Feedback appreciated - Improved Spontaneous Casting


Homebrew and House Rules


Improved Spontaneous Casting
You can cast spells that remove or inflict status ailments spontaneously; doing so expends one channel energy attempt.
Prerequisite: channel energy class feature, spontaneous casting class feature.
Benefit: Your spontaneous casting is expanded to include remove fear, remove blindness/deafness, remove paralysis, remove curse, remove disease and neutralize poison spells if can channel positive energy. Doing so expends one channel energy attempt per spell as well as the appropriate spell level slot. If you are able to channel negative energy, your spontaneous casting is expanded to include: cause fear, blindness/deafness, hold person, contagion, and poison. Doing so expends one use of channel negative energy and the corresponding spell slot.
Normal: You can only spontaneously cast "cure" or "inflict" spells.

I'd figure it would scale with levels as the normal version does; you have to be 7th level to cast neutralize poison. This feat could also be easily avoided with carrying around scrolls of the individual spells, but I wanted to add some flavor and enchance some core abilities.


I can predict some will whine tyhat your breaking the game somehow, or making paladins useless :roll:

Personally, Id have to see more the fluff of why first. If a cleric was dedicated to a "healing" God or such, ok. I always say let the story drive the development; and if there's good story for why the character should be able to expend their power for this (as opposed to munchkin) ok. If his sole reasoning is "but the pally can do it", then Im less willing, ya know?


I think Wizards had a feat for spontaneous domain casting that I liked on similar mechanics. Overall I like the idea, and especially with the Channel uses being a decent ability in my play, it's a reasonable cost. Flavor wise it seems to make sense as the removes are more positive energy like, hold person is the only one in my mind that doesn't seem to fit for negative energy. Unfortunately the only real spells that stand out as negative energy are undead related.

If anything I'd prefer a little more customization in the feat, maybe something as simple as choose two spells you know that are at least one level less than your highest level of available spells, not domain spells. But that is really getting away from the core idea of the feat and more tangent although kind of alternative.


I seem to remember something that did something similar for domain spells.

As far as actual power goes? This one is ok -- you're spending a feat, a per day resource and a spell slot in order to gain a slight benefit. For a feat and a slight amount of gold you could get the same in a scroll form -- which means this feat is about even to me.

I might complain a very little bit as a spontaneous caster about the prepared casters stepping on my toes too much -- but not due to this feat alone -- it would be this feat, in combination with the spontaneous healing, in combination with the arcane item bond, in combination with the spellwhatever chain thing in the APG, that would make me wonder why I'm bothering being a spontaneous caster with all my limits if everyone else is learning ways to do what is supposed to be my specialty.

But... it would be a minor complaint.


lenankamp wrote:

...hold person is the only one in my mind that doesn't seem to fit for negative energy. Unfortunately the only real spells that stand out as negative energy are undead related...

I was trying to find the opposite of the spells for the channel negative energy side of the coin. remove paralysis and hold person seem to oppose each other somewhat.

Bestow curse was one that I thought fit the list as well.

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