I have a weird train of thought.1: So I was looking for a way to make rock lee's primary lotus.
2: I decide to be devious and try to put explosive runes spell on the bandages.
3: So how do I set them off? with a contingent spell for dispel magic: area.
4: OK. So how do I chain contingent spells So I don't have to load them each time? (couldn't find how) HOWEVER it lead me to this.
First you will need to buy Bracelets of Spell Sharing
Bracelets of Spell Sharing: If two creatures each wear one part of a set of these bracelets, any spell cast by one of them that has a target of you or range of personal, affects both creatures as long as they are within 60’ of each other. If the range is greater the duration is halved. Moderate Transmutation: CL 10; Craft Wonderous Item, share spell ability or shield other; Cost: 30000gps, 2400xps, 60 days: Price: 60000gps.
Second we use contingency spell
Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: At least 10 minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or until discharged
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
Material Component
That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus
A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.
the spell does say "The spell to be brought into effect by the contingency must be one that affects your person"
but to that I say... well, damage effects my person. any spell effects a caster in that they lose that spell usage for the day.
due to the loose wording of the spell, ANY spell meets these requirements.
THEN we take the echoing spell metamagic feat
Echoing Spell (Metamagic)
You have learned how to release most, but not all, of a spell’s potential when you cast it.
Benefit: When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell.
If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot.
Level Increase: +3 (an echoing spell uses up a spell slot three levels higher than the spell’s actual level.)
...Some may already notice where this is going.
All we do is cast a contingency spell of ... lets say an echoing fire ball.
due to share spell ring it is applied to your follower as well.
Now we use one of many ways to make the follower temp immune to the fireball and set off the contingency spell.
For the rest of the day.(echoing sadly only lasts 1 day QQ) Your level 1 follower can cast a Fireball.
MORE CHEESE PLEASEWhile you can only have 1 contingent spell active on yourself/any creature, your followers don't count as you(duh)
This means you can make as many of these as you have spells over days/CL time span.
activate the contingency when you want to go off on your adventure.
and have a disposal of x amount of whatever spells you want.
Wizards don't have enough versatility? Buy some cheap hirelings to take with you everywhere and cast spells that you prepared on a different day!
So now your level 1 followers from leadership have a use other than sitting there making money.
If you can lower the effect or the level adjustment of spell's(spell perfection?) you could have any 6th level spell on your minion.
(currently a base max of 3rd level spells due to echoings +3 spell levels)
If you used the reserves of strength feat (depending on the *interpretation)
Reserves of Strength [General]
When you cast a spell, you can choose to increase its effective caster level at the cost of exhausting yourself.
Prerequisites: Iron Will, spellcaster level 1.
Benefit: when you cast a spell, you can decide to increase your caster level with that spell by 1, 2, or 3, but you are stunned for an equal number of rounds immediately after doing so. Your increased caster level affects all level-based variables of the spell, including range, area of effect, spell penetration, and the difficulty of dispelling the spell. You can exceed the normal level-fixed limits of a spell with this feat, so a 9th-level wizard could use Reserves of Strength to cast a fireball as a 12th-level wizard and deal 12d6 fire damage.
If you are not subject to stunning effects, you instead suffer 1d6, 3d6, or 5d6 points damage when you call upon your Reserves of Strength feat.
We could take the spell level up to epic if we had the spell slots to do so.
*The feat reserves of strength can be interpreted in 1 of 2 ways.
1:It unlocks the uppermost cap of the spell. (no caster level limit.) (a caster level(CL) 20 would hit a 20d6 fireball)(this is "you break it you buy it" so use this interpretation for ideas at breaking this further.
)
2:it only allows the +3 to caster level bypass the limit. (a caster level 20 would deal a 13d6 fireball)
Can anyone find a way of making this more "you break it you buy it" worthy?
better yet. What spells would you want to use on a level 1 follower? form of the dragon 3?
Other peoples idea's: