Headbands and spellcasting


Rules Questions


Spellcasters can only cast spells if their casting stat is equal to 10 + the level of the spell they are trying to cast. Would a headband that boosts your casting stat allow you to cast a spell that you couldn't otherwise cast for this reason?

For example, could a wizard with 11 intelligence and a headband of vast intelligence +2 cast a 3rd level spell?

Thanks


Yes, but he has to wear the headband for "24 hours" first so it counts as permanent. Up to DM fiat whether or not you can take if off for short periods of time, for things like bathing.


From the Glossary:

Quote:
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.


Melkiador is correct.


Ok, thanks a lot!

Scarab Sages

Phformian wrote:

Spellcasters can only cast spells if their casting stat is equal to 10 + the level of the spell they are trying to cast. Would a headband that boosts your casting stat allow you to cast a spell that you couldn't otherwise cast for this reason?

For example, could a wizard with 11 intelligence and a headband of vast intelligence +2 cast a 3rd level spell?

Thanks

As I understand it:

Simple answer: Yes

Long answer: Headbands (and belts and Ioun stones) have an 'attunement period' where they give you a temporary bonus to the ability score. This period lasts 24 hours. During this time, they act as if you have been subjected to a temporary ability boost, so it effects your spell DCs, and Damage (for, like, alchemist bombs) and skill checks and saves. After that time, the bonus becomes semi-permenant.

At this point, it acts as if your ability score was X higher (2/4/6) in almost all regards, including bonus spells and level of spell you can cast.

You can then take off the headband/belt for certain periods of time, so long as you wear it for most of the day (so to gain the extra spells from your headband, you don't have to keep it on while you sleep or in the shower.) If someone else puts on the headband, you loose the bonuses and the headband starts attuning to them.


It's my understanding (based upon this FAQ) that you do not actually have to wait for the 24 hour attunement period mentioned above to gain access to your spells.

Compare the Spells description for Wizards to Rage for Barbarians: you'll note that Rage specifically mentions that temporary Con bonuses do not apply, whilst there is no matching language about temporary Int bonuses.

Scarab Sages

jbadams wrote:

It's my understanding (based upon this FAQ) that you do not actually have to wait for the 24 hour attunement period mentioned above to gain access to your spells.

Compare the Spells description for Wizards to Rage for Barbarians: you'll note that Rage specifically mentions that temporary Con bonuses do not apply, whilst there is no matching language about temporary Int bonuses.

http://www.d20pfsrd.com/basics-ability-scores/ability-scores

Check under temporary bonuses. It says what you get and what you don't get. Specifically-spells/day.


Read the FAQ, it specifically deals with your argument.

Specifically:

Quote:
Temporary ability bonuses should apply to anything relating to that ability score, just as permanent ability score bonuses do. The section in the glossary was very tight on space and it was not possible to list every single ability score-related game effect that an ability score bones would affect.


VampByDay wrote:

http://www.d20pfsrd.com/basics-ability-scores/ability-scores

Check under temporary bonuses. It says what you get and what you don't get. Specifically-spells/day.

It doesn't specifically list spells as something you don't gain from a temporary bonus, so based on the FAQ entry I linked above you do gain them just as you would from a permanent bonus.

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