Instincts — Minxaer’Iqe
(Alteration)
(Mentalism)
Level: 6
Range: 0
Components: V, S, M
Casting Time: 1 rd.
Duration: 1 hour/level
Area of Effect: The caster
Saving Throw: None
This spell increases the connection of the caster to the Weave and his own mind to an extent that he need only think to cast their spells, although the other proper material components must also be met for the desired spell to be cast. Thus a wizard under the influence of this spell can cast spells very quickly, each spell cast that is of 6th-level or lower is cast at will, that is at a casting time of 1. Spells that are of 7th-level or higher are reduced to half their typical casting time, and those few high level spells with casting times of 6 or lower are likewise reduced to a casting time of one. No somatic components are required, nor must the caster hand any material components to cast later magics, he need only have them on his person.
The only drawback to this instinctive spellcasting is, however, that the caster’s instincts are in full control of his Art; so at any given time or situation he can cast a spell for the proper situation, yet he does so quickly that he may not be able to control when to cast magics and when to hold back. The caster’s first reaction in spell battle tactics is upheld, as he will not hold back in casting long enough to choose a different spell.
The recipient of the instincts spell may try to actively control this quickening in spellcraft, yet it is extremely hard to control ones own natural urges and years of spell experience. The first reaction with this spell active is usually the one carried out.
In order to cast quickly and choose spells normally, the caster must first make a saving throw vs. spell with a penalty equal to ½ of his level (rounded up), and with only his magical defense adjustment from having a high Wisdom score increasing his chances; also having a low Wisdom score could further lessen his chances, by imposing yet another penalty. No magical bonuses apply from items or other spells, innate bonuses and penalties apply, like the +2 bonus against magic of the drow, etc.; as these bonuses are derived from their increased understanding of the arcane.
Thus a 12th-level wizard with a 15 Wisdom casting this spell would have to succeed a saving throw vs. spells against an 18 [8 (save of a 12-level wizard) – 6 (his level) + 1 (Wisdom bonus) = 13].
The material components of instincts are the will of the caster, and all the other material components of any spell he casts after this spell is in effect.
Notes: Created by the minxaer’Iqe for trade with lesser spellcasters; rare spell.