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<blockquote data-quote="Telperion" data-source="post: 1331103" data-attributes="member: 15711"><p>I have an NPC who is running a store selling herbs and some legal drugs. That's the storefront anyhow. At the back there are three sections: </p><p></p><p>The first one is for spell components. They are all neatly labeled and placed in whatever containers are necessary.</p><p></p><p>The second one is for illegal drugs and poisons.</p><p></p><p>The third part is for a small selection of scrolls. Now here comes the difficult bit. According to DMG rules if a wizard has a particular spell on his spell list, and has a high enough ability score to cast it, there's only a small caster level check to stop him/her. I just realized that a 3rd level wizard could walk into a store, purchase (with party funds) a couple of 4th level spells and use them fairly certainly. The caster level check DC is only 8, so if the player doesn't roll between 1 - 4 on a d20 he succeeds at casting the higher level spell. </p><p></p><p>So what's stopping an enterprising wizard from walking out of such a store with a couple of <em>Ice Storm</em> scrolls tucked in his scroll-case? He will most likely succeed at using those spells when the time comes, and even if he failes the chances of an actual mishap are fairly low (DC 5, so failure results on a roll of 1 - 4, if the wizard has no Wisdom modifier).</p><p></p><p>Using this system a wizard could start collecting spells that are several levels above him, and still run a fairly small risk of ever harming himself. This seems rather broken to me, but then again I suppose I just don't like my players to have access to <em>Disintegrate</em> at level 3, and have a fairly good chance of casting the spell. (caster level check DC 12)</p></blockquote><p></p>
[QUOTE="Telperion, post: 1331103, member: 15711"] I have an NPC who is running a store selling herbs and some legal drugs. That's the storefront anyhow. At the back there are three sections: The first one is for spell components. They are all neatly labeled and placed in whatever containers are necessary. The second one is for illegal drugs and poisons. The third part is for a small selection of scrolls. Now here comes the difficult bit. According to DMG rules if a wizard has a particular spell on his spell list, and has a high enough ability score to cast it, there's only a small caster level check to stop him/her. I just realized that a 3rd level wizard could walk into a store, purchase (with party funds) a couple of 4th level spells and use them fairly certainly. The caster level check DC is only 8, so if the player doesn't roll between 1 - 4 on a d20 he succeeds at casting the higher level spell. So what's stopping an enterprising wizard from walking out of such a store with a couple of [I]Ice Storm[/I] scrolls tucked in his scroll-case? He will most likely succeed at using those spells when the time comes, and even if he failes the chances of an actual mishap are fairly low (DC 5, so failure results on a roll of 1 - 4, if the wizard has no Wisdom modifier). Using this system a wizard could start collecting spells that are several levels above him, and still run a fairly small risk of ever harming himself. This seems rather broken to me, but then again I suppose I just don't like my players to have access to [I]Disintegrate[/I] at level 3, and have a fairly good chance of casting the spell. (caster level check DC 12) [/QUOTE]
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