Kmart Kommando
First Post
Heh, so much for getting rid of Enervation volleys followed by Blasphemy. :\
So, you're saying that popping a wizard with negative levels is going to make his familiar dumber as well? That's just mean to Mr Fuzzy.
The only restriction placed on casting spells in the whole SRD is casting stat must be 10 + spell level.
Would the Barbarian lose his DR, or his improved versions of Rage? or his Uncanny Dodge? Does the Rogue lose his Trapsense? (which amounts to doubly penalizing the character for gaining negative levels.) His fistfuls of Sneak Attack dice? Is Enervation a magical stupid ray that makes the Rogue forget that the pointy end goes into the other man?
If a Warforged Juggernaught loses a few levels, does he magically regain the ability to be healed by Conjuration (Healing) spells? Would a paladin forget how to summon his Poke'Mount?
If you stick it to one class, you have to stick it to all of them, and that's something the writers didn't want to deal with, which is why it's just -1 to all calculations, without taking any abilities away.
The 2d6 fireball can still go off. Having to toss a 2d6 fireball is punishment enough.
So, you're saying that popping a wizard with negative levels is going to make his familiar dumber as well? That's just mean to Mr Fuzzy.
The only restriction placed on casting spells in the whole SRD is casting stat must be 10 + spell level.
Would the Barbarian lose his DR, or his improved versions of Rage? or his Uncanny Dodge? Does the Rogue lose his Trapsense? (which amounts to doubly penalizing the character for gaining negative levels.) His fistfuls of Sneak Attack dice? Is Enervation a magical stupid ray that makes the Rogue forget that the pointy end goes into the other man?
If a Warforged Juggernaught loses a few levels, does he magically regain the ability to be healed by Conjuration (Healing) spells? Would a paladin forget how to summon his Poke'Mount?
If you stick it to one class, you have to stick it to all of them, and that's something the writers didn't want to deal with, which is why it's just -1 to all calculations, without taking any abilities away.
The 2d6 fireball can still go off. Having to toss a 2d6 fireball is punishment enough.