[Complete Champion] Spontaneous Divination

I have the book (at home, not with me) and it is indeed pretty much as the original poster states.

To be honest I think this book needed one more going-over by a rules person. There are a number of little things I noticed (spells that allow certain actions not defining what action type they are, etc.) that will require rulings.
 

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exact wording -

"You can spontaneously cast any spell of the divination school by sacrificing a prepared spell of equal or greater level. For example, if you suddenly have need of the 2nd lvl spell locate object, you can sacrifice a prepared 2nd lvl spell (such as mirror image) or any prepared spell of a higher level to cast it on the spot."
 

evilbob said:
I believe you have missed my point...
I didn't realize you were referring only to characters who had taken the feat.

Still, it's not really extra spell slots in the sense of actually being able to cast more spells in a day. Just different spells. A level 7 generalist with Int 18 gets a total of 18 spells per day. A level 7 diviner with Int 18 gets 23 spells per day, but one from each level has to be a divination spell. If they both take this feat and then cast 18 spells, the generalist has to rest, but the diviner can still cast 5 more spells.

I see what you're saying though. :D

evilbob said:
Huh, you know I could have sworn that was in the PHB, but I can't find it in the SRD, either. I'll have to look again, but I guess I'm wrong.
I can relate: I could have sworn specialist wizards got a bonus on the save DC from spells of their chosen school, but I can't find that rule either. Maybe that's another change from 3.0...?
 


EvilGM said:
exact wording -

"You can spontaneously cast any spell of the divination school by sacrificing a prepared spell of equal or greater level. For example, if you suddenly have need of the 2nd lvl spell locate object, you can sacrifice a prepared 2nd lvl spell (such as mirror image) or any prepared spell of a higher level to cast it on the spot."
Well, apparently you can't sacrifice an open spell slot. Which means diviners would still have to learn divination spells to fill their slots with before they could spontaneously convert them into other divination spells. They'd only need one for each level, but still that's pretty lame. On the other hand, it appears that any other specialist could drop their specialty school slot to cast a divination spell.

You're right, evilbob, this feat seems to screw diviners.
 

TYPO5478 said:
I don't think the rules say that one of the spells a specialist learns every new level must be from his selected school. They just say that his extra spell slot must be dedicated to casting a spell from his selected school.

Actually the rules do require one of the two new spells gained at each level come from the specialist school; the rule is in the magic chapter, in the section on adding spells to a spell book.

SRD said:
Spells Gained at a New Level

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, she gains two spells of her choice to add to her spellbook. The two free spells must be of spell levels she can cast. If she has chosen to specialize in a school of magic, one of the two free spells must be from her specialty school.

--Axe
 

Pickaxe said:
Actually the rules do require one of the two new spells gained at each level come from the specialist school; the rule is in the magic chapter, in the section on adding spells to a spell book.
Huh.

I wonder why they took that out of the school specialization rules from 3.0 to 3.5. Or maybe it was never in there? I'm not particularly familiar with 3.0 rules.
 

It's a cool ability, but I don't know about overpowered. The problem with divination (I've played a pair diviners to highish level) is that so many of the spells are so very specific, and their use so limited. This is a great work-around for that problem.

If you really want to see an overpowered substitution level, check out the barbarian section. Just say no to Lion Totem barbarians. Just say no.
 

Wish said:
It's a cool ability, but I don't know about overpowered. The problem with divination (I've played a pair diviners to highish level) is that so many of the spells are so very specific, and their use so limited. This is a great work-around for that problem.

If you really want to see an overpowered substitution level, check out the barbarian section. Just say no to Lion Totem barbarians. Just say no.

What, you don't want barbarians with pounce running around willy-nilly in your game?
 

I just want them to work for it a little. If you want to multi-class barbarian/druid for that wild feat that let you burn wildshape uses for pounce, go for it. Want to be a wildrunner and get pounce when you primal scream? Sure. Maybe not such a good idea for a one-level dip into a base class to give pounce under all circumstances. And heck, if you're a fighter in heavy armor, you can't use fast movement anyway, so why not dip, get rage and pounce? Good grief, what were they thinking.

I will say though, that I like the book overall, on first skim-through. I love what they've done for paladins, with the substitution levels and Battle Blessing feat. You now have options to either ditch your useless spells for something useable, or take a feat to make your spells useful. Great stuff.
 

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