AeroDm said:
You seem to refute any example that I offer as to why it is overpowered, so I'd like to turn the tables. Why is it balanced? What problem is it fixing? Why should it exist?
Sorry if it seems like I'm just dropping whatever you say, I am thinking about each point you make. Really
Most of the clerics spells are either defensive or reactive in nature. Also, if you look through threads here the average combat length seems to be around 5 rounds or so. 3.5 got rid of most of the decent buffs it seems, relegating most to short durations.
Now, unintentionally this feat could fix that. If you were to allow it only for spells with a personal or touch range you might still not allow it, but that does relegate it to a very few number of powers. It would allow someone to get the buffs up, but they would be so easy to dispel I'm not sure that most would be worth it at that point. Although I'm not sure if that would matter in your campaigns, it seems some use dispel, and others do not.
For high level battles (which is the only place this would matter) most mages are relegated to only a few spells that are really effective. I will admit that I dont have most suppliments, but as long as the dm keeps out the powers that are obviously overpowered then I would like to see a greater range of spells used.
With only one per round I have over and over again seen the spellcasters in the groups I've been in relegated to doing almost nothing most battles. Generally past the first battle they are out of spells that will do much. After the second battle in the same day pretty much nil, they are down to useing charged items.
A bit more min/maxing on their part may indeed fix this, but the game is about having fun as well so when they start thinking about retiring their characters just so that they can do something more than a few rounds a day. I've been trying to do a lot of things to help this.
One of the things is to up the number of spells. I doubled them actually, but only up to half of spells cast of each level for the day can be directly opposing enemies. There are other restrictions but that is the general overview.
So with this I am hopeing I suppose to make them use spells more creatively, more usefully, and more fun. Such as being able to cast two wall spells and a grease spell in the same round. Normally nearly impossible, but in this context they would be able to set up something interesting.
I realize it may not be fine in every campaign, but I would like people here to tell me just how this power can be broken and I will attempt to fix it.
Showing that at level 20 the character who is maxed out to use it still doesnt push my 'uh oh!' button after looking it over and thinking about what it could do I think its ok.
Just about every creature at level 20 will either be immune or incredibly resistant to just about everything (to some degree). The big one is that SR. Chances of attack spells being used 4 times in a round to any great effect seems to be just about nil. Too many things could stop or restrict it.
If the characters just met a new monster and want to test it out it could take 6 turns or more just to try each spell. Now on the first round they could send off a volley of three different low level spells and see which does what. Hopefully this will reduce any thoughts of useing outside knowledge while giving more meaning to how anyone found out what monsters weaknesses may even be.
That was really long winded

I hope you understand more, comments are always welcome! If I come across as being a bit abrupt I do apologize

It isnt always easy for me to explain what I am thinking properly, but I do always try to be nice. Usually I also like to get to the point.
Thanks for your help!