Spell Mastery

My final version -- though still open for comments. I made it even slightly more powerful because Stalker0 is right.

Spell Mastery: Choose a number of spells in your spellbook equal to your double your Wizard level. You can thereafter prepare any of those spells without your spellbook. Additionally, every time you gain a wizard level, choose another spell in your spellbook (you may also chose a spell gained at the level-up to be able to prepare without a spellbook, instead of one that is currently in your spellbook). This feat can be taken multiple times. Its effects stack. You do not have to fill all your Spell Mastery slots immediately, you may leave them open for learning later and fill them at any time.

Change: Spell Mastery pretty much sucks as is. It’s basically a feat that’s only useful if the DM screws the wizard player over by taking his spellbook.
 

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Its not really a problem of 'needing' the DM to screw the wizard. Most parties will be captured or otherwise stripped of their gear, at least once in their career. For a wizard without some backup spell-book, that simply spells doom. For a wizard with a tattooed spell or two, or a wizard with Spell Mastery, the spells may be enough to tide his over until the party recovers or captures another spell book.

The problem with the Spell Mastery feat as written is that it does not scale -- spells that are useful at low levels are quickly overshadowed at higher levels.

For example, it would be wise for a 7th level wizard to keep a second copy of the dimension door spell on him, in order to escape if ever captured. However, at 9th level the teleport spell will take over this role, and then by greater teleport or even gate (just use the spell twice). If you took Spell Mastery for the dimension door spell, it becomes a sub-optimal choice within two levels, and mostly worthless in four levels time.

The same thing happens with most other useful spells: dispel magic gives way to greater dispel then to reaving dispel; alter self advances to polymorph and then to shapechange; so on and so on. The way D&D magic is designed, a spell's effectiveness is capped, and then its role taken over by a higher level spell. So with Spell Mastery, you are swiftly stuck with a list of mastered spells that you will never use.

Your change is good, IMO, because it begins to address the scalability issue -- one spell per class level ensures that the wizard will always have a useful spell among his spells mastered.

So, with that in mind, here's another way to make the feat scalable. Treat the 'spells mastered' more like slots to be filled. The wizard gains 3 + Int mod 'slots', which he can fill with 'mastered' spells i.e. spells learned by heart. He may spend 1 day per spell level of the new spell to memorize a new spell, but he forgets one old 'mastered' spell if he does so. Basically, the wizard's mind becomes like 3+ Int mod pages from a baccob's blessed book, except that the 'mind-pages' can be erased and rewritten.

Code:
[FONT=Times New Roman]SPELL MASTERY [SPECIAL]
[b]Prerequisite:[/b] Wizard level 1st
[b]Benefit:[/b] Each time you take this feat, choose a number of spells
equal to three plus your Intelligence modifier (minimum one spell) that 
you already know. From that point on, you can prepare these spells
without referring to a spellbook.
    You can swap a previously mastered spell out in order to master new
spells. In order to do so, you must spend 1 day per spell level of the new
spell to be mastered studying your spellbook, attempting to commit the
complex formulas, chaunts, gestures and/or rituals to memory.
    You spend 8 hours each day studying. If your study is interrupted,
you must spend one extra hour that day for every 30 minutes of the
interruption. If you are interrupted for more than 2 hours in one day,
your attempt to master the new spell fails, but you can always try again.
    If you are not too severely interrupted, you may make an Intelligence
check (DC 15 + the spell level of the new spell) at the end of the duration
of study. If you succeed, you lose mastery of one previously mastered
spell (chosen by you) and gain mastery of the new spell.
[b]Normal:[/b] Without this feat, you must use a spellbook to prepare
all your spells, except read magic.[/FONT]

I think if I were a wizard, I would still rather just tattoo a backup spell or two on my own body (on the soles of my feet, perhaps). You do not actually need so many backup spells -- just enough spells to get you back home (where, persumably, you have stored an extra spell-book or three). Still, the above version does make the Spell Mastery feat less useless, so I might try floating it next session.
 
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Infiniti2000 said:
Spell Mastery and Spontaneous Casting are totally different concepts.
True, although it makes sense for the former to be a prerequisite for the latter.
While I appreciate the idea of spontaneous casting, that's not what I'm looking to change Spell Master into. Are all the alternatives, including the four I listed, so untenable that Spell Mastery should just be stricken from the book? I'm starting to wonder. :)
What if you got Int bonus the first time you took the feat, double Int bonus the second and subsequent times. Makes 'you're not still using one of those old spellbook things are you?' character concepts viable without becoming too strong for a dabbler.


glass.
 

I have to say I like the original feat the most. Its sort of a wimpy real-world feat but it looks damned useful.

More than that and you really begin to trespass on the special qualities of the Sorcerer. You shouldnt be a wizard without at least a 2 spell int bonus. 2 spells should get you to safety or get you to someone you trust.

The original is simple, self contained and flexible.

At mid to high levels you might create a custom spell that teleports a special trunk full of equipment and a leomund's hut scroll to you. Or you might make two spells, one that marks where you are and one that calls you back to your sanctum. Im always sad that word of recall wasn't a wizard spell.


Sigurd

Preparation and books are just a defining part of being a wizard :)


If you want a different approach to this feat:

Feat: Frames of Mind

With this feat a wizard may prepare his spells a number of times equal to his intelligence bonus and capture those preparations as 'Frames' to use on future occaisions. To prepare a frame a Wizard must be at complete rest and cast no magic for 2 days. Any spellcasting spoils the recollection for future recall.
The wizard may renew his frames at any time but all frames must be renewed in an unbroken sequence of days. If a wizards study is interrupted or he casts any spell during this time he must begin from the first frame or sacrifice any remaining frames.
All spell selections must be recorded at the time of capture and cannot be changed during recall.

Recalling a frame of mind requires half the normal prep time and a DC10 concentration check. A failed check does not ruin a frame but the wizard must try again. After a frame is recalled it fades from the caster's memory.
 
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Sigurd said:
More than that and you really begin to trespass on the special qualities of the Sorcerer.
I disagree. The primary quality of the sorcerer is the spontaneous casting. Even removing the spellbook of a wizard but still forcing him to prepare spells will have little game effect. The only significance it would have would be the money required to learn spells. This change to Spell Mastery merely starts to make it attractive to wizards so that they might use it to burn up one of the precious feats, perhaps one of the precious bonus feats.

And, this feat is still only useful if the DM plans on screwing the wizard player over. Even if you say that any DM will always cause it to happen, it should not happen more than once, making this feat really only a flavor-effect.

To put this in perspective, I have not only never picked it as a feat, but no player I know has ever picked it or ever thought about picking it, and I've never seen it on any NPC writeup or in any post -- ever. ;)
 

Part of a wizard's burden is his reliance on books and libraries. If you start giving him whole schools where he doesn't rely on his books for study you change his character.

I'm sorry you feel that the only way a wizard would be separated from his supplies is if the dm 'screws' him. I have had players who have done truly stupid things and their waking up at all is just a sop to continue the story. Waking up with all their equipment is simply not realistic.

sigurd

Anyway I wrote another feat that you might like. Its much more flexible in that you get all your spells for a given night and it changes with you as you level.
 

What about having Spell Mastery entirely remove the need for preparing from a spellbook? Keep all the other restrictions in place, and still have the wizard have the same number of spells available for preparation. Just let him leave the physical object at home.

Compared to all the other schemes which involve selecting spell sublists of varying sizes, this would be a lot easier to keep track of. I don't think it would be too strong, considering how seldom a wizard's book gets lost or destroyed anyway.

[Edit: Yeah, I'm a few posts behind the discussion. Blame it on net lag.]
 
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How about this:

SPELL MASTERY (Special)
You are so intimately familiar with certain spells that you don't need a spellbook to prerae them anymore.
Prerequisite: Wizard level 1st.
Benefit: Choose a number of spells of each spell level equal to your Intelligence modifier that you already know. From this point on you can prepare these spells without referring to a spellbook. At every level divisible by 3 you may swap one spell of each spell level that you have mastered.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
 

the Jester said:
How about this:

SPELL MASTERY (Special)
You are so intimately familiar with certain spells that you don't need a spellbook to prerae them anymore.
Prerequisite: Wizard level 1st.
Benefit: Choose a number of spells of each spell level equal to your Intelligence modifier that you already know. From this point on you can prepare these spells without referring to a spellbook. At every level divisible by 3 you may swap one spell of each spell level that you have mastered.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

So a wizard who uses his 15th level bonus feat for this and has something like a 22 int at least would presumably be able to prepare 6 spells of every level, 8th and lower without any need of his spellbook?!! How would you consider this balanced? That one feat would completely remove the greatest weakness of a wizard. By the original wording of the feat, I'm pretty sure the intent is that you have to take it multiple times for that level of versatility.

I find the feat as written to be immensly useful. If you should ever be caught in a situation where you don't have your spellbook, the DM isn't screwing you over. DM screwover is when you're a rogue trapped in a 15 foot cube room with an iron golem and all the walls and doors are adamantine and arcane locked. Really, if the party is attacked at night, is the DM "screwing over" the fighter because he's forced to fight w/o his +5 chaishirt of godliness? Of course, if he had just taken the simple but over-looked feat Endurance, he wouldn't have a problem. If he neglected to take it, too bad. Same to a wizard when the party gets imprisoned and stripped of their possessions if he didn't bother taking SM.

I'd say, keep it as is, allow swapping out at certain levels as a previous poster so nicely detailed, and relish the fact that if you should ever be without your spell book, magic missile still beats a sling. :)
 

Michael Silverbane said:
Maybe, when prepared with the aid of a spellbook, you cast these spells at +1 caster level...

gamecat said:
Perhaps spell mastery could be the wizard's answer to the fighter's Weapon Specialization - You pick a spell and add +3 to the save dc, or perhaps you apply metamagic feats with a -1 bonus to the level modification.

these two have the best solutions in my opinion. Here is my, unpolished version.

Spell Mastery
Prereq: Wizard Level One
Benefit: You may chose a number of spells equal to your int bonus, you may now prepare these spells with out your spellbook.
If you have your spell book, you may apply one of these special qualities to each of your spells.
+3 DC
-1 spell level when using metamagic
+2 CL
You may take this feat multiple times, it effects do nort stack, each time you take it, you chose new spells you know equal to your int bonus.


Some of these numbers may be a bit much. Some may be too weak.

-Sravoff
 

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