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<blockquote data-quote="pyk" data-source="post: 1486019" data-attributes="member: 14254"><p>Yup, here's a good one.</p><p></p><p>Wizard gets hit by Feeblemind. As per your rules, he still has those spells he prepared until he rests. Before the party gets to town, they rest.</p><p></p><p>Now, as he has only Int of 1, he regains - NO SPELL SLOTS:</p><p></p><p></p><p>and loses all he had prepared, as he is not eligible for any, now.</p><p></p><p>Just after he wakes up, a wandering cleric happens by, and the party asks for help. Cleric casts Restoration on the wizard, and now he has 30 Int.</p><p></p><p>But - by your rules - he now still has no spells available for the day, as he already rested and had none to accumulate.</p><p></p><p>So, not only was he hosed before the cleric came by, but now he's hosed for the rest of the day as well, until he's able to rest and prepare again the next night.</p><p></p><p></p><p></p><p>Now, I know what you'll say, that the wizard only has to wait until they get to the place that will cure him before he rests. But, then, I ask you, how does a character with an Int of ONE know that he should wait to rest? And how does the rest of the party convince him to do so, as he does not understand what they are trying to communicate to him? He will simply rest as soon as he feels as he needs to sleep.</p><p></p><p></p><p>However, by our interpretation of the RAW, using more than just one or two paragraphs to ascertain our beliefs, it could happen this way.</p><p></p><p>Same wizard, same senario, same wandering cleric, same time frames.</p><p></p><p>As soon as the Cleric casts Restoration, the wizard now has available spell slots, and his mind has been freshened for the preperation task. He sits down with his spell book and studies for an hour, thus regaining all his spells.</p><p></p><p>Now, how is our way abusing the poor wizard, who is now able to get all new spells, since the spell slots are not renewed only in the period after rest, but all day?</p><p></p><p>Yet your way does still leave the poor wizard with no spells for the rest of the day, even though he is eleigible for his full allotment.</p><p></p><p>Yes, your way does open up some severe abuse.</p><p></p><p>Even if the wizard were to go straight back to sleep, which would require some sort of chack to make sure he could sleep/rest for 8 straight hours, and then study his book, this still grants your way an additional 8 hours over what our way grants, if not more.</p><p></p><p>Normal checks including, but not limited to, encounters same as any other rest period.</p><p></p><p></p><p></p><p>How are these mage slayers? I was not aware the spelss did any other damage than lowering mental stats - was there something I missed? No, there wasn't.</p><p></p><p>Funny how the 5th level Feeblemind spell - your way - is less powerful than the fourth level spell Enervation.</p><p></p><p>Enervation causes one to lose 1d6 LEVELS which includes one spell of the highest spell level for each character level lost, among other juicy bits. Those spells are not suddenly 'remembered' after the spell wears off, either. Even if it is removed the next round after casting.</p><p></p><p>Yet, you advocate that a mage hit with Feeblemind should be allowed to 'remember' all his uncast spells, and then still can cast them after the spell is removed, as long as he has not yet rested.</p><p></p><p>Now, how anyone with scrambled eggs in their skull can remember spells is beyond me.</p></blockquote><p></p>
[QUOTE="pyk, post: 1486019, member: 14254"] Yup, here's a good one. Wizard gets hit by Feeblemind. As per your rules, he still has those spells he prepared until he rests. Before the party gets to town, they rest. Now, as he has only Int of 1, he regains - NO SPELL SLOTS: and loses all he had prepared, as he is not eligible for any, now. Just after he wakes up, a wandering cleric happens by, and the party asks for help. Cleric casts Restoration on the wizard, and now he has 30 Int. But - by your rules - he now still has no spells available for the day, as he already rested and had none to accumulate. So, not only was he hosed before the cleric came by, but now he's hosed for the rest of the day as well, until he's able to rest and prepare again the next night. Now, I know what you'll say, that the wizard only has to wait until they get to the place that will cure him before he rests. But, then, I ask you, how does a character with an Int of ONE know that he should wait to rest? And how does the rest of the party convince him to do so, as he does not understand what they are trying to communicate to him? He will simply rest as soon as he feels as he needs to sleep. However, by our interpretation of the RAW, using more than just one or two paragraphs to ascertain our beliefs, it could happen this way. Same wizard, same senario, same wandering cleric, same time frames. As soon as the Cleric casts Restoration, the wizard now has available spell slots, and his mind has been freshened for the preperation task. He sits down with his spell book and studies for an hour, thus regaining all his spells. Now, how is our way abusing the poor wizard, who is now able to get all new spells, since the spell slots are not renewed only in the period after rest, but all day? Yet your way does still leave the poor wizard with no spells for the rest of the day, even though he is eleigible for his full allotment. Yes, your way does open up some severe abuse. Even if the wizard were to go straight back to sleep, which would require some sort of chack to make sure he could sleep/rest for 8 straight hours, and then study his book, this still grants your way an additional 8 hours over what our way grants, if not more. Normal checks including, but not limited to, encounters same as any other rest period. How are these mage slayers? I was not aware the spelss did any other damage than lowering mental stats - was there something I missed? No, there wasn't. Funny how the 5th level Feeblemind spell - your way - is less powerful than the fourth level spell Enervation. Enervation causes one to lose 1d6 LEVELS which includes one spell of the highest spell level for each character level lost, among other juicy bits. Those spells are not suddenly 'remembered' after the spell wears off, either. Even if it is removed the next round after casting. Yet, you advocate that a mage hit with Feeblemind should be allowed to 'remember' all his uncast spells, and then still can cast them after the spell is removed, as long as he has not yet rested. Now, how anyone with scrambled eggs in their skull can remember spells is beyond me. [/QUOTE]
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