
Sayer_of_Nay |

More specifically, what if you decided to play a wizard character whose intelligence was 11, and for reasons outside of your control, could never be raised higher; no form of magic could increase your intellect, nor could you spend your stat boosts on intelligence. My question is, how would you go about optimizing such a character to survive, nay thrive, in the campaign. Keeping in mind that:
1. Even if you can't cast higher level spells, you can still use the spell slots you gain to memorize lower level spells.
2. For the purposes of item creation feats, you would technically qualify for them when you hit the required level for them.
There would be one rule:
1. You have to stick with the character. No suicides or "accidental" hangings.
What would you do? What could you do? Would you even bother with the character?

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I would put all of my ranks into Profession (Merchant) and use useful low level spells like mending, prestidigitation, and so forth to make money. I would run a successful business and retire the character to work as a workaround and let him function as a weapons, armor, and magical items merchant for the next character I would roll.

Sayer_of_Nay |

Presuming the first level must be wizard, multiclass from level 2 and never look back.
Lol, I suppose that is a solution. But for the purposes of this exercise, let's assume that you want to stick with being a wizard, or at least entering a prestige class that continues to advance casting. The point being, developing a character that only uses 1st level spells while adventuring and being primarily a caster.
Carry on.

LoreKeeper |

I would add that metamagic feats do not (generally) raise spell level, so you can have silent, extended, maximized level 1 spells.
In that light, I think it would be "easy" to play an illusionist that uses Ghost Sound and Silent Image (along with extended, silent, quickened, etc) to weave a world of their own chosing.
Could be a really cool character everything considered.

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More specifically, what if you decided to play a wizard character whose intelligence was 11, and for reasons outside of your control, could never be raised higher; no form of magic could increase your intellect, nor could you spend your stat boosts on intelligence. My question is, how would you go about optimizing such a character to survive, nay thrive, in the campaign. Keeping in mind that:1. Even if you can't cast higher level spells, you can still use the spell slots you gain to memorize lower level spells.
2. For the purposes of item creation feats, you would technically qualify for them when you hit the required level for them.
There would be one rule:
1. You have to stick with the character. No suicides or "accidental" hangings.
What would you do? What could you do? Would you even bother with the character?
I would make prodigious use of Words of Power from the upcomming Ultimate Magic and combine them with the Heighten Spell Metamagic feat. Between the customization abilities of Words of Power, and metamagic feats like heighten and intensify, you could still probably remain functional in combat for the first 10 levels or so.
Perhaps also I'd concentrate on illusion and enchantment magics, as they rely more heavily on opponents failing saving throws, and not massed damage dice. A lvl 9 heightened Silent Image is still a very versatile spell.

Bertious |

I'd go for an archery wizard (transmuter) for the handy phyiscal bonuses and at level 8 being able to beastshape would be fun. With spells like gravity bow, expedious retreat, quickened truestrike, and such giving you decent damage and mobility also by level 12 you qualify for arcane archer allowing for good hitpoints and base attacks.

Sayer_of_Nay |

I would add that metamagic feats do not (generally) raise spell level, so you can have silent, extended, maximized level 1 spells.
That's a very good point. I suddenly got the image of a maximized, enpowered, intensified shocking grasp. Not the most optimal use of a 7th level spell slot, but still fun.

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Umbral Reaver wrote:Presuming the first level must be wizard, multiclass from level 2 and never look back.Lol, I suppose that is a solution. But for the purposes of this exercise, let's assume that you want to stick with being a wizard, or at least entering a prestige class that continues to advance casting. The point being, developing a character that only uses 1st level spells while adventuring and being primarily a caster.
Carry on.
In that case the Peter Principle applies and I'd have already risen to the level of my incompetence. While first level spells may be a mainstay up to level 3, they don't carry the weight of a wizard character for long after that in anything other than a purely roleplaying campaign. The 11 intelligence Wizard is the scribe at the wizard's guild, or the librarian at the guild library PRECISELY because of a lack of ambition or the ability to carry it.
A Wizard with an 11 intelligence faces a ceiling of increasing irrelevance as he ascends in level. An 11 strength fighter who doesn't have an amazing dexterity can make up for his lack in feat, weapon, and role choices. a single class wizard who never raises that Int score is going nowhere very fast.

LoreKeeper |

A Wizard with an 11 intelligence faces a ceiling of increasing irrelevance as he ascends in level. An 11 strength fighter who doesn't have an amazing dexterity can make up for his lack in feat, weapon, and role choices. a single class wizard who never raises that Int score is going nowhere very fast.
Yes, but here we're dealing with an intellectual exercise. I can imagine playing such a wizard, and making it work. The good news is that there's no need for save-or-suck spells since DCs will not be high.
Magic missile?

Phneri |
Maximized magic missile + quickened magic missile = 5d4+30 damage that's irresistable v. most stuff. And you can throw that out by 9th. Not a terrible option, though far from fantastic.
Metamagic feats and crafting feats are your best friend here. Dump all (2 or 3) points/level into spellcraft, perception, and maybe alchemy (if your GM allows you to make potions by substituting DC for knowing the spell this is your access to all of the stat buffs early on). Make everything for the party at half price, and have a craft skill to earn some money around town with.
As for what to do on an adventure...well, you can always set traps off for the party (unseen servant + summon monster 1), drop debuffs/illusions (silent image, and even with a low save grease is useful).
Or you can go for a combat monkey wizard (wut). Take heirloom weapon for the +2, arcane strike, and make the (1-handed) weapon your bonded item. Toughness, and a reasonable score in strength and con (14 in each isn't bad) gets you to a good place here. By level 1 you have a +4 to hit for d8+3, with a sword you enchant yourself.
Later on when your bonded weapon is a spell-storing longsword +1 and you're using your str boost item, you can truestrike (while invisible with vanish) and step in to hit at d8+9 and drop an intensified shocking grasp on the bad guy as well (up to another 10d6).
This is with a nice dex boost item, ring of protection, and shield/mage armor up for most fights if forewarned. So tolerable AC, meh hp, and the potential to drop some decent damage on a single target.

Dire Mongoose |

Hmm. What about some kind of ridiculous single-attack build with mounted combat and/or vital strike kinds of feats?
Maybe you do whatever the closest legal equivalent of Spirited Charging with a Maximized Intensified shocking grasp would be. You can even make a virtually limitless supply of your own disposable mounts!

Phneri |
Hmm. What about some kind of ridiculous single-attack build with mounted combat and/or vital strike kinds of feats?
Maybe you do whatever the closest legal equivalent of Spirited Charging with a Maximized Intensified shocking grasp would be. You can even make a virtually limitless supply of your own disposable mounts!
Sadly you can't maximize and intensify shocking grasp in a spell-storing weapon. Though maximized + intensified for a 5th level touch spell that does 60 damage isn't too shabby.
Storing it you could do elemental intensified shocking grasp to make it whatever flavor of elemental damage murders your opponent best.

Dire Mongoose |

Dire Mongoose wrote:Hmm. What about some kind of ridiculous single-attack build with mounted combat and/or vital strike kinds of feats?
Maybe you do whatever the closest legal equivalent of Spirited Charging with a Maximized Intensified shocking grasp would be. You can even make a virtually limitless supply of your own disposable mounts!
Sadly you can't maximize and intensify shocking grasp in a spell-storing weapon. Though maximized + intensified for a 5th level touch spell that does 60 damage isn't too shabby.
Storing it you could do elemental intensified shocking grasp to make it whatever flavor of elemental damage murders your opponent best.
Hmm. Spirited Charge does specify a melee weapon, too. So no SC shocking grasps direct from the hand for 120 damage.

Ravingdork |

I would make a magic missile specialist. Maximized Empowered Quickened Reach magic missiles are still fairly potent even at higher levels. A heightened dazing magic missile can spell doom for a foe when my allies pounce on his dazed ass too.
Just use your high level slots to snipe people from afar like an archer. Unlike an archer, I never miss.

Fallen_Mage |

Presuming the first level must be wizard, multiclass from level 2 and never look back.
Take it one step further.
When you multiclass, choose Sorceror with Arcane Bloodline.
Your prime stat is now Charisma and you still get the benefit of the Arcane Bond that stacks with the one level of wizard.

Ross Byers RPG Superstar 2008 Top 32 |

More specifically, what if you decided to play a wizard character whose intelligence was 11, and for reasons outside of your control, could never be raised higher; no form of magic could increase your intellect, nor could you spend your stat boosts on intelligence. My question is, how would you go about optimizing such a character to survive, nay thrive, in the campaign. Keeping in mind that:
1. Even if you can't cast higher level spells, you can still use the spell slots you gain to memorize lower level spells.
2. For the purposes of item creation feats, you would technically qualify for them when you hit the required level for them.
There would be one rule:
1. You have to stick with the character. No suicides or "accidental" hangings.
What would you do? What could you do? Would you even bother with the character?
In WotC's (3.0? 3.5?) Book of Challenges there was a Bugbear wizard built on that premise. Since an Int of 11 also limits save DC, he cast defensive buffs (Shield, Mage Armor), and Magic Missile pretty exclusively. Higher level spells slots were filled with Empowered and Maximized Magic Missiles.

DeathQuaker RPG Superstar 2015 Top 8 |

Generally speaking: Go the metamagic route as many suggest. When high enough level, make sure to quicken spells like shield, magic missile, etc.
What I actually love about 1st level spells is that many of them remain useful at high levels if you use them well... Protection from Evil (Etc.), Shield, Grease, Magic Missile, Disguise Self, Magic Aura (you can play some nasty tricks with this), Ray of Enfeeblement, etc. etc. Any number of the other ones also can be useful in various circumstances.
Possibly play an elf for the bonus weapon proficiencies and do some combat support, however meager it might be (since I can't boost Int, presumably my other stats are/can become really good). Spam quickened True Strike. Otherwise play human for the bonus skill point, since unlike most wizards, I wouldn't be getting my skill points from Int.
Take spell focus in my favorite school or two, since my Int is going to keep my save DCs low.
Thoughts on schools:
Abjurer: Elemental resistances, the protective ward, and energy absorption. This guy would dream of trying to find a way that when he's powerful enough, to poke a dragon to death with magic missile (probably would fail, but shrugging off the dragon breath would be fun).
Conjuration: With my boosted summon durations, just cast Summon Monster I over and over again and take over the world with hordes of celestial dire beetles and poisonous frogs. :) Acid dart would be a better attack option than most spells once hitting a certain level. AND once hits 8th level, this is the one 1st-level-spell-only wizard who has a teleportation option (Dimensional Steps).
Divination: A diviner would not be a bad support party member. Maybe with the vague combat idea, a good one with the ability to attack in surprise rounds. If the party had no rogue or perception monkey, being able to memorize an extra detect secret doors would be nice.
Enchantment: Winning over the populace, one charm person at a time. Their School abilities don't allow a save so are better than spells for the purpose of debuffing (since again, save DCs won't be great). Like the Diviner, play a support role, maybe be Party Face with the Charming smile ability.
Evocation: If you wanted to be doing the Maximized Empowered Etc. Magic Missile or Shocking Grasp trick a lot, this would be the school to take, since Intense Spells would boost the damage done even more. Moonlight as the party's pack mule with floating disc. At 8th level, an elemental wall 8 times a day (and going up with level)? Not bad at all.
Illusion: As someone else mentioned, this might actually be the most fun. With a lot of creativity, you could get a lot of mileage out of ghost sound, silent image and ventriloquism especially with the Illusionist's Extended Illusions ability. Free greater invisibility at 8th level--that will be much needed.
Necromancy: They're not going to get the most out of being able to Command Undead because they won't be able to cast their own. Grave Touch and Lifesight is cool but not much to do with when you don't have a lot more than 1st level spells. The cantrip and 1st level Necromancy spells are awesome---touch of fatigue and ray of enfeeblement are often going to be useful, but I think I'd take a different school and just learn the useful spells.
Transmutation: This school's abilities would be cool especially if you can survive to 8th level and start shapeshifting. This is another one for a quasi fighting type character, boosting physical stats as much as possible.
Universalist: Doesn't excite me as much as some of the others, but since this is likely to rely on a lot of metamagic, metamagic mastery would come in handy---but also less necessary since you're going to be filling every spell slot you have with 1st level spells.
Overall: I'd probably for the fun of it play an Abjurer, Conjurer, Illusionist, or Transmuter.
Now how playable this would all be, I've no idea but it would be a fun challenge to try.
Some of these ideas would make excellent NPCs.

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Illusionist, all the way.
Buff your Cha, take Bluff & Diplomacy (preferably with Traits to make them class skills)
Consider Half-Elf for Skill Focus: Bluff.
Congratulations, you are now [url=http://www.imdb.com/title/tt0110478/]Maverick[/i]. Con man, grifter, drifter, card cheat, and all around roguish fellow.
Sleight of Hand, Profession: Gambler, Acrobatics, Climb, and the like will be important, since you can't just magic out of their needs like most wizards could.
Basically, a Rogue with d6 HD, 2+int skills, and no sneak attack.
Vanish + Quickened Silent Image is your "get out of jail" card (probably literally at least once in your career)
Eschew Materials & Metamagic feats are definitely the way to go.

Anguish |

I'm not sure but I suspect wands might still work. You don't have to be able to actually cast the spell... it just has to be on your list.
Expensive as heck, but you could use your inherent spells as discussed, metamagic to make them more powerful, and spend your cash on wands for variety when you need it. Heck, maybe use scrolls to make the wands in the first place since you'd (probably) need one scroll per 1,000gp of the wand.
Edit: actually, you probably can't cast from the scroll as you could a wand. Not sure, with Int 11.

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In WotC's (3.0? 3.5?) Book of Challenges there was a Bugbear wizard built on that premise. Since an Int of 11 also limits save DC, he cast defensive buffs (Shield, Mage Armor), and Magic Missile pretty exclusively. Higher level spells slots were filled with Empowered and Maximized Magic Missiles.
Important difference to note... We are talking about a Bugbear with the physical strength, hit dice, etc... on top of his mediocre wizard skills.
An eleventh level wizard built solely on 1st level spells may do some impressive tricks, but not only will he be tremendously sub par getting there, he'll be increasingly sub par as he advances...assuming he survives.

Freehold DM |

First level spells are some of the most utilitarian in the whole game. I'm not sure I'd remain a wizard for the entirety of the game, but I certainly would be revisiting several times throughout the game.
If I stuck with the class through and through, I'd do some variation of what others have mentioned above- metamagic ftw, and/or run a lucrative side business where I make and sell magical items. And yeah, wands would be excellent backups.

Sylvanite |

If you use still spell on everything you can masquerade as a fighter in full plate. You could even make a gish build and go with Eldritch Knight to be pretty good in combat.
Alternatuvely, as was mentioned, go the archer route and with two levels in arcane archer you can drop those empowered maximized intensified burning hands spells from a decent distance. You could make a pretty functional arcane archer style build, but just be missing the versatility offered by higher level spells.

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Interesting thoughts.
I wonder what the background of such a character would be. I'm thinking a student who was sent to a wizards college by his wealthy parents. Sadly he lacks the intellect of a true wizard, but he makes up with his creativity... I really like that concept, I wonder if I could steal this concept to drive my DM and fellow players crazy.

Sayer_of_Nay |

Interesting thoughts.
I wonder what the background of such a character would be. I'm thinking a student who was sent to a wizards college by his wealthy parents. Sadly he lacks the intellect of a true wizard, but he makes up with his creativity... I really like that concept, I wonder if I could steal this concept to drive my DM and fellow players crazy.
Or, the character could be the victim of a powerful curse.
I like the concept as well, and have been thinking about trying it out. I would probably go with an arcane trickster build; wizard 3/ rogue 3/ arcane trickster 10/ and then probably wizard 4. That way you have a master thief who knows a 1001 little magic tricks.

Sayer_of_Nay |

The more I think about it, the more I'm starting to realize that a wizard restricted to first level spells, whether he actually be a 1st level wizard or not, is a very magical, very versatile creature. Looking at just the spells in the PH, a wizard (or sorcerer) can:
~ create a force field around himself stronger than any mundane shield (except tower shields)
~ ignore the discomforts of extreme temperatures.
~ double his rate of movement
~ change an enemy into an ally
~ conjure a burst of fire
And so on.

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The more I think about it, the more I'm starting to realize that a wizard restricted to first level spells, whether he actually be a 1st level wizard or not, is a very magical, very versatile creature. Looking at just the spells in the PH, a wizard (or sorcerer) can:
~ create a force field around himself stronger than any mundane shield (except tower shields)
~ ignore the discomforts of extreme temperatures.
~ double his rate of movement
~ change an enemy into an ally
~ conjure a burst of fireAnd so on.
Just remember that the effects of those spells generally top out at 5th level, a bit less for charm person, a bit later for magic missle. At the mid high levels, most opponents are going to be saving pretty regularly against things like charm and won't be affected at all by sleep.
I'm not saying that you can't make such a character, but for the most part at higher levels, he's simply not going to be pulling his weight and is going to be dependent on the resources of others, wand use would be high for such a character. The character may be able to use staves but won't be able to charge them as he does not have an attribute to cast the highest spell level of any known staff.

Sayer_of_Nay |

Sayer_of_Nay wrote:The more I think about it, the more I'm starting to realize that a wizard restricted to first level spells, whether he actually be a 1st level wizard or not, is a very magical, very versatile creature. Looking at just the spells in the PH, a wizard (or sorcerer) can:
~ create a force field around himself stronger than any mundane shield (except tower shields)
~ ignore the discomforts of extreme temperatures.
~ double his rate of movement
~ change an enemy into an ally
~ conjure a burst of fireAnd so on.
Just remember that the effects of those spells generally top out at 5th level, a bit less for charm person, a bit later for magic missle. At the mid high levels, most opponents are going to be saving pretty regularly against things like charm and won't be affected at all by sleep.
I'm not saying that you can't make such a character, but for the most part at higher levels, he's simply not going to be pulling his weight and is going to be dependent on the resources of others, wand use would be high for such a character. The character may be able to use staves but won't be able to charge them as he does not have an attribute to cast the highest spell level of any known staff.
There is some truth in this. However, it is not all that bad. Keep in mind that you can use those higher level slots to metamagic your spells; a charm person heightened to 9th level will still be pretty effective against humanoids, as will grease. While it won't be as spectacular as a fireball, a heightened, intensified burning hands will still sting.

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There is some truth in this. However, it is not all that bad. Keep in mind that you can use those higher level slots to metamagic your spells; a charm person heightened to 9th level will still be pretty effective against humanoids, as will grease. While it won't be as spectacular as a fireball, a heightened, intensified burning hands will still sting.
One problem with that scenario. Spells that increase level via metamagic ARE higher level spells.
A casting stat of 11 restricts the character to 1st level spells. You can use the higher level slots to load first level spells, but not metamagicked versions of them unless the level adjustment is Zero.

Tagion |

Its a good thing for you that all the spells you will ever need are level 1. Liberal use of meta magic and spell focus feats can help you out a lot. You can alway set off traps with unseen servant dragging 100lbs of rocks or open/close. You can buff your two handed fighter with shield and enlarge person. You can grease emeny weapons hoping for a free disarm. Stun with color spray. If you really want you can animate rope and throw it at emeny spell casters and archers to entangle them as a ranged touch. You can use mage hand as a move action to pick up and throw alchemist fires. Low level magics the best :p

Tagion |

Sayer_of_Nay wrote:
There is some truth in this. However, it is not all that bad. Keep in mind that you can use those higher level slots to metamagic your spells; a charm person heightened to 9th level will still be pretty effective against humanoids, as will grease. While it won't be as spectacular as a fireball, a heightened, intensified burning hands will still sting.One problem with that scenario. Spells that increase level via metamagic ARE higher level spells.
A casting stat of 11 restricts the character to 1st level spells. You can use the higher level slots to load first level spells, but not metamagicked versions of them unless the level adjustment is Zero.
Meta magic rods it is then

Darigaaz the Igniter |
1 person marked this as FAQ candidate. |

One problem with that scenario. Spells that increase level via metamagic ARE higher level spells.
A casting stat of 11 restricts the character to 1st level spells. You can use the higher level slots to load first level spells, but not metamagicked versions of them unless the level adjustment is Zero.
Only Heightened spells are considered higher level. Metamagic requires a higher level SLOT, but the spell (unless heightened) is still the same level for anything that cares about that. Like globes of invulnerability or even just the save DC.

Bertious |

Actually i think you can use metamagic feats
As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.
That would seem to say that a quickened maximized intensified Magic missle is still a 1st level spell despite it taking a level 9 slot.
Dagnabit Ninja'd by Darigaaz the Igniter.

Tagion |

Actually i think you can use metamagic feats
PFSRD wrote:As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.That would seem to say that a quickened maximized intensified Magic missle is still a 1st level spell despite it taking a level 9 slot.
Dagnabit Ninja'd by Darigaaz the Igniter.
You could aways use a metamagic quicken rod if you wanted to

Ravingdork |

One problem with that scenario. Spells that increase level via metamagic ARE higher level spells.
A casting stat of 11 restricts the character to 1st level spells. You can use the higher level slots to load first level spells, but not metamagicked versions of them unless the level adjustment is Zero.
I really don't think that's the case.

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LazarX wrote:I really don't think that's the case.One problem with that scenario. Spells that increase level via metamagic ARE higher level spells.
A casting stat of 11 restricts the character to 1st level spells. You can use the higher level slots to load first level spells, but not metamagicked versions of them unless the level adjustment is Zero.
The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's level. This is a quote from the rule set.
A metamagicked spell is a spell of Level Y Y being N + the number of levels added to the spell by the feat.
Thematically it also makes sense... If you're as dumb as a rock as wizards go, you're not going to have the brains to modify your spells.
What you need are other reasons to restrict the character to first level spells, typically some great curse or something on that order. Maybe the character was convicted of a crime of some sort that at one point suppressed all his spell casting and he's been able to crack a little part of that binding.

james maissen |
One problem with that scenario. Spells that increase level via metamagic ARE higher level spells.A casting stat of 11 restricts the character to 1st level spells. You can use the higher level slots to load first level spells, but not metamagicked versions of them unless the level adjustment is Zero.
The only metamagic that this would possibly apply to is heighten. The others certainly count as lower level spells that simply need a higher level slot in which to cast.
A low INT stat does not disallow you from having the higher level spell slots, simply from casting higher level spells.
-James

Dire Mongoose |

A metamagicked spell is a spell of Level Y Y being N + the number of levels added to the spell by the feat.
Well, no. It takes a level Y slot, but it's still a level N spell
From the feats chapter:
Metamagic Feats
As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

Daniel Gunther 346 |
Well, one way to utiilize meta-magic feats, would be to tap into Monte Cooks THE BOOK OF EXPERIMENTAL might. In this system, he modified meta-magic feats so that you could perform the meta-magic feat X amount of times each day, with the main requirement being that you would be either just a caster or a caster of X level. Mind you, he also modified classes in a way that Wizards gained a feat every level, or other level, that could be spent on meta-magic feats. Here's Maximize Spell as shown in The Book of Experimental Might:
Maximize Spell [Metamagic]
You can make your spells operate at their greatest capacity.
Prerequisite: Caster level 7th
Benefit: All variable, numeric effects of a maximized spell areat maximum. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected by this feat. You can use Maximize Spell twice each day.
Special: You may choose this feat multiple times. Each time you do, you gain two extra daily uses of its benefit. A maximized and empowered spell gains the separate benefits of each feat: the maximum result plus half again the normally rolled result.

Ravingdork |

Ravingdork wrote:LazarX wrote:I really don't think that's the case.One problem with that scenario. Spells that increase level via metamagic ARE higher level spells.
A casting stat of 11 restricts the character to 1st level spells. You can use the higher level slots to load first level spells, but not metamagicked versions of them unless the level adjustment is Zero.
The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's level. This is a quote from the rule set.
A metamagicked spell is a spell of Level Y Y being N + the number of levels added to the spell by the feat.
Thematically it also makes sense... If you're as dumb as a rock as wizards go, you're not going to have the brains to modify your spells.
It would be more accurate to say "If you're as dumb as a rock as wizards go, you're not going to have the brains to modify higher levels of spells."