• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Reserve Feat - Dimensional Reach

...except let you do this 1) at will, 2)ad nauseum 3) without using a spell slot.

1) You have to retrieve a set of keys to get out of the jail ad nausea? This thing that only happens once in 5 or 10 campaigns you need to be able to perform more than once? And, for that matter, check out the duration of unseen servant. Things that you can do at will are things you want to rely on to solve problems that occur over and over again.
2) No, it still takes a spell slot. That's why it is called a Reserve Feat.
3) Your picture is a good indication of why I think this power is more suitable to a game of Toon than a typical game of D&D and hence doesn't add anything. Unless we are playing Toon.
 

log in or register to remove this ad

I'm of the opinion that, like the Warlock, the unlimited damage is mitigated by low dps. I'm curious what exploit you could pull with unlimited low level damage, as I believe there are many classes which are capable of doing that sort of thing.

I actually agree that Fiery Burst is one of the better designed reserve feats, but as a practical matter I'm not sure how low the unlimited dps actually is. Compared to what? At third level you can throw 2d6 damage at up to 4 targets per round. That's not really less damage than great sword fighter throwing 2d6+6 at a single target, or an archer throwing out a similar amount of damage using rapid fire. Against single target it might be slightly less depending on the AC of the foe, but against multiple foes its going to outclass other repeated forms of damage in a hurry. 5d6 per round to up to 4 targets (up to 20d6 damage) is still really nice at 9th level, and comparable to having equipped yourself with a cheap wand. I'm not sure it qualifies as 'low dps'. More like 'moderate dps that isn't really far behind what would be expected of a class at your level. Oh, and you still have your spells'.

While it's balanced or close to balanced, mostly because there are far more broken things for a full caster to be doing, it's just another example of spellcasters not being forced to deal with limitations and there basically being whatever toy they would want to deal with whatever limitation might annoy them.
 

Right, C., it takes A spell slot to do do something at will, all day, which is a massive improvement of utility over using a spell slot to do one of those things and then not being able to do it again. Most casters wanting to use Mage Hand say...15 times?...in a given day can't do it.

And key, it isn't even a particular spell slot. It's Schrodinger's spell slot. It is available until you run out of spells of the designated type. This means that he doesn't have to worry about using or even KNOWING the spells this feat mimics. That slot can be devoted to something else.

Odds are extremely good that a caster- especially a specialist- with a reserve feat will be able to use the power almost without hinderance. Could be very handy if the caster in question can't regain spells.

As for the seriousness factor, I posted a picture in mockery, but I'm serious. Even this particular reserve feat (among my least favorite of the bunch) adds a lot, IMHO. A PC using it could play "Robin Hood" all day or keep himself fed in a bazaar. Armed in an armory.

Did you ever see my story about the one party's battle against some Harpies? A caster with said feat in that situation could have recovered some ammo.
 
Last edited:

Even this particular reserve feat (among my least favorite of the bunch) adds a lot, IMHO. A PC using it could play "Robin Hood" all day or keep himself fed in a bazaar.

If this particular reserve feat exists then bazaar's don't.

Armed in an armory.

Your wizard needs to stay armed?

Did you ever see my story about the one party's battle against some Harpies? A caster with said feat in that situation could have recovered some ammo.

No I haven't. But a spellcaster that leaves his party in situation where ammo is a big concern isn't a terribly good spellcaster, nor can I imagine a tense fight where lots of intact ammo is lying around with 5 feet x level of reserved spell, where that ammo is both inaccessible and retrieving ammo is the best strategy. If the party is shooting from cover at a flying missile combatant, why does that combatant engage from such close range that most ammo falls that close to them. I imagine most arrows would sail hundreds of feet away and require difficult spot checks to even observe. And surely any ammo shot back at the party that remained intact could be picked up by hand as easily as by this trick. And once again, a single application of unseen servant would be vastly better in this case than the feat, as it could gather multiple arrows and return them to you in bundles without spending an action every round. And at a duration of 1/hour per level, I've never seen any spellcaster need to cast more than one per adventuring day. The Harpies also couldn't interfere with it and it's range is superior to anything but a reserved 9th level spell.

And frankly, if you've got a reserved monster summoning spell powering this ammo collection that has the range to be of much more use than your own hands, you'd serve your party's interests in a fight with harpies better to just cast the darn spell and summon some flying creatures.
 

If this particular reserve feat exists then bazaar's don't.

As I've pointed out in numerous other threads, if we take the existence & ubiquity of D&D magic as a given, and then spin out all the logical conclusions from that, a fantasy setting wouldn't look anything like medieval Europe (no castles, for instance).

Your wizard needs to stay armed?
My wizards don't use magic spells when mundane items will suffice. ESPECIALLY the ones with fewer spells or who multiclass.

No I haven't. But a spellcaster that leaves his party in situation where ammo is a big concern isn't a terribly good spellcaster, nor can I imagine a tense fight where lots of intact ammo is lying around with 5 feet x level of reserved spell, where that ammo is both inaccessible and retrieving ammo is the best strategy. If the party is shooting from cover at a flying missile combatant, why does that combatant engage from such close range that most ammo falls that close to them. I imagine most arrows would sail hundreds of feet away and require difficult spot checks to even observe. And surely any ammo shot back at the party that remained intact could be picked up by hand as easily as by this trick. And once again, a single application of unseen servant would be vastly better in this case than the feat, as it could gather multiple arrows and return them to you in bundles without spending an action every round. And at a duration of 1/hour per level, I've never seen any spellcaster need to cast more than one per adventuring day. The Harpies also couldn't interfere with it and it's range is superior to anything but a reserved 9th level spell.

And frankly, if you've got a reserved monster summoning spell powering this ammo collection that has the range to be of much more use than your own hands, you'd serve your party's interests in a fight with harpies better to just cast the darn spell and summon some flying creatures.

It was a low level party, and the spellcasters had exhausted most of their attack spells. There was only one archer...all the other ranged attack weapons were thrown or were slings. With this feat, a spellcaster could have at least kept slingers firing rocks instead of taking time off to find their own.

[sblock]
You play enough D&D, you get events like that.

For us, it was at the beginning of a campaign.

We were attacked by Harpies, and the quick-thinking Druid hit them with an Entangle as they did a strafing run through some foliage- snagged them all!

That was when the dice went sour.

We only had a few PCs with ranged weaponry- a guy with a bow, a guy with a throwing hammer, one with a sling, and the Wiz had a dagger.

The guy with the Hammer is venturing into the area of the Entangle to retrieve his hammer and the Wiz' dagger.

Most of the to-hit rolls were low. When we did hit, no attack did more than 3HP damage. We finish off the first Harpy just as the Entangle is starting to expire...

So the Druid does Entangle #2...and our futility continues. The dice continue to stay as low as a soldier under fire.

The guy with the Hammer is, by now, having to venture into the area of the Entangle to retrieve arrows that have missed. The PC with the sling is now using rocks.

Harpy #2 is near death but still fighting and Harpy #3 is untouched when Entangle #2 is expiring, so the Druid pops Entangle #3.

My PC and the hammer-thrower are apologizing to the Harpies- in character- for the cruel deaths that we are inflicting upon them...especially after the hammer-thrower retrieved the Wizard's dagger out of the still-living Harpy#2 so the Wizard could throw it again. But he doesn't leave the Entangle area until after he stabs the dying Harpy with that dagger to finish it off.

By now, all of the arrows have been used, either striking the Harpies or being broken downrange. EVERYONE ELSE IS THROWING ROCKS.

The last Harpy dies just before Entangle #3 does.

All of this time, our DM has been flabbergasted- absolutely red faced and flustered- at the action. "F$%^&ing Entangle! That spell is broken!" *rant*rant*rant*

To which the Druid's player huffily responded "Well, it was either that or Create Food & Water! The Harpies could have had a meal and a bath!"

LOLs abounded.

[/sblock]

But that brings me back to my prior point: why waste spell slots when you don't have to?

If you sat in with our group, a typical D&D combat encounter might have each arcane caster expending 0-3 spells, and using other methods to contribute. Likewise, the divine casters only expend lots of spells when there's healing to be done.* Ideally, only enough magic is spent to tip the encounter in the party's favor, not one thaum more.

...which is why, coincidentally, we don't see the "15 minute workday" in our campaigns. Spellcasters typiclally have enough spells to last 'till it's time to camp for the evening.







* and if the character has the original Sacred Healing feat, maybe not even then.
 
Last edited:

As I've pointed out in numerous other threads, if we take the existence & ubiquity of D&D magic as a given, and then spin out all the logical conclusions from that, a fantasy setting wouldn't look anything like medieval Europe (no castles, for instance).

And as I've pointed out in numerous threads, that's is for most levels of the ubiquity of magic assumed by D&D wrong. What is true is that castles would not look like ruined Edwardian castles or other warm climate castles with large open courtyards and accessible parapets. But this does not cover the full range of castle construction techniques available to medieval castle builders, as a perusal of castles constructed in colder climates such as Eastern Europe reveals. What is also true is that to the extent magic was ubiquitous, magical defenses would likewise be ubiquitous, and the more pervasive your magic is, the more ubiquitous these defenses would be.

Likewise, as I've also pointed out, no D&D setting is uniformly medieval and everyone I'm aware of incorporates tropes and technologies up to and including the 19th century. So there is no need to defend a medieval culture anyway, simply to have a believable fantasy one.

The question is not whether a particular sort of magic impacts society, but how much it impacts it. A Lyre of Building not only impacts society far more than Fly, if both exists it vastly outweighs the argument that Fly would render castle construction obsolete by making it vastly cheaper to build castles. It's the existence of the Lyre of Building that you have to be really careful about, not obvious things like Fly. Above and beyond that, this mainly impacts the campaign when the players exercise their freedom to discover X shouldn't be a thing given what they can do. So it's primarily that that the skilled DM of a simulationist inclination has to be on the watch for. "What if it falls into the PCs hands will totally transform society beyond what I've already accounted for and accepted?" is the question. This feat is the answer; not Fly or Invisibility, which have more mundane sorts of counters.

My wizards don't use magic spells when mundane items will suffice. ESPECIALLY the ones with fewer spells or who multiclass.

Sure. But retrieving one rock every round so that the slinger can improvise sling stones to do 1d4 damage suggests a spellcaster that isn't very much up to his job. At the very least, he'd have been much better off with Craft Wand rather than this feat, and craft a few simply utility wands. A 1st level wand of Magic Missile or Burning Hands doesn't cost very much, and works better than what you are describing as some of the best utility this feat can be put to.

But that brings me back to my prior point: why waste spell slots when you don't have to?

What sort of spell are we wasting? An Unseen Servant lasts even 5th level character 5 hours, quite long enough for a foray into a dungeon or a major portion of a day's wilderness journey. Considering the vast utility of this spell as a problem solving device, there is little reason to not have one in a slot, or if not a prepared caster to have it as a known spell. It's one of the best utility spells in the game, and in the course of its duration more likely to be an aid to the caster than the feat is - which also forces him to take up a slot.

If you sat in with our group, a typical D&D combat encounter might have each arcane caster expending 0-3 spells, and using other methods to contribute. Likewise, the divine casters only expend lots of spells when there's healing to be done.* Ideally, only enough magic is spent to tip the encounter in the party's favor, not one thaum more.

Wise. But hardly proof of this feat's utility, and barely proof of any of the other reserve feats utility, since Craft Wand would probably get you more magical resources with only slightly higher expenditures - and that's assuming you are not playing with a DM that allows fungible wealth and magic shops (which, being 'old school', I don't).

...which is why, coincidentally, we don't see the "15 minute workday" in our campaigns. Spellcasters typiclally have enough spells to last 'till it's time to camp for the evening.

Again, even a fairly low level caster could have Unseen Servant up for an hours long workday, prep a few scrolls with similar utility spells, or procure or craft a wand. A single wand of Mage Hand or Unseen Servant would last most mages an entire campaign, and see more use than this feat would. If they only flicked the wand when they would have used this feat to accomplish some tangible and important goal (and not pilfering a coppers worth of apples from some hapless greenseller), they'd never run out of charges.
 
Last edited:

A single wand of Mage Hand or Unseen Servant would last most mages an entire campaign, and see more use than this feat would.

While we're on the topic, Hand of the Mage (900 gp, DMG) grants at-will mage hand.
 

While we're on the topic, Hand of the Mage (900 gp, DMG) grants at-will mage hand.

One of my other hobbies is collecting guitars. Right now, I could show you prices for guitars in current production, but I can't buy one in a store near me despite the fact that I live in one of the biggest metropolitan areas in the USA. They're simply not available here. Some aren't even for sale in the USA. And I could show you analogous cases for Europe, Japan and Australia.

I could also show you guitars for sale for @$500 USD that are for sale in those places...for $300-1000 more. (And vice versa, of course.)

My point?

What is true in real economies is true in fantasy ones*: just because something has a price doesn't mean it is available at the time and place the PCs are shopping. It also doesn't mean that if it is available, that it will be at that price.





* at least, those run with a nod to reality, like ours typically are. Sometimes, PCs have even had difficulty buying unusual but mundane items, to say nothing of magic ones. That means if you can't supply the source of effect yourself, you're subject to the whims of the Invisible Hand...Adams', not Bigsby's.
 
Last edited:

Celebrim, let me ask a question, based on this:

If this particular reserve feat exists then bazaar's don't.

Both you and Dandu seem to feel that this feat is overshadowed by the spells it mimics as well as by various magic items like scrolls, wands and the Hand of the Mage. If this is your honest opinion, and those items exist in your campaign world, then do bazaars still exist? If so, why?
 

People do not steal from bazaars for several reasons.

1. The merchants will be upset.
2. The bazaar owner will be notified. He will be upset.
3. The mob is contacted, since the bazaar owner wants to know what he's paying protection money for. They will be upset.
4. The local feudal lord owns the bazaar, the wares, the people, and the money. He will be upset.
5. The local wizard school hears someone is using magic to commit crime, which makes wizards look bad. They will be upset.
6. The Holy Order of Goodliness hears about this. They're always upset, and actively looking for justification.
 

Into the Woods

Remove ads

Top