"Practice Spellcaster" Feat - Huh ?

Melkor

Explorer
Hi folks,

A couple of guys I have gamed with for almost 20 years now and I have to decided to pick up our longest running AD&D 2E characters (after a decade of not playing them), convert them over to 3rd Edition, and continue our 'best ever' campaign under a brand new Dungeon Master.

One of the guys sat down tonight to build his character as a Fighter/Wizard, and found a feat in the Complete Arcane called "Practice Spellcaster".....

The way he described it to me, it seemed like the feat was way too powerful, and didn't have a 'downside', or even anything that limited it.

I don't have the book, so I thought I would post here and ask if someone might explain the feat to me - what (in general) does it do, and what limits it from being 'too good' ?

Thanks!
 

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It's not really that powerful, it just helps keep a multi-classed caster from falling way, way behind the straight caster ... I don't have the text of the feat in front of me, but I'm remembering that it doesn't give new spells known or spells per day, and it doesn't raise caster level above the character level. So, for example, a Wiz5/Ftr2 can cast two fireballs per day (with a 16 Int) doing 5d6 damage. With the PS feat, he can can't cast any more fireballs, or any fourth-level spells; but his caster level is 7, so those two fireballs do 7d6 damage. A bit of a bump, especially when factored over all of his spells (effects, durations, etc.), but not overwhelming. (Enough that it's considered a must-have feat, though, when it's allowed, for a caster taking more than a 1-2 level dip in a class other than a PrC with full caster progression.)
 

Melkor said:
The way he described it to me, it seemed like the feat was way too powerful, and didn't have a 'downside', or even anything that limited it.

I suspect he didn't explain it well (and maybe not correctly). The only real downside is that you have to take the feat to do it. However, the feat counters a major downside to multi-classing with spell casting classes.

The feat allows you to add +4 to your caster level (to a maximum of your current level) when casting spells for a specific class. This doesn't increase the number of spells you can prepare, spells you can cast or spells you know (or have in your spellbook). All it does is allow your spells to be cast as if you were a higher level caster.

For example, if you have a Wizard 5/Fighter 4 and take this feat then your Fireballs will do 9d6 damage (5d6 fireballs for 9th level characters are pathetic). Mage Armor will last 9 hours instead of 4. Ranges will be increased for the spells.

Experience has show that multi-class spellcasters lose a lot by multi-classing. This feat essentially allows them a little bit to "catch up" in some areas with other spellcasters at their level. That example Fighter/Wizard won't be casting 5th level spells like the 9th level pure Wizard is, but at least his Fireballs aren't laughable.
 

As an aside, multiclass characters aren't the only ones who can benefit from this feat. The "semi-spellcasting classes" can as well. A Paladin or Ranger can take this feat and have more effective spells, since they automatically start with reduced caster levels.
 

Melkor said:
I don't have the book, so I thought I would post here and ask if someone might explain the feat to me - what (in general) does it do, and what limits it from being 'too good' ?

Basically, what limits it from being 'too good' is that multiclassed casters suck. Practised Spellcaster makes them suck less.

As a general rule (to which there are many exceptions, but nonetheless), multiclassed casters tend to be weaker than their character level would indicate. Practised Spellcaster doesn't make a Wiz5/Ftr5 exceed the power of an average 10th level character, because he's already significantly weaker than an average 10th level character; the feat brings him closer to par.

-Hyp.
 

Hypersmurf said:
Basically, what limits it from being 'too good' is that multiclassed casters suck. Practised Spellcaster makes them suck less.

Didn't [EDIT] Particle_Man [/EDIT] once put it as ...

Practiced Spellcaster [General]
Prerequisites: You must suck.
Benefit: You suck less.

EDIT: Quote attributed appropriately. :D
 
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You (or someone else) did - I think of that 'feat' description EVERY time I explain Practiced Spellcaster to someone, and it always makes me smile.
 

I am a voice of dissent on this one. It is illogical, 4 levels worth of spellcasting competence? Where the frag from? What's next? A feat that adds 4 to your BAB?!

Practiced spellcaster is also one of those feats smart players ask the DM NOT to allow. The fact the feat is worded using hit die rather than character level is a hint the PCs won't be the ones benefiting from it the most.

OP, Ask the players if they fully comprehend what this feat does, not just for them, but across the board. If they don't seem to care, remember most monster pick up spellcasting classes at 2 level for 1 cr until that class level equals thier orginal Hit dice.

Multiclass spellcasters are supposed to play to ther other classes strenghts. You balance the spells you use with what your other abilities are, you don't spread your power across the map. This feat sounds like it might let you do that, but it really just makes sure the PCs get spread over the map by monstrous spellcasters.

There is a reason true strike does not have a somatic component.
 
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frankthedm said:
4 levels worth of spellcasting competence
As if caster level were not tied to levels of the casting class, but rather the personal power of the caster (HD).

If you're down 4 caster levels that's quite a lot. You're two spell levels behind, and quite a few spells per day back. Not to mention 4 levels of class abilities. Practiced Spellcaster gives you none of these things.

What it does do is allow a Rog4/Sor1 to cast Shocking Grasp at 5d6 instead of 1d6. But then, he's spent a level (1d6 less SA) and a feat (of which he has few) to do this trick. It's not too powerful at all.

And yeah, it'll help NPCs too. Good for the goose, and all that.
 

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