Slaved said:
Well, certainly a line could be added in to make it not work in a time stop as well?
If you want a lot of spells off in a longer battle I can see what you mean. But my question earlier about the +4 intelligence instead of this spell still stands in my opinion. It is not quite as effective but at the same time it also uses half of the spell slots.
Short term buff type spells are usually pretty tough. Using up the first round of combat is a significant sacrifice.
Perhaps if it skipped a round every other round? First round cast, second round extra standard action, third round nothing, fourth round extra standard action, ...
Well, let's see how it compares. I'll assume that you have enough spell slots to cast plenty of Fireballs. At level 5, you'd only have two 3rd level spells, assuming a good Int, so you'd have to switch to 2nd or 1st level spells - but Fox's Cunning doesn't help with most 1st/2nd level attack spells (e.g. Magic Missile or Scorching Ray).
At higher levels, you'll have plenty of Fireballs - and even better spells besides!
Option 1: Use Fox's cunning
Round 1 - Fox's Cunning
Round 2 - Fireball (+2 DC due to Fox's Cunning for the rest of the battle)
Round 3 - Fireball
Round 4 - Fireball
Round 5 - Fireball
Option 2: Use Haste.
Round 1 - Haste
Round 2 - Fox's Cunning, then Fireball (+2 DC due to FC)
Round 3 - Fireball, Fireball
Round 4 - Fireball, Fireball
Round 5 - Fireball, Fireball
Option 1 gets you four Fireballs, each at +2 DC.
Option 2 gets you seven Fireballs at +2 DC (or eight Fireballs at normal DC).
Of course, if most fights wind up in round 2 or 3, Haste doesn't help as much.