New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 40
  1. - Top - End - #1
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default 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?

  2. - Top - End - #2
    Barbarian in the Playground
     
    Ponce's Avatar

    Join Date
    Jan 2006
    Location
    Hamilton, ON
    Gender
    Male

    Default 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.
    "...short, wrinkled, and superfluous." Yes... yes.

    Darkling DND - IRC, PBP, and Gamer Networking, plus Character Profiler.
    Now running Low-magic, Sandbox, FR 3.5e DnD. Join #darkling on SorceryNet for more information, or click here.

    Let's Play: Siege of Avalon

  3. - Top - End - #3
    Titan in the Playground
     
    Frosty's Avatar

    Join Date
    Nov 2006

    Default Re: Feats/items that help Wizards be "spontaneous"

    Best/most powerful ACF ever, that Spontaenous Divination.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Jack Mann's Avatar

    Join Date
    Mar 2006

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Ponce_LeRue View Post
    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.
    As written, he doesn't need to know the spell. Hell, as written, it doesn't even need to be a wizard spell. Extremely poorly worded.
    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
    Spoiler
    Show


    Alas, poor Draknir. By Mephibosheth

    Owl-atar by KingGolem
    You will be missed, dear 'stache...

  5. - Top - End - #5
    Bugbear in the Playground
    Join Date
    Apr 2007

    Default 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."

  6. - Top - End - #6
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default 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.
    I run my D&D games with this as a houserule, and found out that Cure Minor Wounds is annoying. Sure, it's 1 HP at a time, so it doesn't come up when pressed for time, but if you like a game where wounds don't auto-regrow rapidly, then you will be annoyed with CMW. My suggestion? Go with at-will 0th levels, but scratch Cure Minor.

    -argus

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  7. - Top - End - #7
    Bugbear in the Playground
    Join Date
    Apr 2007

    Default 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."

  8. - Top - End - #8
    Ettin in the Playground
     
    Tempest Fennac's Avatar

    Join Date
    Sep 2007
    Location
    West Midlands, UK.

    Default 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?
    "It doesn't matter what you think I'm supposed to be, 'cause I myself know all too well." Line from "King of My World" by Saliva.
    Good itP 2009 winner,Cleric itP Winner.
    Taking Reiki requests. PM me for details.
    Spoiler
    Show


  9. - Top - End - #9
    Ettin in the Playground
     
    Dhavaer's Avatar

    Join Date
    Oct 2005

    Default 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.
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

    5E Sorcerous Origin: Arcanist

    Spoiler
    Show
    Quote Originally Posted by ClericofPhwarrr View Post
    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
    Quote Originally Posted by Gwyn chan 'r Gwyll View Post
    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
    Quote Originally Posted by Psyren View Post
    ...Why do I imagine you licking your lips and rubbing your hands together?

  10. - Top - End - #10
    Titan in the Playground
     
    Telonius's Avatar

    Join Date
    May 2006
    Location
    Wandering in Harrekh
    Gender
    Male

    Default 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.

  11. - Top - End - #11
    Bugbear in the Playground
     
    Jack Mann's Avatar

    Join Date
    Mar 2006

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Tempest Fennac View Post
    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?
    At the least, it needs to be limited to spells the character knows. Even then it's really good.
    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
    Spoiler
    Show


    Alas, poor Draknir. By Mephibosheth

    Owl-atar by KingGolem
    You will be missed, dear 'stache...

  12. - Top - End - #12
    Bugbear in the Playground
     
    John Campbell's Avatar

    Join Date
    Jul 2007

    Default 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.
    Play your character, not your alignment.

  13. - Top - End - #13
    Bugbear in the Playground
     
    ClericGuy

    Join Date
    Feb 2007

    Default 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?

    - Eddie

  14. - Top - End - #14
    Orc in the Playground
     
    ZekeArgo's Avatar

    Join Date
    May 2006
    Location
    Kissimmee, FL
    Gender
    Male

    Default Re: Feats/items that help Wizards be "spontaneous"

    MiC = Runestaves. Get em, use em, love em.
    "You can build a perfect machine out of imperfect parts."-Urza

  15. - Top - End - #15
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2007

    Default 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.

  16. - Top - End - #16
    Bugbear in the Playground
    Join Date
    Apr 2007

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by ZekeArgo View Post
    MiC = Runestaves. Get em, use em, love em.
    Yeah, those are awesome. Those and Eternal Wands.
    "It's not like chess, where choosing to play black or white dictates your entire strategy. Also, chess doesn't have steam cannons."

  17. - Top - End - #17
    Orc in the Playground
     
    DwarfFighterGuy

    Join Date
    Oct 2007
    Gender
    Male

    Default 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?

  18. - Top - End - #18
    Ogre in the Playground
     
    monty's Avatar

    Join Date
    Mar 2007
    Location
    Fresno (yes, THAT Fresno)
    Gender
    Male

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Greg View Post
    Spell mastery allows some spells to be cast at will. Can you select spells for spell mastery that are modified by metamagic feats?
    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.
    Last edited by monty; 2008-08-10 at 05:58 PM. Reason: Silly me.
    My characters:
    Spoiler
    Show
    Sarah, human gestalt druid/totemist
    Adrian, human rogue
    Calypso, half-nymph human gestalt druid/miscellaneous


  19. - Top - End - #19
    Ettin in the Playground
     
    Sstoopidtallkid's Avatar

    Join Date
    Nov 2007
    Location
    Texas...for now
    Gender
    Male

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by monty View Post
    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.
    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.
    [/sarcasm]
    FAQ is not RAW!
    Avatar by the incredible CrimsonAngel.
    Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
    I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.

  20. - Top - End - #20
    Ogre in the Playground
    Join Date
    Apr 2006
    Location
    Akron
    Gender
    Male

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Jack Mann View Post
    As written, he doesn't need to know the spell. Hell, as written, it doesn't even need to be a wizard spell. Extremely poorly worded.
    CChamp is like that. Never really liked it. At any given point it seems: a) overpowered, b)badly written, or c)some combination thereof.

  21. - Top - End - #21
    Titan in the Playground
     
    AssassinGuy

    Join Date
    May 2006
    Location
    Sunnydale

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Waspinator View Post
    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.
    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:
    Quote Originally Posted by Purify Food and Drink
    Target: 1 cu. ft./level of contaminated food and water

    This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
    With common meals going for 1 sp each, a single casting will crank out maybe 10 meals/level. That's 1 gp/round every single round at first level, which is plenty of money to hire laborers to fetch garbage by the wagonload, collect money, and serve the purified former garbage. With unlimited orisons, there's just no need to ever go adventuring when you can become wealthy in a hurry, making 4,800 gp each day (minus less than 100 gp for labor and overhead) just casting a single spell for 8 hours.

  22. - Top - End - #22
    Ettin in the Playground
     
    Tempest Fennac's Avatar

    Join Date
    Sep 2007
    Location
    West Midlands, UK.

    Default 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?
    "It doesn't matter what you think I'm supposed to be, 'cause I myself know all too well." Line from "King of My World" by Saliva.
    Good itP 2009 winner,Cleric itP Winner.
    Taking Reiki requests. PM me for details.
    Spoiler
    Show


  23. - Top - End - #23
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2007

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Tempest Fennac View Post
    Just thinking about spontaneous cantrips: wouldn't infinite Ghost Sound potentially be as much of a problem as infinite Cure Minor Wounds?
    Paizo doesn't let you have infinite Cure Minor Wounds as a cantrip. ((A nice fix might have been to increase the casting time to an hour).

  24. - Top - End - #24
    Bugbear in the Playground
    Join Date
    Apr 2007

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Curmudgeon View Post
    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:
    With common meals going for 1 sp each, a single casting will crank out maybe 10 meals/level. That's 1 gp/round every single round at first level, which is plenty of money to hire laborers to fetch garbage by the wagonload, collect money, and serve the purified former garbage. With unlimited orisons, there's just no need to ever go adventuring when you can become wealthy in a hurry, making 4,800 gp each day (minus less than 100 gp for labor and overhead) just casting a single spell for 8 hours.
    Of course, if enough clerics do that long enough, they're logically going to have an impact on the economy and lower the value of the meals they're serving.
    "It's not like chess, where choosing to play black or white dictates your entire strategy. Also, chess doesn't have steam cannons."

  25. - Top - End - #25
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by CASTLEMIKE View Post
    Paizo doesn't let you have infinite Cure Minor Wounds as a cantrip. ((A nice fix might have been to increase the casting time to an hour).
    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.

    Quote Originally Posted by Waspinator View Post
    Of course, if enough clerics do that long enough, they're logically going to have an impact on the economy and lower the value of the meals they're serving.
    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.

  26. - Top - End - #26
    Barbarian in the Playground
     
    Kaihaku's Avatar

    Join Date
    Aug 2008
    Location
    United States of America
    Gender
    Male

    Default 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.

    Your living is determined not so much by what life brings to you as by the attitude you bring to life; not so much by what happens to you as by the way your mind looks at what happens.
    ~Kahlil Gibran

  27. - Top - End - #27
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2007

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Jack_Simth View Post
    Curiously, Infinite Cure Minor Wounds doesn't actually break the game.
    I agree the concern was that Infinite Cure Minor meant the party could always be at 100% with a little time. The designers don't have a problem with taking a dip for Fast Healing 1 to 50% like with a Dragon Shaman but No Freebie Healing after that.
    Last edited by CASTLEMIKE; 2008-08-13 at 06:37 PM.

  28. - Top - End - #28
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by CASTLEMIKE View Post
    I agree the concern was that Infinite Cure Minor meant the party could always be at 100% with a little time. The designers don't have a problem with taking a dip for Fast Healing 1 to 50% like with a Dragon Shaman but No Freebie Healing after that.
    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.

  29. - Top - End - #29
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2007

    Default 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+.

  30. - Top - End - #30
    Titan in the Playground
     
    AssassinGuy

    Join Date
    May 2006
    Location
    Sunnydale

    Default Re: Feats/items that help Wizards be "spontaneous"

    Quote Originally Posted by Jack_Simth View Post
    Curiously, Infinite Cure Minor Wounds doesn't actually break the game.
    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.)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •