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Ring of Maximized Fire Ball?

Eraslin said:
??? It requires an int/cha of 16 to cast a sixth level spell -- which a maximized fireball is. Thus, the save for the fireballs that come from the ring will be DC 16. Still not great, but better than 14.

Additionally, the caster level of a sixth level spell has to be at least 11. Thus, the maximized fireball will be cast at a caster level of 11. Yielding 60 points of damage.

-Eraslin
I think the "automatic 30 points of damage" refers to the fact that at the level that the ring could be made, nothing is going to fail a DC 14-16 reflex save.
 

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Eraslin said:
??? It requires an int/cha of 16 to cast a sixth level spell -- which a maximized fireball is.

No, it requires a 13 Int to cast a maximized fireball. It's a 3rd level spell in a 6th level slot.

You're right about the caster level, though.

-Hyp.
 

Hypersmurf said:
No, it requires a 13 Int to cast a maximized fireball. It's a 3rd level spell in a 6th level slot.

You're right about the caster level, though.

-Hyp.
Wow, I didn't realize this. So a mage with a 9 INT can level up, take metamagic feats, and fill all his high-level slots with metamagicked cantrips?

This is going to make one memorable NPC! Thanks!
 

MerakSpielman said:
Wow, I didn't realize this. So a mage with a 9 INT can level up, take metamagic feats, and fill all his high-level slots with metamagicked cantrips?

10, not 9... but otherwise, yup.

(9 Int is "Can't cast spells tied to this ability".)

From the 3E Main FAQ:

Say an 11th-level wizard has an Intelligence of 15. Can
the wizard prepare a teleport spell (5th-level spell) enhanced
with the Silent Spell metamagic feat and thus use a 6th-level
spell slot that the character (thanks to low Intelligence)
could not use to prepare a 6th-level spell?

Using a metamagic feat makes the spell occupy a spell slot
of higher level, but it does not actually change the spell’s level,
except for Heighten Spell, which does increase the spell’s level.
So long as the wizard in question has enough Intelligence to
cast the spell at its actual level (15 for the 5th-level teleport
spell) the character can cast the metamagic spell. Note that the
character doesn’t have to use metamagic to use the 6th-level
spell slot; the character can simply prepare any lower level
spell in the slot.


-Hyp.
 

Hypersmurf said:
10, not 9... but otherwise, yup.

(9 Int is "Can't cast spells tied to this ability".)

From the 3E Main FAQ:

Say an 11th-level wizard has an Intelligence of 15. Can
the wizard prepare a teleport spell (5th-level spell) enhanced
with the Silent Spell metamagic feat and thus use a 6th-level
spell slot that the character (thanks to low Intelligence)
could not use to prepare a 6th-level spell?

Using a metamagic feat makes the spell occupy a spell slot
of higher level, but it does not actually change the spell’s level,
except for Heighten Spell, which does increase the spell’s level.
So long as the wizard in question has enough Intelligence to
cast the spell at its actual level (15 for the 5th-level teleport
spell) the character can cast the metamagic spell. Note that the
character doesn’t have to use metamagic to use the 6th-level
spell slot; the character can simply prepare any lower level
spell in the slot.


-Hyp.

That's pretty neat. I wasn't aware that they'd made that distinction in the rules. I'd always thought of metamagiced spells as spells of their higher level with the save of the non-metamagic'd spell (with the exception of heighten spell).

-Eraslin
 
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Eraslin said:
That's pretty neat. I wasn't aware that they'd made that distinction in the rules. I'd always thought of metamagiced spells as spells of their higher level with the save of the non-metamagic'd spell (with the exception of heighten spell).

They're considered the level of the base spell for some things (a Maximized Fireball won't get through a Globe of Invulnerability, for example, since all spells of 4th level or lower are blocked), and the level of the slot for other things (you can't put a Maximized Fireball in a wand or a lesser ring of spell storing, since wands can't have spells higher than 4th level, and the lesser ring can only store three levels of spells).

-Hyp.
 

In the same veign what about a Ring of Invisibility, does it last forever, normal rules apply of course, once the command word is used or is their a set duration based on the caster level of the ring? I am curious, and if it is the latter is that the case with all command word items that imitate or perform spells, like say I wanted to create a Ring of Stone Skin with a command word?
 

Ah you guys are missing the point.

What is the point? You can very well have a "use activated" ability on a weapon. ie- a weapon that shoots fireballs everytime you swing it.

Oh, interesting idea, no?

6th level spell (hieghtened fireball). 11th level caster (10d6=60).

Stick this on a bow. Everytime the bow shoots an arrow, a fireball explodes where the arrow hit.

The killer part? The cheap ass cost. 172K gold. (oh think of the applications if you were epic!)

What? Dont have that type of cash in your campaign?

Remember that silly magic missile spell?

1d4+1 ( 3.5 dmg/hit) = $2K
2d4+2 ( 7.0 dmg/hit) = $6K
3d4+3 (10.5 dmg/hit) = $10K
4d4+4 (14.0 dmg/hit) = $14K
5d4+5 (17.5 dmg/hit) = $18K

Oh yeah. :)

(so what, your DM made you check for spell resistance? bah!)

~Chris.
 

Thanee said:
Yeah, that would make sense as a use activated item.

Do you think he meant something like that?
Figuring out a cost for that one would be tricky, tho. :D

Bye
Thanee


To answer your question, we were doing it more for academic purposes. Not Really cursed or anything. I was abit confused on command word and use activated.

The Ring of Invis brings up a good point though, the book price for creating one is 10,800 gp I think. That lead us to figure that some of the more common Fantasy items have different prices outside of the formula do to supply and demand issues by adventurers.

I would be interested in knowing the answer to the duration of a Ring of Stone Skin that had a command word. Would you then have a DR of 10 until the spell absorbed 100 HP, or would it last as the spell duration?
 

That lead us to figure that some of the more common Fantasy items have different prices outside of the formula do to supply and demand issues by adventurers.

It's more that (as Otterscrubber pointed out) that the "formula" is a very rough guideline of what an item might cost. If an item costs above "formula" it's probably because it has proved powerful during playtesting.
 

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