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Innate Spell

( Forgotten Realms Campaign Setting, p. 36)

[General]

You have mastered a spell so thoroughly you can now cast it as a spell-like ability.

Prerequisite

Quicken Spell (PH) , Silent Spell (PH) , Still Spell (PH) ,

Benefit

Choose a spell you can cast. You can now cast this spell at will as a spell-like ability, once per round, without needing to prepare it. One spell slot eight levels higher than the innate spell is permanently used to power it. (Note that spell slots above 9th level can be achieved with the rules in the upcoming Epic-Level Campaigns book.) If the innate spell has an XP component, you pay the XP cost each time you use the spell-like ability. If the innate spell has a focus, you do not need the focus to use the spell-like ability. If the innate spell has a costly material component (see the spell description), you need an item worth 50 times that cost to use as the focus for the spell-like ability. If the innate spell has a material component with negligible cost, you do not need the material component to use the spell-like ability. Since an innate spell is a spell-like ability and not an actual spell, - a cleric cannot convert it to a cure spell or an inflict spell, nor can , it be converted to a signature spell (see the Signature Spell feat). Divine spellcasters who become unable to cast divine spells cannot use divine innate spells.

Special

You can choose this feat more than once, selecting another spell each time. You have to pay the costs in spell slots, focuses, and material components for each innate spell you acquire.

Also appears in

  1. Complete Arcane
  2. Player's Guide to Faerûn
  3. Tome and Blood: A Guidebook to Wizards and Sorcerers

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