| Post/Author/DateTime | Post |
|---|---|
| Rannos02-12-06, 04:15 AM | Can a wizard with an 17 Int and a headband of intellect +2 cast 9th level spells? Or 8th level spells for that matter? Would Fox's Cunning benefit? Wish? Thanks! |
| Ryll02-12-06, 04:19 AM | Yes. As long as he wears the headband when casts the spell. |
| smrtgmp02-12-06, 07:29 AM | Can a wizard with an 17 Int and a headband of intellect +2 cast 9th level spells? Or 8th level spells for that matter? So long as he is high enough in level, yes. The source of the intelligence doesnt matter. It should be noted that fox's cunning wouldnt do you much good, since you would have to have a suitabley high int to prepare the spell to begin with. For the record, I have never seen a 17th level wizard with a 17 intelligence (not in 3.x, anyways). |
| Seeker9502-12-06, 12:32 PM | For the record, I have never seen a 17th level wizard with a 17 intelligence (not in 3.x, anyways).That's mostly because few 3.5 players have ever seen a game with standard array stats and wealth by level enforcement. Forgetting that 1st level wizards* eventually become 15th level wizards*, the sympathetic DM allows 1st level wizards* to start out with more than they should. *Wizards can be repalced with any class. |
| smrtgmp02-12-06, 02:53 PM | Even with the standard elite stat array (around which the game is balanced) you'll have a 15 int to start with, which gives you a 19 at level 17. A headband of intellect +6 is well within the wealth limits of a 17th level character, bringing you to a 25. So whats your point? Or are you just playing devil's advocate? |
| green_yawgmoth02-12-06, 03:29 PM | Or are you just playing devil's advocate?He is in law school. ;) http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Seeker9502-12-06, 03:42 PM | So whats your point? Or are you just playing devil's advocate?Partly playing devil's advocate. But in keeping with that... You are assuming a non-multi-classed character who pumps everything into intelligence. You also assume that a headband of intellect +6 is a given. Both of these assumptions are par for the course in third edition. Folks assume they can make or buy exactly what they want, and that their character will have a predetermined "of course I put my stat in X" approach. I miss the days in which the magic you owned was the magic you found. |
| tarkin02-12-06, 06:58 PM | Magic you owned is magic you found never made any sense. It requires the following: 1) Magic items are common enough to be used for combat purposes. 2) Magic items are never sold or traded. 3) Magic items are dificult to make. Those three ideas are contradictory. If something is not so incredibally rare as to be removed from any chance of combat, then it will be sold or traded. If it is dificult to make, it becomes more valuable, thus more likely to be sold/traded, and less likely to end up as spoils of war. Have you looked at ebay? You can buy/sell/trade anything. Valuable things (i.e. magic) are EASIEST thing to trade. The no buying-selling magic game was set up to make it easy to DM, despite the fact that it was as incredibally stupid as saying "You can't make/buy/sell weapons you have to find them." |
| Seeker9502-12-06, 08:48 PM | Magic you owned is magic you found never made any sense. It requires the following: 1) Magic items are common enough to be used for combat purposes. 2) Magic items are never sold or traded. 3) Magic items are dificult to make.Or, to take a less antagonistic approach... It requires the following: 1. Magic item creation is a closely guarded secret. 2. Magic items are made for the rich and powerful. 3. If you want a custom item, find a maker and wait in line. |
| smrtgmp02-13-06, 03:21 AM | You are assuming a non-multi-classed character who pumps everything into intelligence. You also assume that a headband of intellect +6 is a given. Both of these assumptions are par for the course in third edition. Folks assume they can make or buy exactly what they want, and that their character will have a predetermined "of course I put my stat in X" approach.You are correct regarding my assumptions. But I see no reason to deny a high level wizard the ability to craft a +6 headband when he dropped a feat to be able to do so. And how many multi-classed characters accumulate enough caster levels to even make 9th level spells an option? You can only afford to lose 3 caster levels (or 2 as a sorcerer), which doesnt leave you with much wiggle room. I miss the days in which the magic you owned was the magic you found. I dont. Besides that, its not as if it was impossible to make items in past editions. What I do miss is the questing that once went hand in hand with item creation, and as such I still require power components for high end items. IMO, it makes such items more special when they have a story attached to their creation beyond "I spend X gold and Y xp." |
| Seeker of Undeath02-13-06, 05:36 AM | Can a wizard with an 17 Int and a headband of intellect +2 cast 9th level spells?Yes.Or 8th level spells for that matter?Yes.Would Fox's Cunning benefit?Yes.Wish?Yes.Thanks!You're welcome. |
| MagicPrime02-13-06, 09:33 AM | just remember, if you are using an Intellegence buff item and it is removed. You immediatly lose any bonus spells, and or spell levels you gained from the buff starting with your uncasted spellslots for the day. If you regain that item - you have to reprepare the lost spells like normal. Fox's Cunning dosen't really last long enough to be beneficial for this reason of bonus spells, or max spell level. It is more used for a quick buff to your Spell save DCs when your casting. |
| MarkB02-13-06, 09:54 AM | Or, to take a less antagonistic approach... It requires the following: 1. Magic item creation is a closely guarded secret. 2. Magic items are made for the rich and powerful. 3. If you want a custom item, find a maker and wait in line. Hint: 17th-level spellcasters are both rich and powerful, and they generally know lots of secrets. |
| Seeker9502-13-06, 12:01 PM | Hint: 17th-level spellcasters are both rich and powerful, and they generally know lots of secrets.This is true. But acquiring the cash and knowledge should be an in-game endeavor... not the result of grabbing a Feat at a certain level or waltzing into the local Magic-Mart. |
| greycloud2402-13-06, 02:38 PM | yes he could cast those spells. but fox's cunning would not be any help. the spell or item effect must last 24 hours before it confers spellcasting bonuses other then raising the DC of spells casted. if this were not the case then it would be sorcerers who benifited the most by casting eagle's splendor to effectively give them more spells per day from the bonus and net at the minimal another 3rd level bonus spell (cha 12+4= 16 enough for a bonus 3rd level spell) i can't remember where i saw the rule on that but it was very clearly defined as having to last the day before rest began and through the meditation cycle. i am not sure however what would happen if a series of extended duration metamagic fox's cunning were casted to overlap duration through that time period and up till the high level spell was casted. i would probably allow it because of the creativity and resources used to temporarily gain the ability to cast higher level spells. |
| Nom02-13-06, 07:38 PM | If you regain that item - you have to reprepare the lost spells like normal.Unless there are rules in an expansion book, the RAW don't actually cover what happens to bonus spells when a key ability is lost and then regained. The rules cover loss due to death and negative levels, and the FAQ covers the effect on x/day abilities. There does seem to be a precedent that losing an ability (say Int) should cause uncast spells to be lost if possible, but there's no precedent either way about what happens when the Int is restored. Do you lose the spell totally or just temporarily lose access (as per an SLA)? |