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spell mastery


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tuck said:
Then isn't spell mastery almost useless? You only need it if you lose your spellbook.

That really depends on the campaign style. In campaigns run by wizard-haters who relish every opportunity to destroy a spellbook, then it is invaluable. In campaigns like mine, spellbooks are nearly sacrosanct, since I primarily play wizards and know how much of a pain in the ass it is to replace them, so the feat is less useful. I would suggest taking it at least once in nearly every campaign in order to be able to prepare Knock, Dimension Door/Teleport, and a couple other handy escape spells when you are captured.

-Tiberius
 

It is, however, quite useful for two other reasons:

1. Your want to add some flavor to your wizard that indicates a deeper mastery of a small number of spells.

2. You are in Forgotten Realms and want to take signature spell.

-Skaros
 

In the game I am in, our characters started off as slaves, completely naked, save a breechcloth... so, my wizard was kinda forced to take Spell Mastery, else be a Read Magic-casting fool.
On top of that, our characters are in a land where magic, arcane or divine, is frowned upon at best. So, carrying no sign of being a spellcaster with me (since I would have no containers into which to place said book anyways) is also a good thing. I really would love to have that feat back. My character is non-human (kobold necro, in fact). My character should be level 3 by the end of this week, so I'll have my first 'real' feat... :o) Losing that one feat hurts, but I'm hoping it works out in the end.

Wikkin
 

Tiberius has the right of it.

DDoor, knock, Teleport, Improved Invisibility, Passwall, Magic Missile and Scry are all good candidates for spell mastery.

Taking at low level though is worthless, as you can't change your spells around after the fact.

Once you get to the point where you're trying figure out what feat you want, take it and maybe it'll come in handy.

-F
 

From the average games I read and hear about, this feat is less then useful. DMs seem to rarely take away the Wizards spellbook. Just like they seem to rarely take away a Clerics holy symbol.

However, I like the feat. It adds a nice level of definition to the character by showing which spells are most meaningful to you.
 

Crothian said:
From the average games I read and hear about, this feat is less then useful. DMs seem to rarely take away the Wizards spellbook. Just like they seem to rarely take away a Clerics holy symbol.

I had a player (*cough* Mulkhoran *cough*) loose his own spellbooks recently... he kept them in his bag of holding... he went down... biiiiggg *BOOM*... bag go bye-bye with failed save.... :p

Luckily for him though, he had some good spells mastered....
 

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