How many spells could a character who was min/maxed cast per round at a given level?

Edena_of_Neith

First Post
1st level.
10th level.
20th level.
30th level.
50th level.
100th level.

At each of these levels, I assume there is some maximum concerning the number of spells a wizard could get off each round.
I am curious as to how many.

If you have an answer for these questions, please take into account ALL the d20 supplements you know of. Count them as official for the purposes of these questions.

I am simply curious as to the theoretical answer to this question.

Use 3.0 or 3.5 D&D. Doesn't matter. Just answer as you understand things. The more answers, the merrier!
 
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1st- 2 = 1 (standard) +1 (partial from haste off a scroll)

10th- 3 = 1 (standard) +1 (partial from haste) +1 (Quickened)

20th- 3 <same as above>

I don't know anything about Epic Rules, so I'll stop there. :) Also, I'm not counting the feet Twin Spell, since technically that doubles the effects of a spell, but is still a single spell.
 

Do you count Delayed Spells, Repeated Spells, spells cast by people you've Imbued With Spell Ability, Contingencied Spells, and the like as "spells cast" if they all go off in the same round?

Example: If you cast a Repeating Cue Light Wounds, then next round, the spell repeats while you cast a Command... is that two spells being cast in round 2?

-Hyp.
 

3.0 core rules, no supplements, no outside help from magic items:

1st level = 2 (1 normal, 1 feather fall)
10th level = 3 (1 normal, 1 hasted, 1 quickened)
20th level = 9 (1 time stop, 1 hasted, 5 from the additional time stop rounds, 1 quickened, 1 from contingency)

If you add in chain contingency and the [/i]Symbul's Spell Matrix[/i] from the FRCS and MoF, I think you can squeeze another 3 spells per round out.
 

Oi, since I happen to be flipping through the epic level handbook...

Not feeling up to number crunching at near 3am...but I'll mention some general stuff.

As of 3.5, Haste does not increase the number of spells one can cast per round.

Quicken spell lets one cast one extra spell as a free action in a combat round, in exchange for an increase of four spell levels.

A series of spells in Magic of Faerun (The Simbuls Spell Matrix (5th), Spell Sequencer (7th), and Spell Trigger (9th). Allow a number of spells to be stored and released later as a free action, though the do not stack with quickened spells in terms of what can be released in a round. The Spell Sequencer and Trigger can link spells in sequence. Up to four spells of up to 2nd (Sequencer) or 4th (Trigger) can be set to go off as a single free action.

The Epic feat Multispell allows the casting of one additional Quickened spell per round each time it is taken.

The Epic feat Automatic Quicken Spell, can be taken multiple times, and...as the name suggests, allows spells to be quickened without perparation or level adjustment, though the normal rules for Quicken casting otherwise apply. This would become important to the count later, since spells per day don't increase after the 20th class level.

The Multivoice feat from Savage Species might also deserve a mention...though it comes with a hefty load of prerequisites...not the least of which being the necessity of having an extra head.

That's all that comes immediately to mind.
 

Multi-Head Casting feat, WOTC Website.

Two-headed Mutant template, Sean K Reynolds.

Spellweaver, Monster Manual II.

An Epic Wizard, Two-Headed Mutant Spellweaver with the Multi-Head Casting feat starts to get the numbers up there...

-Hyp.
 

What about the Symbiotic Creature template from Savage species. If you graft two wizards together, do they count as one?
 

Assuming PHB races only:

Edena_of_Neith said:
1st level.

One.

10th level.
20th level.

Three. One normally, one as their Haste partial action, and one Quickened.

30th level.

Well, the Cha(27), Cha(30), and Wiz(29) feats shoudl all go to Autoquicken. That leaves four more feats for Multispell, so the answer here is:

Seven. One normally, one hasted, and five quickened.

Note that THEORETIALLY, the Wizard could have taken three mroe Multispell feats instead of the Autoquickens, bringing the total up to 10, but -- that's not min/maxxed. With three autoquickens, EVERY spell up to 9th level is quickened, for free.

50th level.
100th level.

Same as 30th level, or maybe, another Multispell here and there. There comes a point where "enough is enough", after all.

However, theoretically, you could have a feat chain like this (ignoring everything below 20th level, as it doesn't change how many spells you can cast):

Wiz20 Quicken Spell
Cha21 Multispell
Wiz23 Multispell
Cha24 Multispell
Wiz26 Multispell
Cha27 Autoquicken (1-3)
Wiz29 Autoquicken(4-6)
Cha30 Autoquicken (7-9)
----------[ 7 spells per round max, all spells level 1-9 quickened for free ]----------
Wiz32 Improved Metamagic (1)
Cha33 Improved Metamagic (2)
Wiz35 Improved Metamagic (3)
Cha36 Multispell
Wiz38 Multispell
Cha39 Multispell
Wiz41 Multispell
Cha42 Multispell
Wiz44 Multispell
Cha45 Multispell
Wiz47 Multispell
Cha48 Multispell
Wiz50 Multispell
----------[ 17 spells per round max; all metamagics cost 3 levels less, all spells level 1-9 quickened for free ]----------
Cha51 Multispell
Wiz53 Multispell
Cha54 Multispell
Wiz56 Multispell
Cha57 Multispell
Wiz59 Multispell
Cha60 Multispell
Wiz62 Multispell
Cha63 Multispell
Wiz65 Multispell
Cha66 Multispell
Wiz68 Multispell
Cha69 Multispell
Wiz71 Multispell
Cha72 Multispell
Wiz74 Multispell
Cha75 Multispell
Wiz77 Multispell
Cha78 Multispell
Wiz80 Multispell
Cha81 Multispell
Wiz83 Multispell
Cha84 Multispell
Wiz86 Multispell
Cha87 Multispell
Wiz89 Multispell
Cha90 Multispell
Wiz92 Multispell
Cha93 Multispell
Wiz95 Multispell
Cha96 Multispell
Wiz98 Multispell
Cha99 Multispell
----------[ 49 spells per round maximum, all metamagics cost 3 levels less, all spells level 1-9 quickened for free ]----------

Mind you, there are far better ways for some of those feats to be spent (say, one Enhanced Spell metamagic per 10 levels; Epic Spellcasting; and a few other good spellcasting epic feats). Those would consume

A Fireball [Enhanced(4), Twin, Maximise] would still be automatically Quickened for thsi monstrousity (since it uses a 9th level slot), and would do 50d6 damage, maximised to 300. Twice.

The problem comes down to this: the wizard only HAS so many spells, so ... after a while, taking mroe Multispell feats makes no sense. Some Increased Capacity feats woudl be better.

So, you CAN make a wizard that can fire off nearly fifty spells in a round. However, if you're min/maxxing, you won't WANT to. Ten per round will do you just fine; Increased Capacity and Epic Spellcasting will do you much more good, after that point.

...

So, for the 100th level Wizard, my answer would have to be: ONE.

It's an epic spell, and utterly destroys everything on an entire plane, other than the caster and his or her equipment.

IOW, the 100th level wizard only NEEDS one spell. :D
 

Re: Re: How many spells could a character who was min/maxed cast per round at a given level?

So, for the 100th level Wizard, my answer would have to be: ONE.

It's an epic spell, and utterly destroys everything on an entire plane, other than the caster and his or her equipment.

IOW, the 100th level wizard only NEEDS one spell. :D

Gosh.

That's much more powerful than a 121st level cleric can manage, isn't it?

-Hyp.
 

Re: Re: Re: How many spells could a character who was min/maxed cast per round at a given level?

Hypersmurf said:
Gosh.

That's much more powerful than a 121st level cleric can manage, isn't it?
In any case, it hardly matters; all other characters of that (or even a slightly lower) level are nigh-invulnerable to magic anyway, if they try to be.

edited to clarify:
Of course, against much weaker opponents, you're still more than effective.
 
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