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Spellcasting Prodigy - Whats the beef?

Randolpho said:
Hmm....

I'm afraid I have to agree. No feat should grant additional spells.

Not even Extra Spell, from T&B?

Re Spellcasting Prodigy: as said by others, it fails the "would everyone take this feat" test. The fact that they put so many restrictions on who can take it (DM approval necessary, only at character creation) just points to the fact that it's very good. There aren't that many ways to boost spellcasting power, especially save DCs.

Furthermore, these restrictions are meaningless in practice. Either you allow someone to the feat, in which case you have a potentially overpowered spellcaster, or you don't allow it, which is just the same as banning the feat. So it doesn't solve anything.
 

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It doesn't really grant additional spells. It does grant *an* additional spell. And depending on what your initial stat is to begin with, you might end up waiting *several* levels before you get that extra spell per day. (This is one of those feats you have to take at first level, am I remembering this right?) And of course all the while you're essentially minus that feat (except that +1 on your save DCs -- not +2 as someone said above, btw).

Seriously, I wouldn't waste a feat on this one.
 

I actually kinda-sorta support powerful feats that can only be taken at first level. Its a great way to help a power-gamer (or even a roleplayer) to develop a character idea.
 

Yeah, but the point could be made that while only granting you one more spell, it's very likely that will be a very _high level_ spell, which of course are way more valuable to you when you _do_ finally get to those high levels.

Personally, I would take this feat in a heartbeat; but IOC we always use point-buy. ;)
 

A few of my players had some reservations about the feat the first time they saw it, and the resident power gamer tried on his next character. And his conclusion was that it wasn't really worthwhile to have taken it. I tend to agree myself, I've used it for a couple specific concept characters, but other than that it hasn't seen much, if any use in any of my groups.

Of course YMMV :)
 

I think it fails the knee-jerk test, but the knee-jerk test of "do I take this or not" is usually predicated by some sort of idea about how long the game will run.

In a long term campaign, I'd never take it.

In a weekend slugfest going the entire weekend long, I may always take it on spellcasters.

Just the way the cookie crumbles.

Similar to most people's knee-jerk desire to multiclass.

Very low level games that peak around 6th level, multiclassing is much more attractive. You don't generally have the reqs to be any of the truly interesting prestige classes and the downside isn't really there for multiclassing. Higher level games, its a trickier issue as you don't want to loose the high-end benefits, etc.
 

This feat is also a great way for a non-spellcaster type to multi into a wizard or sorc later on in the game without having to concoct some bizarre set of circumstances. Yeah, he may be a natural spellcaster, but he joined the army instead. Now, he seeks to unlock his hidden potential.

Trust me, this feat isn't that powerfull. I have played many a wizard, and the first time I took this feat I regretted it later on, as it became apparent that the power boost I had at lower levels didn't mean squat once I reached the upper teens. So, like many feats, it's a tradeoff. Do I want a boost in power right now that will fade off when I get higher level, or should I get something that will help me in the long run?

Choices. It is what 3e's all about.
 

Plus, as Eric says -- the only thing you get out of it at 1st level is a +1 to DC. you don't even get the extra spell until higher level!

Exception: you have an 18 in your Prime score, and put this in - at 20 INT, you get two extra first level spells. WHOOPEEE! :)

It is not that big of a feat, and of the 2 wizards, 1 sorcerer, and 3 clerics I have played, I have taken it a total of ZERO times. Improved Init, or spell Focus, or point blank shot to help my ranged touch attacks, were always far mroe helpful than this feat.
 

I use it as a feat to help define the character. I'm starting a character who has this feat. This is only the second time I've ever seen it used. My character was a slave of the clergy, but was recongized as having great talent. So, he was freed and made a priest. (The character is called Valen and currently in Rogues Gallery if you are interested). It is not overly powerful, it's a nice little boost. Feats are better to help define a character, not ecause of what they can do.
 

Henry said:
Plus, as Eric says -- the only thing you get out of it at 1st level is a +1 to DC. you don't even get the extra spell until higher level!

That +1 to DC is basically the reason it's so powerful.

Disintegrate save DC for a 12th level, 20 Int wiz (very average for that level): 10 + 5 (Int) + 6 (spell level) + 2 (Spell Focus, Transmutation) + 2 (Greater SF, Transmutation) + 1 (Spellcasting Prodigy) = 26. A fighter with a +16 Fort save has a 50% chance of failing right there. Because there's relatively few effects that influence save DCs, and the consequences for failure can be great, feats like Spell Focus and Spellcasting Prodigy are highly valuable. Basically if you're going to be casting offensive spells a lot, you want this feat (and Bloodline of Fire if you can get it).
 

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