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2008-08-06, 10:25 PM (ISO 8601)
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Feats/items that help Wizards be "spontaneous"
Hi all,
I know of two feats (Alacritous Cogitation from CM, and Uncanny Forethought from EE) that allow a Wizard to keep spell slots open to cast spells spontaneously - does anyone know of other ways to allow a wizard to do similar?Last edited by Thurbane; 2008-08-06 at 10:28 PM.
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2008-08-06, 11:06 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Spontaneous Divination from Complete Champion. Lets a wizard sacrifice spell slots to cast any divination spell he knows of equal level. Actually, it is an alternate class feature, but it is taken in place of any one of the wizard bonus feats (at level 5, 10, 15, or 20). Great feat for all those situational divinations you've accumulated.
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2008-08-06, 11:11 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Best/most powerful ACF ever, that Spontaenous Divination.
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2008-08-06, 11:54 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
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2008-08-07, 12:15 AM (ISO 8601)
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- Apr 2007
Re: Feats/items that help Wizards be "spontaneous"
Well, one idea that I am a fan of is Pathfinder's change of making orisions and cantrips at-will abilities. Honestly, unlimited Prestidigitations is not going to ruin the game.
"It's not like chess, where choosing to play black or white dictates your entire strategy. Also, chess doesn't have steam cannons."
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2008-08-07, 12:18 AM (ISO 8601)
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- Jul 2008
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- Broken Damaged Worthless
Re: Feats/items that help Wizards be "spontaneous"
Well, one idea that I am a fan of is Pathfinder's change of making orisions and cantrips at-will abilities. Honestly, unlimited Prestidigitations is not going to ruin the game.
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2008-08-07, 12:32 AM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Pathfinder actually has a fix for that. They replaced Cure/Inflict Minor Wounds with a spell that stops death by bleeding at negative HP (Stabilize) and one that causes a stable person at negative HP to start bleeding again (Bleed).
Also, you still "prepare" a limited number of 0-level spells as a wizard or cleric, but anything that's currently prepared has unlimited uses. So, if you have Detect Magic, Read Magic, Mage Hand, and Prestidigitation prepared, you can use any of those unlimited times per day at-will. If you want Disrupt Undead or something, you need to swap it in next time you prepare spells and then it gains unlimited use per day.
The other problem though is Psionics. It doesn't have 0-level powers and not all 1 PP powers are equivalent to a cantrip. You might have to just go through the list manually and choose one-by-one a few to make free to use, like Detect Psionics.Last edited by Waspinator; 2008-08-07 at 12:33 AM.
"It's not like chess, where choosing to play black or white dictates your entire strategy. Also, chess doesn't have steam cannons."
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2008-08-07, 02:05 AM (ISO 8601)
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- Sep 2007
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Re: Feats/items that help Wizards be "spontaneous"
If you limit Spontaneous Divination to Wizard spells, is it that bad? Also, is it that broken if you allow other spells as well to be cast using it?
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2008-08-07, 05:11 AM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Signature Spell allows you to lose a prepared spell in exchange for a particular mastered spell. The Magelord prestige class applies this feat to all your mastered spells.
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2008-08-07, 07:55 AM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Hmm. "Greater Anyspell" is a 6th-level Spell Domain spell from Forgotten Realms. UMD a Scroll of that. If you can get a Wizard to somehow have access to casting it normally, you've got it made.
EDIT: And, that feat would be: Alternative Spell Source, from Dragon325, p. 61. It's even a Metamagic feat, so you could use one of your Wizard bonus feats to get it. Only requirement is that you would need one level of Cleric, Druid, or some other divine full-casting class. (Ranger and Paladin won't cut it, you need to actually be able to cast divine spells). The wording of the feat is a little fuzzy about whether or not you have to actually be able to cast the divine or arcane spell in question, in order to prepare it.Last edited by Telonius; 2008-08-07 at 11:29 AM.
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2008-08-07, 09:27 AM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
I am a poor man, some say I’m half crazy,
son of the sword and the knife
Lady I pledge you my sword and my honor,
my heart and my pride and my life
--Bella Doña, by Joe Bethancourt
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Alas, poor Draknir. By Mephibosheth
Owl-atar by KingGolem
You will be missed, dear 'stache...
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2008-08-07, 10:44 AM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
There's always the straightforward method of just using wands and scrolls to expand your available spell selection. Wizards even get free feats for making them.
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2008-08-07, 08:59 PM (ISO 8601)
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- Feb 2007
Re: Feats/items that help Wizards be "spontaneous"
The Mage of the Arcane Order prestige class is kind of like casting spontaneously. Sure you require a full round to actually 'get' the spell, but you also can pick from well, anything the GM will let you pick from. Plus uh, bonus languages?
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2008-08-07, 09:03 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
MiC = Runestaves. Get em, use em, love em.
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2008-08-08, 01:03 PM (ISO 8601)
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- Mar 2007
Re: Feats/items that help Wizards be "spontaneous"
The "Spell Pool" for a MotAO or a Guild Wizard of Waterdeep. Two PRCs should allow double pool access.
An extra feat for the Nexus Method feat or Arcane Disiple feat for the Summoning domain to summon creatures with Spell like abilities.
Ring of Theurgy from Complete Arcane.
L17+ Arcane Disiple Luck Domain with Arch Mage High Arcana to cast No Experience Arcane Miracles 2/day in addition to the bonus domain Miracle.
The Great Elixir from FRCS Shining South.
Edit: Some of the Specialist Variants: http://www.d20srd.org/srd/variant/cl...rdVariants.htm
Abjurer spontaneous Dispel and Conjurer Summoning.
Feats like Magical Training which can provide some limited cantrip casting.
Elemental Adept feat.
Additional Magic Items feat (Rings) for Rings of Theurgy.Last edited by CASTLEMIKE; 2008-08-09 at 06:11 AM.
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2008-08-10, 05:20 PM (ISO 8601)
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2008-08-10, 05:53 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Spell mastery allows some spells to be cast at will. Can you select spells for spell mastery that are modified by metamagic feats?
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2008-08-10, 05:57 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Spell mastery lets you prepare spells without using a book, not cast them at will.
If you want spontaneity, pick up Signature Spell (Silent Image) and Heighten Spell and go into Shadowcraft Mage. Basically lets you cast Shadow Evocation/Conjuration spontaneously at the level of your choice.
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2008-08-10, 08:02 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Guide is here. IIRC, it ends up with 150% real "illusions" of 9th-level spells cast out of 7th level slots, if you try hard enough. It's great for a Beguiler, who gets the Illusion school, Enchantment school, Evocation school, and the Conjuration school spontaneously with that, as well as casting in armor, more HP, and a bunch of skill points. Sorcerer, eat your heart out.
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2008-08-10, 09:42 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
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2008-08-10, 10:57 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Maybe it is, if the mage just sets up shop in the town square to clean things for cash. Or look at Purify Food and Drink for a Cleric:
Originally Posted by Purify Food and Drink
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2008-08-13, 08:22 AM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Just thinking about spontaneous cantrips: wouldn't infinite Ghost Sound potentially be as much of a problem as infinite Cure Minor Wounds?
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2008-08-13, 05:14 PM (ISO 8601)
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2008-08-13, 05:37 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
"It's not like chess, where choosing to play black or white dictates your entire strategy. Also, chess doesn't have steam cannons."
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2008-08-13, 05:38 PM (ISO 8601)
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- May 2006
Re: Feats/items that help Wizards be "spontaneous"
Curiously, Infinite Cure Minor Wounds doesn't actually break the game.
Seriously - the biggest current limit on party endurance in 3.5 (past about 3rd or 4th level, anyway) is spell slots. With a Wand of Cure Minor Wounds (or better, Lesser Vigor) marketing at a mere 750 gp, it's not usually the Rogue or Fighter that call a halt to rest - it's the Wizard or Cleric. Limitless Cure Minor Wounds... doesn't change much in actual play.
Or increase the value of the garbage they're buying.Last edited by Jack_Simth; 2008-08-13 at 05:48 PM.
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2008-08-13, 06:14 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Among the Specialist Wizard Variants in Unearthed Arcana, the Adjurer gets spontaneous dispel magic.
Someone already mentioned the Spell Mastery, Signature Spell, waw waw.Umuntu ngumuntu ngabantu.
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2008-08-13, 06:37 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Last edited by CASTLEMIKE; 2008-08-13 at 06:37 PM.
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2008-08-13, 06:59 PM (ISO 8601)
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- May 2006
Re: Feats/items that help Wizards be "spontaneous"
There are ways to get it - they're just not Core.
Divine Metamagic(Persistent Spell) Mass Lesser Vigor can give the entire party fast healing 1 for 24 hours, repeatable daily - at 5th level, if the Cleric invests in it that heavily.
A few levels in Warshaper grants some fast healing while in a form other than your natural one - great for a changeling meatshield, who's basically never in a natural form (it's not so good for casters, though, as it doesn't advance spellcasting).
The Vampiric weapon property (Magic item compendium) does actual healing for the attacker on every successful hit. A +1 Vampiric Dagger, passed around the party, and a full caster with the Summon Elemental Reserve feat (Complete Arcane) means you can slaughter poor summoned elementals at whim, and use them for self-healing - with no limit other than time and DM wrath.Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2008-08-13, 07:29 PM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
My guess is the designer concern was 100% full hit point healing should have a cost besides time and a Cleric - 1+.
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2008-08-14, 04:53 AM (ISO 8601)
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Re: Feats/items that help Wizards be "spontaneous"
Essentially free anything will break any system in which it appears. Right now we've got essentially free e-mail, and about 87% of all the e-mail sent now is easily identifiable as spam/viruses/other badness -- and that's just the percentage filtered out along the way. End users still grumble about the amount of junk that slips through those filters.
I played in a single game in which the DM allowed infinite cantrips and orisons. My low-level Cleric flooded an underground burrow with thousands of castings of Create Water, forcing the inhabitants to flee from drowning to where we ambushed them. It turned a scary dungeon into an easy win. I actually made that DM cry! (And we never had infinite level 0 spells after that.)