| prismaticsoul |
Weird question I know, but hear me out.
I'm slowly drawing together ideas for a generalist wizard build, and I'm really interested in the Wizard of Sun and Moon ACF featured in 3.5e Dungeonscape; basically you trade your familiar for a bonus spell slot at each level that is 2 slots in one. One half of the slot is the "day" slot and can only be cast outdoors or during the day, while the other half is the "night" slot, which can only be used at night or underground. Each half can have a different spell prepared. Only one of these prepared slots can be CAST; the rules say nothing about what happens to either half if one of them is used to fuel feats or abilities that consume spell slots.
I can only think of 3 things off hand that convert a spell slot into something else for a wizard chassis:
Nexus Method feat (Dragon #315) - convert a non conjuration spell slot into a cast summon monster spell of the same level or lower.
Spontaneous Divination ACF (Complete Champion I believe) - convert any prepared spell into a divination of the same level or lower.
Arcane Blast/Shield feats (Pathfinder core) - sacrifice a spell slot to deal 2d6 + 1d6 per spell level of damage, or gain a deflection bonus equial to spell level for 1 round.
Are there any other sort of options like the above to potentially make use of these extra slots in the event the spells I prepare wind up being useless?
I'd prefer options like Nexus Method or Spontaneous Divination that would increase the raw flexibility of the caster...I'm not a fan at all of Blast or Shield.
I'm not posting to argue about whether or not S&M give you 2 slots or not to fuel said abilities; if our DM rules it does, great, if not no big deal...but it would be sweet if they did!
Thank you to everyone that has anything to offer in terms of options! Anything goes short of homebrew regarding this.
| kestral287 |
Reactive Arcane Shield is now a thing if you're using Arcane Shield. From PF's newest book.
On the 3.5 end, Draconic Arcane Grace lets you turn spells into bonuses on saves, and Draconic Breath lets you turn spells into a breath weapon (the latter is not very good, but Arcane Grace is pretty awesome). I believe the various Draconic Lineage feats also let you sacrifice spell slots for some different kind of attack. Those might be Sorcerer-only though.
| prismaticsoul |
Reactive Arcane Shield is now a thing if you're using Arcane Shield. From PF's newest book.
On the 3.5 end, Draconic Arcane Grace lets you turn spells into bonuses on saves, and Draconic Breath lets you turn spells into a breath weapon (the latter is not very good, but Arcane Grace is pretty awesome). I believe the various Draconic Lineage feats also let you sacrifice spell slots for some different kind of attack. Those might be Sorcerer-only though.
Thanks kestral287! None of those sound like the sort of options I was gunning for, but its nice to know there are more than what little I already had. Do you happen to know what books those are out of?
| prismaticsoul |
Reactive Arcane Shield is from the Melee Tactics Toolbox.
The Draconic stuff... I had to check. The Lineage stuff is in Dragon Magic (it's... not very good), while Arcane Grace and Breath are in Races of the Dragon.
Sadly they are Sorc-only. Sorry.
Thanks!
Eh, its not the end of the world...I figured when my google-fu didn't return anything beyond what I already had, that the chances of finding any further uses was going to be slim to none. Worth a shot asking around though, since there are SO many books, and few people have them all ya know?
| Dragonchess Player |
There are a few options in Ultimate Equipment:
Annihilation Spectacles
Price 25,000 gp; Aura moderate transmutation; CL 11th; Weight 1/4 lb.
Creatures viewed through these darkly tinted glasses sometimes seem to flicker briefly in and out of existence. A transmuter can use these spectacles to spontaneously convert any prepared wizard transmutation spell into any other wizard transmutation spell he knows; the desired spell must be of the same level or lower than the prepared spell. Once per day, he may use the spectacles to spontaneously cast disintegrate in place of one of his prepared transmutation wizard spells of 6th level or higher, even if he doesn't know that spell.
Construction Requirements
Cost 12,500 gp
Craft Wondrous Item, disintegrate, creator must be a transmuter
Magician's Hat
Price 20,000 gp; Aura moderate transmutation; CL 10th; Weight —
Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can't exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.
Construction Requirements
Cost 10,000 gp
Craft Wondrous Item, mnemonic enhancer
Headband of Arcane Energy
Price 20,000 gp; Aura strong evocation; CL 13th; Weight 1 lb.
This headband has three swirling patterns of red, green, and blue crystals arching across its length. Three times per day, its wearer can sacrifice an arcane spell to create an offensive blast or defensive shield. The blast is a ranged touch attack with a range of 30 feet, which deals 1d6 points of energy damage (cold, electricity, or fire) per spell level sacrificed. The shield creates a swirling band of energy that lasts 1 round and gives the wearer a deflection bonus to AC equal to 2 + the level of the spell sacrificed.
Construction Requirements
Cost 10,000 gp
Arcane Blast, Arcane Shield, Craft Wondrous Item, prismatic spray
Amulet of Magecraft
Price 20,000 gp; Aura moderate universal; CL 9th; Weight 2 lbs.
A universalist wizard who selects the amulet as his bonded object may choose one school of spells each day when he prepares spells. He then can use the necklace to spontaneously convert any prepared wizard spell of that school into any other wizard spell of that school he knows—though the desired spell must be of the same level or lower than the prepared spell. For example, if the wizard chooses evocation when he prepares his spells that morning, until the next time he prepares spells, he can spontaneously convert a prepared fireball into any other evocation wizard spell of 3rd level or lower that he knows.
Construction Requirements
Cost 10,000 gp
Craft Wondrous Item, permanency, creator must be a universalist
Necromancer's Athame
Price 20,000 gp; Aura moderate necromancy; CL 11th; Weight 2 lbs.
This pallid length of sharpened thighbone is carved into the shape of a dagger, but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer who selects this athame as his bonded object can use it to spontaneously convert any prepared wizard necromancy spell into any other wizard necromancy spell he knows; the desired spell must be of the same level or lower than the prepared spell.
Construction Requirements
Cost 10,000 gp
Craft Wondrous Item, create undead, creator must be a necromancer
It's not exactly what you asked, but a staff of the master can also give some flexibility in using metamagic:
Staff of the Master
Price 30,000 gp; Aura moderate necromancy; CL 8th; Weight 5 lbs.
Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one for each school of magic. This particular staff is for the school of necromancy. Aside from acting as a +1/+1 quarterstaff, this staff allows use of the following spells:
•Ray of enfeeblement (1 charge)
•Spectral hand (1 charge)
•Vampiric touch (2 charges)In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell's level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.
Construction Requirements
Cost 15,300 gp
Craft Magic Arms and Armor, Craft Staff, ray of enfeeblement, spectral hand, vampiric touch
| prismaticsoul |
There are a few options in Ultimate Equipment:
Ultimate Equipment wrote:Annihilation Spectacles
Price 25,000 gp; Aura moderate transmutation; CL 11th; Weight 1/4 lb.
Creatures viewed through these darkly tinted glasses sometimes seem to flicker briefly in and out of existence. A transmuter can use these spectacles to spontaneously convert any prepared wizard transmutation spell into any other wizard transmutation spell he knows; the desired spell must be of the same level or lower than the prepared spell. Once per day, he may use the spectacles to spontaneously cast disintegrate in place of one of his prepared transmutation wizard spells of 6th level or higher, even if he doesn't know that spell.
Construction Requirements
Cost 12,500 gp
Craft Wondrous Item, disintegrate, creator must be a transmuter
Ultimate Magic wrote:...Magician's Hat
Price 20,000 gp; Aura moderate transmutation; CL 10th; Weight —
Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can't exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.
Construction Requirements
Cost 10,000 gp
Craft Wondrous Item,
Interesting items, if only most of them would work for generalists. The amulet is cool, but I was considering the exploiter archetype as well, and sadly getting arcane bond and a familiar back and Sun&Moon is gonna be a trial...maybe have to throw in Eldritch Heritage into the mix to make it all viable.
Thanks for the post!
| UnArcaneElection |
A Blackfire Adept (Darkfire Adept on d20pfsrd.com) of 4th level or higher can convert a spell of 4th level or higher into a Blackfire Eruption. Works like Unholy Blight (but with a sort of built-in Intensify Spell feature if you sacrifice a higher level spell slot, and it also works on objects), so the damage isn't all that great against most targets, so best used to finish off targets that you have already brought to low hit points with a more powerful type of blast (it has a Disintegrate effect on anything it kills), although with the obvious downside of also destroying most of their items. Note that this prestige class has Non-Good as a prerequisite.
| prismaticsoul |
A Blackfire Adept (Darkfire Adept on d20pfsrd.com) of 4th level or higher can convert a spell of 4th level or higher into a Blackfire Eruption. Works like Unholy Blight (but with a sort of built-in Intensify Spell feature if you sacrifice a higher level spell slot, and it also works on objects), so the damage isn't all that great against most targets, so best used to finish off targets that you have already brought to low hit points with a more powerful type of blast (it has a Disintegrate effect on anything it kills), although with the obvious downside of also destroying most of their items. Note that this prestige class has Non-Good as a prerequisite.
Interesting, but is it worth prestiging out of Wizard? I sadly cannot look at the srd at work.
| UnArcaneElection |
^It depends:
0. Are you a Focused Conjurer who is up to No Good, knows Augment Summoning, has kept up on your Spellcraft and Planar Knowledge and (of course) Summon Monster spells, and knows how to speak Abyssal and Infernal? Keep reading.
1. Are you up for having Sacred Summons with an Evil aura, even if you do not meet the qualifications, in exchange for 1 less level of spellcasting/caster level progression (just spellcasting progression if you have Magical Knack and no other dips?
2. Are you up for Blackfire Taint, which is a +1 profane bonus on attack rolls and caster level checks against your target, and the target takes a –1 penalty on saving throws against the adept's attacks (or –2 if the attack is a conjuration effect), that scales up later on?
3. Are you okay with making a Blackfire Pact with a type of Evil outsider that gives you a +1 profane bonus on saving throws, caster level checks, Charisma checks, and Charisma-based skill checks, and when using the planar ally or planar binding spells, lets you call 2 additional Hit Dice of outsiders with the chosen subtype, and those creatures gain temporary hit points equal to your class level, a +1 profane bonus on saving throws, and a +1 profane bonus to the caster level DC for effects that would banish, dismiss, or dispel them, that also scales up later on?
4. Do you want to be able to sacrifice a spell to get a Blackfire Eruption finish off an opposing party that you have brought low with a previous blast (note: Metamagic Rods of Quicken Spell and Dazing Spell are recommended for this, to be used in rapid succession) so that they can't come back from the dead using anything short of True Resurrection, Miracle, or Wish, and you don't mind missing out on the loot?
5. Do you want to have a shot at getting your Summons in even when warded out by magical effects that block summoning and calling, in exchange for another 1 less level of spellcasting/caster level progression (just spellcasting progression if you have Magical Knack and no other dips, which eventually scales to even breaking into Anti-Magic Fields and dead magic areas in exchange for another 1 less level of spellcasting/caster level progression?
6. (Scaling up of some previous stuff)
7. Do you want to enable your summons to use their own innate summoning abilities that they would not normally be able to use, so that you can REALLY call in a Breaching Legion?
8. Do you want Accursed Sympathy, so that damage done by your summons is increased, and gives you temporary hit points when they kill your enemies?
9. (Scaling up of some previous stuff, in exchange for the 3rd less level of spellcasting/caster level progression)
10. Do you want to be able to cast a specialized Blackfire Eruption (Riftward Breaching) as an Immediate Action against enemy summons, that has a chance to consign them to the Lower Planes even if it doesn't kill them (this is also where #5 scales up enough to give you a shot at overcoming those pesky overpowered Anti-Magic Fields)?
If the answer to the above questions is Yes, I'd say it is worth prestiging out of Wizard. (You don't lose that much for prestiging out of Wizard anyway if you have Magical Knack and a bonded object instead of a Familiar.)
| prismaticsoul |
^It depends:
0. Are you a Focused Conjurer who is up to No Good, knows Augment Summoning, has kept up on your Spellcraft and Planar Knowledge and (of course) Summon Monster spells, and knows how to speak Abyssal and Infernal? Keep reading.
1. Are you up for having Sacred Summons with an Evil aura, even if you do not meet the qualifications, in exchange for 1 less level of spellcasting/caster level progression (just spellcasting progression if you have Magical Knack and no other dips?
2. Are you up for Blackfire Taint, which is a +1 profane bonus on attack rolls and caster level checks against your target, and the target takes a –1 penalty on saving throws against the adept's attacks (or –2 if the attack is a conjuration effect), that scales up later on?
3. Are you okay with making a Blackfire Pact with a type of Evil outsider that gives you a +1 profane bonus on saving throws, caster level checks, Charisma checks, and Charisma-based skill checks, and when using the planar ally or planar binding spells, lets you call 2 additional Hit Dice of outsiders with the chosen subtype, and those creatures gain temporary hit points equal to your class level, a +1 profane bonus on saving throws, and a +1 profane bonus to the caster level DC for effects that would banish, dismiss, or dispel them, that also scales up later on?
4. Do you want to be able to sacrifice a spell to get a Blackfire Eruption finish off an opposing party that you have brought low with a previous blast (note: Metamagic Rods of Quicken Spell and Dazing Spell are recommended for this, to be used in rapid succession) so that they can't come back from the dead using anything short of True Resurrection, Miracle, or Wish, and you don't mind missing out...
I so dislike caster level drops. :-(
It kind of sounds interesting for a conjurer based soup with things like Malconvoker and other classes though.
Honestly for this character, I was strongly considering the Summon Neutral Monster feat.