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<blockquote data-quote="Scion" data-source="post: 1487885" data-attributes="member: 5777"><p>Yep, even with your rules he would still have some. But with my way he simply keeps what he has memorized. You force them to forget some for no reason. But you certainly cant force them to forget those that are there from level, if you are doing that then you are so far into houserul territory it is just crazy.</p><p></p><p></p><p></p><p>And this matters how? He isnt able to cast spells anyway, so whatever he has memorized simply stay there without usefullness, nor will you be able to get any new ones. Great. perfectly self consistant.</p><p></p><p></p><p></p><p>Oh? Except that the rules I have quoted to you before specifically state that you only lose them by casting them, forgetting on purpose, or by special abilities that specifically state that you lose them. None of that says that they will forget the ones they have, none of that says that he will go down to zero spells.</p><p></p><p>You are trying to turn a powerful spell into something that makes the mage have 0 spells memorized, that should be very apparently wrong to everyone. That directly contridicts the rules. Along with making the spell much too powerful.</p><p></p><p>Much better is my way of doing things, which follow perfectly with the raw luckily for me.</p><p></p><p></p><p></p><p>He still has those that he had before, and I said that it was an 'extrapolation' and 'possible house rule' to make anyone need to have an effect that changes the amount of spell slots to be there for the entire 8 hours of rest.</p><p></p><p>Of course by your way he had 0 spells no matter what anyway, which is completely false to begin with.</p><p></p><p>So, my rules (sans extrapolation) there is no problem as he rested and it is time to prepare. Your way, he gets his spells back. No contridiction in the two paths at that point, strange how you are so vehement about mine being wrong.</p><p></p><p></p><p></p><p>You still havent shown an abuse yet. Your way, however, would allow the whole party to share a few rings of wizardry, pass around items that boost your casting stat to get a few extra spell castings. Sounds like that is creeping up on the abuse line, or left it behind awhile ago.</p><p></p><p></p><p></p><p>Actually your way makes feeblemind the end all/be all of stopping mages. If you are worried that they might be able to do something to you feeblemind them. Even if they somehow get rid of it instantly they still have <strong>no spells remaining!</strong>. Which means they are glorified commoners. Not bad for a 5th level spell. Effectively it is a save or die that the wizard has a very large penalty for.</p><p></p><p>My way? they get healed and are still in the action, as it should be.</p><p></p><p>Oh, and enervation is d4. touch of idiocy is d6. Which means that the touch might make you unable to cast your higher level slots (or possibly even all spells), takes away up to 3 spells from your pool, and is 2 levels lower! </p><p></p><p>Enervation says it gets rid of spells, touch of idiocy does not. touch of idiocy is already very strong, no need to make it even more powerful.</p><p></p><p></p><p></p><p></p><p>Yep, of course it costs time and resources to fix the mage, so it isnt like it is free. The mage is out for at least one round, as is another character. The spell is already harsh enough as is, incredibly strong. Your desire to make it erase all spells from the mages mind pushes it up into 9th level spell range, or simply not allowable.</p><p></p><p></p><p></p><p>I am sure that 'casting' spells is beyond you as well. Since, once they recover their facilities, they get their ability back then they should be able to cast spells. It isnt like dieing, dieing states that you lose all of your spells prepared. None of these others do. Notice a theme? Lots of things state that they do it, but none of the ones that you want to do it say it. Since it is so proliferant elsewhere why the omission? Possibly because it 'isnt' an omission, you simply dont lose memorized spells with stat damage.</p></blockquote><p></p>
[QUOTE="Scion, post: 1487885, member: 5777"] Yep, even with your rules he would still have some. But with my way he simply keeps what he has memorized. You force them to forget some for no reason. But you certainly cant force them to forget those that are there from level, if you are doing that then you are so far into houserul territory it is just crazy. And this matters how? He isnt able to cast spells anyway, so whatever he has memorized simply stay there without usefullness, nor will you be able to get any new ones. Great. perfectly self consistant. Oh? Except that the rules I have quoted to you before specifically state that you only lose them by casting them, forgetting on purpose, or by special abilities that specifically state that you lose them. None of that says that they will forget the ones they have, none of that says that he will go down to zero spells. You are trying to turn a powerful spell into something that makes the mage have 0 spells memorized, that should be very apparently wrong to everyone. That directly contridicts the rules. Along with making the spell much too powerful. Much better is my way of doing things, which follow perfectly with the raw luckily for me. He still has those that he had before, and I said that it was an 'extrapolation' and 'possible house rule' to make anyone need to have an effect that changes the amount of spell slots to be there for the entire 8 hours of rest. Of course by your way he had 0 spells no matter what anyway, which is completely false to begin with. So, my rules (sans extrapolation) there is no problem as he rested and it is time to prepare. Your way, he gets his spells back. No contridiction in the two paths at that point, strange how you are so vehement about mine being wrong. You still havent shown an abuse yet. Your way, however, would allow the whole party to share a few rings of wizardry, pass around items that boost your casting stat to get a few extra spell castings. Sounds like that is creeping up on the abuse line, or left it behind awhile ago. Actually your way makes feeblemind the end all/be all of stopping mages. If you are worried that they might be able to do something to you feeblemind them. Even if they somehow get rid of it instantly they still have [B]no spells remaining![/B]. Which means they are glorified commoners. Not bad for a 5th level spell. Effectively it is a save or die that the wizard has a very large penalty for. My way? they get healed and are still in the action, as it should be. Oh, and enervation is d4. touch of idiocy is d6. Which means that the touch might make you unable to cast your higher level slots (or possibly even all spells), takes away up to 3 spells from your pool, and is 2 levels lower! Enervation says it gets rid of spells, touch of idiocy does not. touch of idiocy is already very strong, no need to make it even more powerful. Yep, of course it costs time and resources to fix the mage, so it isnt like it is free. The mage is out for at least one round, as is another character. The spell is already harsh enough as is, incredibly strong. Your desire to make it erase all spells from the mages mind pushes it up into 9th level spell range, or simply not allowable. I am sure that 'casting' spells is beyond you as well. Since, once they recover their facilities, they get their ability back then they should be able to cast spells. It isnt like dieing, dieing states that you lose all of your spells prepared. None of these others do. Notice a theme? Lots of things state that they do it, but none of the ones that you want to do it say it. Since it is so proliferant elsewhere why the omission? Possibly because it 'isnt' an omission, you simply dont lose memorized spells with stat damage. [/QUOTE]
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