 3/4 2nd level spells vs 1 reserved 2nd level slot.

On the opposite side I once played a Dvati Crusader in Castle Ravenloft. The need for Restoration spells and the Crusader's healing abilities made it so Touch of Healing would have been useless. (We were never under half health except for that one time I jumped off a wall to escape the BBEG)

wolfstone
2013-12-04, 01:00 PM
I see I have failed to communicate the example.
We have a Wizard (John) of indeterminate level (>=5th) that has at least 2 3rd level slots. 2 of those at least 2 3rd level slots have fireball in them.

We have another Wizard (Jacob) of indeterminate level (>=5th) that has at least 2 3rd level slots. 1 of those at least 2 3rd level slots has a fireball in it that is reserved for powering the Fiery Burst feat.

Jacob has 1 more generalist 3rd level slot than John does and can use more Fire magic per day than John can. Thus the feat has provided Jacob with 1 more non fireball spell per day than John by substituting the Reserve feat for those 2 fireball spells.


True. But virtual increases to spells per day are worth considering in addition to technical increases to spells per day.

Okay, now you guys are messing with my head. I'm John and my partner (IRL) is Jacob (he prefers Jake) lol

wolfstone
2013-12-12, 01:56 PM
Guess I killed the conversation...

wolfstone
2013-12-12, 06:17 PM
Pearls of Power (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#pearlofPower) are also pretty good for getting more mileage out of your spell slots.

Domain Wizards (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizardVariantDomainWiz ard) are like specialist Wizards in that they get an extra spell slot for each spell level.

The Abjuration Domain sounds like a good one. Can Domain and Spell Focus be used together so long as the domain is not the same as one of the chosen prohibited schools?

OldTrees1
2013-12-12, 06:24 PM
The Abjuration Domain sounds like a good one. Can Domain and Spell Focus be used together so long as the domain is not the same as one of the chosen prohibited schools?

Spell Focus increases your DCs for a school of magic
Domain Wizards specialize in an Arcane Domain

I believe that Domain Wizards are not allowed to Specialize (prohibited schools, specialist slots/spell level).

Icewraith
2013-12-12, 06:52 PM
You can however be an Elven Generalist (races of the wild feature for level 1 Elf Wizards), and gain an additional free spell to scribe in your spellbook every time you level of any school (specialists get an additional spell scribe of their specialist school every level on top of the bonus spell slots), and you gain a bonus spell slot of the highest level spell you can cast as long as you don't specialize.

So at first, it's a free 1st level slot. At third level the first level slot goes away and becomes a second level slot. At fifth it becomes a third and so on. Not quite as good in the spell slots department, but it still scales with you, so it's an extra 9th level slot once you hit the big time.

Elven Generalist and Domain wizard are not specializations and require that the character not specialize in order to gain their benefits, so they can technically be taken together. Like most things, this doesn't mean that your DM won't brain you with a rulebook if you try it. But you can ask.

edit: Also, you have d4 hit dice and a racial penalty to constitution. So there IS a trade-off.

lsfreak
2013-12-12, 07:02 PM
I'm late to the party, but I recall hearing 8 spells per level specifically in reference to those you gain while leveling, rather than spells per day. Normally you get 2 new spells per levelup, but I'm pretty sure I remember someone posting something that got you 8 per levelup instead, in order to counteract stingy DMs refusing to provide scrolls for learning new spells (or perhaps it was a niche World's WorstLargest Dungeon build).

If the OP wasn't confusing two different kinds of spells per level, then there's been plenty of ideas to get more than 8 per day. A Focused Specialist with 20 Int gets up to 9 1st level spells, and every +2 Int bumps the next spell level up to 9 as well. A generalist with 20 Int and a ring of wizardry gets 10 (though personally I'd rather not get a ring of wizardry for 1st level spells and save up for a higher-level one).


Is Fireball at will so different from more low level slots?
Yes because more spell slots might actually be useful :smallamused:

Icewraith
2013-12-12, 07:13 PM
8 spells per level might be from the the "caster in a box" build that takes all the "scribe an extra spell per level" stuff it can find. Last I checked INT didn't normally factor into free spell scribes gained after 1st?