What good is the "Spell Mastery" feat?

theoremtank

First Post
I've read through the description of the Spell Mastery feat in the Player's Handbook, but I still don't really know what benefit choosing this feat gives.

From what I understand, all you get is more room in your spellbook. Is this correct?

Any official rules explantion of what this feat gives, as far as benefits to a wizard, would be greatly appreciated.

Thanks
 

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More than any other class Wizards are seriously destoryed by being captured and stripped of possessions.

Spellbooks are rediculously expensive to replace if you follow the rules.

Spell Mastery allows certain utility spells like Teleport, Invisibility, Fly, etc. to be prepared without the aid of a spell book in the instance that your clone wakes up without one or you are otherwise deprived of your own.
 

Spell Mastery means that you suck less if you lose your spellbook, and thus, among other things, hopefully have a better chance of surviving and recovering it.

A wiz taking spell mastery is like a fighter taking Iron Will or Alertness. It doesn't make him better at what he already does well, it makes him less deficient in an area where he is already inferior.
 
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Yeah, but IIRC, wizards are still in a bind if they are captured, mugged, etc. because they will not have spell components. To ensure that they will be somewhat effective in dire circumstances, they should probably master spells that do not required foci or components.

/ds
 
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Yes, since you know the spells by heart, you don't need to keep them in a spellbook. That can potentially save you thousands of gold in copies. (since every sane Wizard keeps back up copies of his spellbooks).
 
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doktorstick said:
Yeah, but IIRC, wizards are still in a bind if they are captured, mugged, etc. because they will not have spell components. To ensure that they will be somewhat effective in dire circumstances, they should probably master spells that do not required foci or components.

/ds

Right, for example, Spell Mastery (Knock, Teleport) will get a Wizard out of any jail, since both spells only require verbal components.

Plus, you can still add metamagic feats like Still Spell, Silent Spell and Eschew Material Components to the Mastered spells.

And don't forget, lower level spells can be prepared into higher level slots, so a 10th level caster with Mastery of Magic Missle couls just fill up all his spell slots (except his Cantrip slots) with magic missles.
 
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if I recall correctly (dont have the book with me), FRCS has a feat: Signature Spell which has Spell Mastery as a prerequisite. This feat lets you spontaneously cast one of the spells you have spell mastered.

Which means you can memorise your cool utility spells, and then swap them out for a combat spell as needed. zapzapzap.
 

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