Clerics, rangers, wizards, and other classes who must prepare their spells each day must prepare exactly half of their spells (rounding up). The other half may be cast spontaneously from among the spells that they know.
Like clerics, druids may convert a prepared spell into a cure spell of the same level.
The haste spell: Haste allows up to half, or if an odd number, just over half, of the melee attacks in the partial action part of the round as s/he could make in a full-round attack. Example: If an archer can use three arrows in his full-round attack, he can use two more arrows when hasted (total of 5). If a ranger can make four attacks in a full-round action, she can make two attacks when hasted (total of 6). However: a hasted rogue can never have more than two sneak attacks in a round – one for the regular part of the round and one for the partial part of the round. As per the PHB, haste allows a spellcaster to cast two spells and one move-equivalent action (and one 5-ft step), provided that the spell is a 1-action spell rather than a full-round action.The Polymorph spell: The Poly other and Poly self spells are as written in the 3.0 PHB, EXCEPT: The new form must be one of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form cannot have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to change to an incorporeal or gaseous form. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action. The subject gains all the melee and missile attacks possessed by the form (including pounce, grab, trip, engulf, tail slap, etc.) but does not gain other extraordinary or supernatural or spell-like abilities, such as breath weapons, although you do get darkvision if creature has darkvision. It can use its own feats and skills, as long as the new form can reasonably accommodate that feat. Magic items worn by the target will resize if the creature has equivalent body parts – e.g. belts will resize for nearly any creature as long as it has anything like a waist, even snakes (but not, say, beholders), but armor will not resize unless it has a torso, two arms and no wings. Rings will resize for any creature with hands or paws, like a dragon, but not, say, for lobster-like claws or hooves. If the item does not resize, it temporarily disappears into the new form. Chance of being disoriented in the new form (-2) decreases over the first five battles or days that the form is assumed. Spell duration: 1 hour/level. Likely new forms:
- Aberrations: Chuul (lobster-like; good natural armor; strong); OR Umber Hulk
- animal: Giant Squid
- dragon, fey,
- giant, humanoid, monstrous humanoid,
- magical beast,
- ooze, plant
Do gloves of dexterity stack with cat’s grace?
No. Both involve enhancement bonuses to ability scores. There are several types of enhancement bonuses (armor, attacks, ability, see 3.0 DMG, p. 177), and these stack with one another … but since both the gloves and the spell both enhance dexterity in exactly the same manner, they do not stack.
Does the amulet of magic fists stack with magic fang?
No: both are enhancement bonuses. For more info, click here. Note that this site is for 3.5th edition.
What’s the deal with ioun stones?
Ioun stones orbit around you, which is cool, especially as it adds a magic bodyslot. Other people can grab them and take them away from you, although it’s hard and wastes one of their attacks. Careful about the bonuses, as the key question is whether they stack with mage armor, amulets, etc or not.
SCROLLS AND WANDS:
Our take on scrolls and wands is similar, but not identical to the DMG’s take. Note that these rules do NOT apply to rods or potions, which work automatically for all characters regardless of level and class.
Note also that the scroll/wand casting process is highly Wisdom-dependent. If your tactics require that someone cast a scroll that bears a high chance of scroll mishap, consider buying a potion of owl’s wisdom. The effect of a scroll mishap, if it occurs (see below) is the DM’s choice—it could be anything from losing the spell to having a weird side effect.
- Divine spellcasters may attempt to cast ANY divine spell from a scroll. Arcane spellcasters may attempt to cast any arcane spell.
- If the caster has spells of this level, he or she automatically casts the spell perfectly. For example, Clement can cast cleric spells of levels 0-4, so he automatically can cast all cleric, druid, or ranger scrolls of level 0-4. Tegan can cast ranger spells of levels 0-2, so she can automatically cast all divine scrolls of level 0-2. [You have a bonus 2nd level spell, right, Tegan?]
- DM Clement has sent you tables (see Clement’s e-mail) which show the percentage of scroll mishaps from casting higher level spells from scrolls – roll two d10s as percentile dice.
- If your ability score is at least three points below the minimum required to cast the spell, then there is an additional scroll mishap penalty, which works like a range increment. If you are three points below, add 10% to your scroll mishap percentage. If four, 20%; if five, 30%, etc.
ROGUES AND BARDS: “Use Magic Device”
- If Juno wishes to use a wand or scroll (unlikely, I know), or Billy wishes to use a wand or scroll that is divine magic (and not on his class list), there will be two rolls. The first roll is on Clement’s “Use Magic Device” spreadsheet. It tells you whether you lose the magic on the scroll, or successfully “punk” the scroll into believing you are a cleric, sorcerer etc. Your Use Magic Device roll also tells you what level of caster you’ve pretended to be. (See spreadsheet).
- If your fake “caster level” is sufficient to cast the scroll, you succeed automatically. Otherwise, roll on the scroll mishap spreadsheet above.
- “Use Magic Device” is a very chancy thing – note the wide variety of possible outcomes.
Frightful Presence: Marielle has an Amulet with various enchantments, including the dragon-like ability of Frightful Presence. To “activate” it, the wearer needs to 1) be clearly SEEN by the foes, so that they are awestruck by her enchanted aspect (not a gaze weapon; they just need to see her and get a sense of how frightening she is, so if they’re behind her, she needs to turn to them at some point so they can see her face); 2) take some kind of aggressive action towards the opponents or their friends, like an attack or spell casting or make a credible threat (DM to adjudicate whether action or threat are sufficiently scary – role playing is important); and 3) the opponent must have independent will and be susceptible to fear effects. For example, if the wearer casts Hold Person, but the person makes the save, then the action would not be frightening enough to activate the effect against the opponent or its friends. The range of the effect is 60 feet [If this turns out to be working against too many opponents, we may reduce the range], and all creatures in the range can be affected. Even if the wearer turns away, the creature is still affected once it has seen the wearer’s face. If an affected creature has only one hit die (up to 1 die +3) then it becomes Panicked and must flee, with a 50% chance of dropping anything it holds (see DMG, p. 85). If the creature has up to 3 hit dice below the wearer’s level, then it must succeed at a Will save (against the DC of the wearer’s Intimidate skill roll) or become Shaken and suffer a -2 penalty to all attacks, damage and saving throws; if the creature has from two hit dice less than the wearer up to the wearer’s level, then it must succeed at a Will save (against the same DC) but with a +5 bonus; if the creature has from one to three hit dice more than the wearer, their Will save bonus is +10; above that, the Will save is +15. If a creature succeeds in its saving throw against the frightful presence, it cannot be affected again that day. If the creature is of a type that has the frightful presence ability, it is immune. The wearer of the Amulet is, however, not immune to other creatures’ frightful presence ability.
Slings: A Masterwork or better sling delivers bonus damage from a medium sized slinger’s strength bonus, just like a Masterwork strongbow: up to +4 but never more.