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General Tabletop Discussion
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Known spells of lower level
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<blockquote data-quote="Drawmack" data-source="post: 482838" data-attributes="member: 4981"><p><span style="color: white"></span></p><p><span style="color: white">I do not have access to my books from work so I am limited to only the SRD. The SRD has nothing to say on the subject of learning spells of a lower level but it has this to say about casting spells of a lower level.</span></p><p><span style="color: white"></span></p><p><span style="color: white"></span></p><p><span style="color: white"></span></p><p><span style="color: white">I would rule that since a spell slot can be used to cast a spell of a lower level then it can also be used to learn a spell of a lower level. Although this is a houserulling and not something from the rules themselves.</span></p><p><span style="color: white"></span></p><p><span style="color: white">I can see two cases where the player might wish to do this. One of the cases is that they have maxed out their third level spells known and really want one more spell this is third level. The other way is if a character's relevent ability score is not high enough to cast spells of the next level, after all it does have to be 19 to cast 9th level spells.</span></p><p><span style="color: white"></span></p><p><span style="color: white">I would acctually handle these two situations a little differently. In the case of just wanting the lower level spell I would work with the player to make a beefed up version of the spell that is of the new level. Beefing up spells is easy enough change duration, increase damage/healing, increase area of effect, up everything by one spell caster level including the maximums. In the case of the ability score being to low I would just say go ahead and take the lower level spell.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Here is an example of beefed up Fireball (the changes are in red so you can see how little I acctually changed it): </span></p><p><span style="color: white">Fireball</span></p><p><span style="color: white">Evocation [Fire]</span></p><p><span style="color: white">Level: Sor/Wiz </span><span style="color: red">4</span><span style="color: white"></span></p><p><span style="color: white">Components: V, S, M</span></p><p><span style="color: white">Casting Time: 1 action</span></p><p><span style="color: white">Range: Long (400 ft. + 40 ft./level)</span></p><p><span style="color: white">Area: </span><span style="color: red">25-ft.-radius spread</span><span style="color: white"></span></p><p><span style="color: white">Duration: Instantaneous</span></p><p><span style="color: white">Saving Throw: Reflex half</span></p><p><span style="color: white">Spell Resistance: Yes</span></p><p><span style="color: white">A fireball spell is a burst of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level </span><span style="color: red">(maximum 11d6)</span><span style="color: white"> to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure.</span></p><p><span style="color: white">The character determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.</span></p><p><span style="color: white">The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.</span></p><p><span style="color: white"></span></p><p><span style="color: white"></span></p><p><span style="color: white">Hope this helps.</span></p><p><span style="color: white"></span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 482838, member: 4981"] [color=white] I do not have access to my books from work so I am limited to only the SRD. The SRD has nothing to say on the subject of learning spells of a lower level but it has this to say about casting spells of a lower level. I would rule that since a spell slot can be used to cast a spell of a lower level then it can also be used to learn a spell of a lower level. Although this is a houserulling and not something from the rules themselves. I can see two cases where the player might wish to do this. One of the cases is that they have maxed out their third level spells known and really want one more spell this is third level. The other way is if a character's relevent ability score is not high enough to cast spells of the next level, after all it does have to be 19 to cast 9th level spells. I would acctually handle these two situations a little differently. In the case of just wanting the lower level spell I would work with the player to make a beefed up version of the spell that is of the new level. Beefing up spells is easy enough change duration, increase damage/healing, increase area of effect, up everything by one spell caster level including the maximums. In the case of the ability score being to low I would just say go ahead and take the lower level spell. Here is an example of beefed up Fireball (the changes are in red so you can see how little I acctually changed it): Fireball Evocation [Fire] Level: Sor/Wiz [/color][color=red]4[/color][color=white] Components: V, S, M Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: [/color][color=red]25-ft.-radius spread[/color][color=white] Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A fireball spell is a burst of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level [/color][color=red](maximum 11d6)[/color][color=white] to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure. The character determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Hope this helps. [/color] [/QUOTE]
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