airwalkrr
Adventurer
Spell Mastery is the red-headed step-child of wizard feats. For good reason. It grants a benefit that only comes up in prison campaigns where the DM likes to kidnap the party all the time. I do not know of any DMs who run those kinds of campaigns and would probably be uninterested if I heard about one. So presented below are a few variants on this feat to make them more attracitve options. I like the idea of wizards having a feat that is only available to them and makes them unique. Most of the other casters in the game already have some form of spontaneous magic or they get more spells than the wizard so this does not seem too overpowered. Take a look and tell me what you think.
Variant 1
SPELL MASTERY [SPECIAL]
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook. In addition, you can "lose" any prepared spell in order to cast these spells as long as they are the same spell level or lower than the lost spell, much like a cleric can cast healing spells.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic. Also, preparing a spell later in the day requires an open spell slot and takes at least 15 minutes.
Variant 2
SPELL MASTERY [SPECIAL]
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose one spell that you already know. It must be a spell at least one level lower than the highest level spell you can cast. From that point on, you can prepare this spell without referring to a spellbook. In addition, every time you prepare this spell, you can cast it a number of times equal to your Intelligence modifier for each time you prepare the spell.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic. Also, you may only cast a spell once for each time your prepare it.
Variant 1
SPELL MASTERY [SPECIAL]
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook. In addition, you can "lose" any prepared spell in order to cast these spells as long as they are the same spell level or lower than the lost spell, much like a cleric can cast healing spells.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic. Also, preparing a spell later in the day requires an open spell slot and takes at least 15 minutes.
Variant 2
SPELL MASTERY [SPECIAL]
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose one spell that you already know. It must be a spell at least one level lower than the highest level spell you can cast. From that point on, you can prepare this spell without referring to a spellbook. In addition, every time you prepare this spell, you can cast it a number of times equal to your Intelligence modifier for each time you prepare the spell.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic. Also, you may only cast a spell once for each time your prepare it.
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