Personally, I consider it more like a quickened version of
SRD said:
Mordenkainen’s Lucubration
Transmutation
Level: Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.
If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.
Expand the effect to 'spell slots' (for spontaneous casters) and you have it.
When you look at it this way, it does seem powerful (10th level!) -- but do mind the XP cost!
Still, I don't think a cap in neccessary -- the XP cost progression will do all the limiting we need. Players will not try to 'squeeze' the ability for the highest possible spell level -- actually, I don't think many people will use it for spells or 4th level to 6th (limited wish is only 300 XP), and for any above, we have
pearls of power or simply lots and lots of scrolls (at high levels, money really is no object). What it
is good at is turning the tide of a critical battle with just the right spell. I think that would be a good thing for the game, especially since the alternate might be a TPK.
Mage’s Lucubration consumes a 6th level spell slot to recover a 5th level slot, while 'InstaScroll' consumes XP. This is very important, because while you might run out of spell slots in a day of adventuring, will never lack XP to burn (you just won't want to burn it). Each MLub you prepare is one less sixth level spell you have ready. This means that the character might have only one MLub prepaired, and she might have used it to, say, cast stone to flesh on a party member, only to suffer a TPK due to lack of... one... more...
greater... dispel... when facing the BBEG. 'InstaScroll' solves this problem. If you really
need to cast a spell one more time, you will be able to do so.
As for the DM, your players become much harder to truly thwart when they have this feat. However, this can actually be a boon to the DM, as the goal of the DM is to
challenge players, not to defeat them. If players are relucent to use this feat, then they can still be challenged -- while holding an ace up their sleeve for if they really get in over their heads.
If your players use this ability in moderation, their CR should not change too much. NPCs, on the other hand, should not possess this feat -- or at least, should use it as rarely as
limited wish or
wish.
Now, for the full writeup:
Code:
[b]Soulburn Spellcasting [General][/b] [size=1][COLOR=Red]Working title. Any other ideas for a name is welcome.[/COLOR][/size]
[b]Requirements:[/b] Caster Level 1st, any metamagic feat
[b]Benefit:[/b] By unyielding mental discipline and sheer force of will,
you can use your very sprirtual essence to cast spells even after you have
expended your normal allotment of spells.
The Soulburn spellcasting feat allows you to transform your XP points
into raw spell energy, which must immeadeately sculpted into the form
of a spell. For a spell caster that prepares spells, the spell must
be one that you have used during the past 24 hours. The spell must
have been actually cast during that period. For spontanetous casters,
the spell may be any spell that you know.
The XP cost for casting a spell this fashion varies with the spell level
of the spell and the caster level you wish to cast the spell at. The
cost function is Spell Level x Caster Level x 15 XP. For example, if
Mialee uses Soulburn Spellcasting to cast a [i]fireball[/i] spell at 5th
caster level, it she must expend 225 XP to do so. Where she to cast
the same [i]fireball[/i] spell at 10th caster level, it would cost her 450 XP.
Soulburn Spellcasting take more time, since the spell energy must first
be transformed from the caster's life force. If the spell’s normal casting
time is 1 action, casting it through use of soulburn casting is a full-
round action for the caster. (This isn’t the same as a 1-round casting
time.)
For a spell with a longer casting time, it takes an extra full-round
action to cast the spell. If your spellcasting is somehow disrupted, the
XP points you have spent are lost.
If the caster uses a spell which requires components or consumes XP
as part of its cost, those components & additional XP are counted
separately. The XP consumed by use of this Feat should be treated
the same as the slot, and does not contribute to the mitigation of any
other costs associated with the casting of the spell.
[b]Special:[/b] Wizards may take soulbound casting as one of their
bonus feats.
Table: Soulbound casting XP cost[sup]1[/sup]:
[INDENT]0th -- 10 XP (7.5 XP round to 10)
1st -- 15 XP
2nd -- 90 XP
3rd -- 225 XP
4th -- 420 XP
5th -- 675 XP
6th -- 990 XP
7th -- 1365 XP
8th -- 1800 XP
9th -- 2295 XP[/INDENT]
[sup]1[/sup]All costs are for spells cast at minimum caster level. If you wish
to cast the spell at higher caster level (perhaps for greater effect),
the cost will vary according to the listed formula.