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Spell Mastery
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<blockquote data-quote="AeroDm" data-source="post: 1205741" data-attributes="member: 13650"><p>I agree with Cheiromancer- spellbooks are just too important to "threaten." If you harm it the wizzy just lost a lot of their power that will be very hard to get back, not to mention costly and time consuming. If you don't harm it at all, then a large part of their 'balancing' factor is gone and they don't take feats like SM or scribe back-up scrolls of their spell just in case.</p><p></p><p>If you take a fighter's magic sword, he is out of it for the adventure and you all have a good time getting it back while he uses a backup sword. if you take a wizard's spell book he is screwed for the adventure until his party gets it back for him. Uncool.</p><p></p><p>I think spell mastery should be improved somehow, but maybe instead of adding on extra benefits to no end, you could just increase the number of spells it lets you prepare without your book. 3+ int mod isn't that many, but maybe 5+int mod would be. Maybe 7 + int mod would make it worth their while. If taking it at 3rd and 6th would allow me to memorize basically all the spells I want (assuming 18 int and 7+ for 22 spells), I am fairly sure I would take it. Leave the spell book at home and feel safe.</p><p></p><p>I would also suggest that you (assuming you are the DM) inform spellcasters that you intend to threaten their books at the start of the campaign. This way they have fair warning for your intent and will know to take it.</p><p></p><p>Lastly, I'd allow wizards to take spell mastery with their 5/10/15/20th level feats. It seems perfectly reasonable, and would take away some of the 'sting' of using a real slot seeing as metamagic are sort of weak and item creation aren't always desired.</p></blockquote><p></p>
[QUOTE="AeroDm, post: 1205741, member: 13650"] I agree with Cheiromancer- spellbooks are just too important to "threaten." If you harm it the wizzy just lost a lot of their power that will be very hard to get back, not to mention costly and time consuming. If you don't harm it at all, then a large part of their 'balancing' factor is gone and they don't take feats like SM or scribe back-up scrolls of their spell just in case. If you take a fighter's magic sword, he is out of it for the adventure and you all have a good time getting it back while he uses a backup sword. if you take a wizard's spell book he is screwed for the adventure until his party gets it back for him. Uncool. I think spell mastery should be improved somehow, but maybe instead of adding on extra benefits to no end, you could just increase the number of spells it lets you prepare without your book. 3+ int mod isn't that many, but maybe 5+int mod would be. Maybe 7 + int mod would make it worth their while. If taking it at 3rd and 6th would allow me to memorize basically all the spells I want (assuming 18 int and 7+ for 22 spells), I am fairly sure I would take it. Leave the spell book at home and feel safe. I would also suggest that you (assuming you are the DM) inform spellcasters that you intend to threaten their books at the start of the campaign. This way they have fair warning for your intent and will know to take it. Lastly, I'd allow wizards to take spell mastery with their 5/10/15/20th level feats. It seems perfectly reasonable, and would take away some of the 'sting' of using a real slot seeing as metamagic are sort of weak and item creation aren't always desired. [/QUOTE]
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