Spell Batching the feat

Vhane said:
I'm looking for a way to cast 2 - 4 low level spells with a single slot. Three level one spells at once would take a fifth level slot.

Note that the contingency spell already does most of what you want, albeit limited to one spell. The chain contingency spell from T&B would seem to fit the bill perfectly. It's also 9th level, so that should be an indication of how powerful this ability is.
 

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PC I believe Quicken takes a slot 4 levels higher putting it out of reach until 9th level. But for a 7th level mage this combo uses up 3 3rd level slots thats a serious investment of power for one round. One couldnt keep this up for long. Id do it with 2 batched Magic Missles (4 aplications of the spell 4 missles each).

At 7th level one Color Spray DC 18 (worse with heighten spell)can stun a foe removing its dex bonus allowing much flatfooted sneak attacking goodness.
70 points of damage isnt that much.

I had intended to use it for personal spells, there are nastier things to do for damage.
 

whoa - what I did NOT see was that you intended to make it so that both spells can be cast at the same time here.

THAT - I am not so sure about.

What you might try and do is convert the old chain contingency spell into 3e terms - a 9th level spell from 2e. I think this would be a whole lot easier than writing a feat to pull this off.

Alternatively, you could use a "contingency - time stop" giving you the extra rounds to cast off all the spells you wanted... provided you don't take certain people's views on that spell.

There is also Symbul's Spell Sequencer from the FRCS - that lets you set up a three spells in one situation. (Don't recall where I picked that up - I think I remember it from her class descritption).

all in all - I think you are MUCH better writing a spell that lets you bring in your defences - than trying to write a feat in this case.
 

Magus_Jerel: Your solution only works for 17th or higher casters, I was looking for something accessable earlier than that.
 


Around 10th, I'm noticing wizards have rough go of it in 3e, waste 3 to 5 rounds casting defensive spells only to find the battle over when you finish, then by the time fightiong erupts again all those spells you cast have worn off. Dont cast defensive spells and you are now at the mercy of the incompetent gits you call a party for your defense.

I could research new spells, but I was hoping something cool could come from this feat thing.
 

Why do you need 3-5 defensive spells? That's really a lot. I've seen maybe one or two rounds of defensive casting, but only when it's a really tough encounter. Maybe you just need batter strategies with your party or the DM is making combat too deadly. Stay out of melee. If your in melee cast fly or improved invisbility and get out of it. Heck, you can cast haste and then one of those spells in the same round. Or just use Haste plus Quicken spell. Quicken shield, Haste, then a mage armor. That's a huge bonus to AC alll in one round. Insert other spells for shield and mage armor as you will. Need longer durations? Extend spell works nice. Mage armor for 18hours for a second level spell.
 

I understand many player find it impossible to stay out of the action long enough to adequately protect their artillery. Many DMs like more than one Difficult encounter per Game.

I like your idea for these stated reasons.
 

Options:


contingency w haste
well - at 6th level you have contingency - which might let you bring into effect a spell as a "free" action if you set it up right - with the provision that it is targeted on your person. Ie - the moment I say (insert funny word here) then this happens.

If that spell brought into effect is haste, that may solve your problem. First, you just got your two "fast defensive spells" - because you can get that haste working on round one essentially before your "turn" in addition to any other spell you might use. I would definitely say that the activation of the contingency is a free action as well.

At this level - the right two defensive spells and haste should be more than enough "defense" to have on your person at the start of battle.

Permanency
You might also consider using the permanency spell to bestow upon yourself protection from arrows. There is a feat in the PsiHb that is very comparable to mage armor on a permanent basis - you might consider asking your GM if you could use permanency on that spell as well.

However - one thing about permanency as worded in the PHB - your xp costing permanent spells can be dispelled. Persistent spell is good in that it lets the spell stick around for 1 day - but it is pointless once you get your levels "up there" enough. - at 24th+ caster level, you don't really use this feat... ok gotta shut My mouth there.

I personally house ruled that such a dispelling merely "turns off" the power for 1d4 rounds - just like that of a magic item. Mordenkainen's Disjunction however - still takes the wards out completely. There are also a couple of nifty spells that I wrote to aid such characters hit by dispel magic... but that is My game world. I don't know your GM. If you use the permanency stratagem - it just seems a cheesy way to "lose" the XP you have spent your time earning in adventures if and when your ward gets dispelled.
 

Simbul's spell matrix and Simbul's spell sequencer are lower-level variants of the spell trigger, being 5th and 7th level respectively. They also seem to be conversions of minor sequencer and spell sequencer, from the Baldur's Gate 2 CRPG.

You can find these spells in Magic of Faerun.
 

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