I've gone back and made a few more tweaks:
- Controlled disjunction can now affect some instantaneous spells, like break enchantment does.
- I've cleaned up the wording of epiphany and infantilize somewhat.
Kerrick said:
I'm not sure if this is RAW or a commonly-accepted house rule, but you can't cast more than two spells (one quickened and one standard) per round without additional feats. I couldn't find it in the book anywhere - it might have been 3.0 RAW. Maybe it's one of those urban legends of gaming.
In 3.75

, it's a corollary of how the combat system works. You get only one standard action and only one swift action per round.
In the core rules, the Quicken Spell feat description says, "You may cast only one quickened spell per round." (
PH 98)
Feather fall, which still officially has a casting time of "1 free action," specifies in the feat description that it is "like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round." (229) Multispell, written before swift actions existed and never reprinted, only allows additional quickened spells, not other spells with a casting time of one swift action.
I would rather make those interesting spells available as soon as possible.
This amply illustrates our differing design philsophies, I think. Not to say that yours is wrong, or mine's better - I think they're equally valid. You want to keep the spells lower level because they're more spread out, while I have them slightly higher, because my progression's slightly faster.
For whatever reason, you don't seem to be closing your quote blocks. It'd be nice if you fixed that, since someone looking at your posts might get confused about who said what.
I don't think it's just that, although that's part of it. (I've already stated why I believe your progression to be too fast.) If you have only boring spells to choose from at any given level, and you have to wait for a higher level to get to use any of the interesting ones, won't you have less fun?
But you're gaining your normal feats AND your bonus feats... with a little work, you could make a decent spell-slinger with high-level spells and good feats - you only have to take it 2-3 times, so you alternate it with ISC (to get those higher-level slots) and add in a couple other feats (pick something) and by L30 or so, you're set. Course, by L30 you kind of need that extra damage output...
I'm not sure which of the three systems you're discussing at the moment. If it's the one in the SRD, a wizard, sorcerer or cleric gets seven epic feats by level 30. If we assume he's already taken Maximize Spell by level 20, this lets him take Improved Spell Capacity once, Improved Metamagic twice, and Great Charisma/Intelligence/Wisdom four times. He can now double the damage of most of his spells with a +1 increase in the cost of a slot, and probably has two 10th-level slots. He's passed up several attractive alternatives, which include: more Improved Spell Capacity, Epic Spell Focus, more metamagic feats, automatic metamagic, sudden metamagic, Epic Spell Penetration and defense. I don't think this is overpowered, given the high opportunity cost.
Did they ever errata that thing to rule that the reduction applies to each feat, or to the whole spell after applying all feats? If it's the latter, then I don't see any real problem with it as written.
The new
DMG changes the wording significantly. The 3.0 version said, "The spell slot modifier of all your metamagic feats is reduced by one level, to a minimum of +1." (
ELH 59) The 3.5 version says, "The spell slot you must use to cast a metamagic spell is one level lower than normal (to a minimum of one level higher than normal)." (
DMG 210)
That leaves no ambiguity that I can see: in 3.5, you apply Improved Spell Capacity after applying all feats, and also can't apply the same metamagic feat repeatedly. You can, however, cast a spell with two metamagic feats in a spell slot one level higher, provided that you've taken Improved Metamagic enough times.
I kind of liked being able to render non-epic items nonmagical with an epic spell. Also, I think this spell should have a +40 cap to caster level checks - it's higher than greater dispel, after all.
The original version could even suppress epic items with no check. That was too good. Now, it's even more effective against nonepic items, but more balanced against epic ones.
Greater dispel magic comes on the scene at CL 11, and caps at CL 20.
Controlled disjunction comes on the scene at CL 21, and caps at CL 30. That looks about right to me.
Thank you.
I'm reaching the point where I can still correct oversights and errors, but can't usefully evaluate game balance without more playtesting. Is anyone interested in actually using these rules? If so, I can add more spells to the list to facilitate play. If not, I can work on something else.