Reserve feats from the complete mage

lukelightning said:
Wizards need something to keep up.

Wow. This is not a position I see all that often on the boards. I'm with Desert Gled on this one. Wizards need no power up. They have a reduced amount of spells for a reason. The wizard class is not about always having a piece of the glory. The wizard class is about being a really bright spotlight a few times per day.

The fighter, barbarian, rogue, ranger (and probably even paladin or monk - but I see them so little) are the sustaining classes. They have less spotlight, but can do what they do all day long. The wizard can't. But when a wizard is needed to solve a problem, it is solved then and there - and often in dramatic fashion. When it is time for a fighter to shine, it is like someone turned on a spotlight while the rest of the stagelights are already on. When it is time for the wizard to shine, it is like diming the whole stage and then turning the spotlight on just the wizard.

Of course, as in most games where "power" is concerned, we have to understand that first and foremost this game is about options. Thus, this game (and discussions therein) are situational. Someone whose games allows ToB and PHB II is going to argue much differently than someone who allows core only. I see the reserve feats being much more appropriate in a game that allows ToB and PHB II. In a core only game, the wizard does not need extra power. Heck, in a core + "orignal four" complete books game the wizard does not need the power-up.

So, perspective is everything in this game. IMC, wizards do not need the reserve feats to have their share of the spotlight. In other people's campaign, they may. Totally depends on which books are allowed, IMO.
 

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I think this issue, like most questions of opinion on these boards, will vary depending on the campaign. The campaign I'm currently in is very fast paced, with downtime infrequent and short. My wizard is oriented toward item creation, so time spent not adventuring is even more precious. I just recently took Fiery Burst so that I would have the option of doing something in combat rather than nothing at all. There were numerous encounters where I used up all my spells that would have been remotely useful. At that point, I got to pass my turn while the mêlée and ranged combatants were still good to go. Now, if I keep a few spells in reserve, I can last just as long as the fighters and rangers and still torch of my big spells if necessary. It doesn't steal the spotlight from them; it keeps me from getting yanked off the stage at the end of Act One. Not only that, but I don't have to slow the party down by resting after every encounter or two.

When I first looked through Complete Mage, I remember thinking that it would be a great resource if I were creating a new character. I already had my class and feat progression laid out for this character. Even so, it was difficult to find a feat to drop in favor of Fiery Burst. I may not even keep it, but swap it out for another feat later on. At the moment though, it's proving useful, but it certainly isn't overpowered; neither, in my opinion, are the rest of the reserve feats.
 

My real beef with the reserve feats is they don’t operate as spells, getting around SR and V, S and M components.

TYPO5478 said:
I think this issue, like most questions of opinion on these boards, will vary depending on the campaign. The campaign I'm currently in is very fast paced, with downtime infrequent and short. My wizard is oriented toward item creation, so time spent not adventuring is even more precious. I just recently took Fiery Burst so that I would have the option of doing something in combat rather than nothing at all. There were numerous encounters where I used up all my spells that would have been remotely useful. At that point, I got to pass my turn while the mêlée and ranged combatants were still good to go. Now, if I keep a few spells in reserve, I can last just as long as the fighters and rangers and still torch of my big spells if necessary. It doesn't steal the spotlight from them; it keeps me from getting yanked off the stage at the end of Act One. Not only that, but I don't have to slow the party down by resting after every encounter or two.
The same thing is supposed to be possible with buying a few wands or staves. A Double barreled {2 missiles] magic missile wand costs less than the fighter's +1 weapon. The triple barreld wand cost less than 4k, a scorching ray wand only sets you back 4500gp. After those the wands do stop being that cost effective {unless you can UMD Summon Nature's Ally], but staves of Charming 16,500 gp and staves of Fire 17,750 gp still cost less than a fighter's +3 weapon.

Of course some folks can’t be bothered to buy these because they are not 'permanent', though with only 13.5 encounters per level due to the speed of XP in 3E, a wand used every round still lasts the whole level. Couple that with how treasure comes hand over fist is why I feel most reserve feats are fine in a game that uses the WotC standard of XP and treasure.
 

I use them... With a couple of changes...

I treat them as Spell-Like abilities... so that they don't bypass SR. They still do not require any components, but neither do spell-like abilities, so that's okay.

The lightning one allows a Reflex save for half damage.

There is a healing touch one that allows someone with an available 2nd level or higher Conjuration (healing) spell to heal 1 point per level of the available spell to a living creature touched.

I feel that they have had a positive effect on my game... But I can see how they might not be beneficial to every campaign.

Later
silver
 

So far we have had a lot of fun with them. They annoyed one DM because he wasn't ready for the "I can do this all day" aspect. They never got used a lot though.
 

frankthedm said:
My real beef with the reserve feats is they don’t operate as spells, getting around SR and V, S and M components.[/I]

Umm, that's the whole appeal to taking them in the first place. They're awesome at the earliest point you can get them, partly because you can't just cast a spell every round, but even out soon enough. I'm playing a sorc. with Acidic Splatter and Minor Shapechange, and by level 8 or so, the splatter was basically a "meh, it's not worth wasting a spell this round" kinda deal. We're now level 14, I have more spells per day than I know what to do with (never really was into going "nova"), and by far the main use is the +1 caster level, which is by no means weak on its own. I like them for the same reaons you hate them, though. I remember taking Acid Splatter at level 6, along with acid ball (fireball + PHB2 spontaneous meta variant + energy sub. (acid) + lenient DM). We fought mind flayers the next session, and the climax was with all of the party except me and the other sorc stunned. The illithid was near-dead, but had attached its tentacles to my skull. Declaring, "You're not worthy of my brain!" I splattered him right in the head. Great fun!

I agree with the previous poster who mentioned it though. I use Minor Shpaeshift almost exclusively for the temp. hp, and find it's incredibly broken just for that ability. It's like the Imp. Toughness feat, except getting the benefit over and over again.
 

Fiery Burst was used in a 3rd level game, and it was probably too strong (though I honestly believe 3rd level is the absolute height in power for this feat). Doing 2d6 damage all day long was pretty good.

Further, what makes them amazing is the the no components thing. The wizard could just walk into a room and things could catch on fire, and you would never know it was him.
 

Stalker0 said:
Fiery Burst was used in a 3rd level game, and it was probably too strong (though I honestly believe 3rd level is the absolute height in power for this feat). Doing 2d6 damage all day long was pretty good.

Further, what makes them amazing is the the no components thing. The wizard could just walk into a room and things could catch on fire, and you would never know it was him.
Yeah, most of the reserve peak at levels 1-5 (exactly where the wizards need it most) but pretty much are "fluff" by the time you hit level 9/10.

I like reserve feats since they're a neat way to increase the power of wizards at the low ends without increasing the power at the top end. This then allows me to modify the top end of power to a lower more manageable feel without crippling them even more at levels 1-5.
 

AllisterH said:
Yeah, most of the reserve peak at levels 1-5 (exactly where the wizards need it most) but pretty much are "fluff" by the time you hit level 9/10.

Which in some people's minds fits the definition of a bad feat.

If your playing a whole game at 3rd level, I think feats like fiery burst are the best thing you can get.
 


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