Please note that new user registrations disabled at this time.

Headband of Intellect +4

This forum is to be used for all discussions pertaining to Troika Games' Temple of Elemental Evil.
Post Reply
User avatar
PitViper
Posts: 8
Joined: Fri Mar 19, 2004 1:22 pm
Contact:

Headband of Intellect +4

Post by PitViper »

I got a “Headband of Intellect +4” in the Earth Node, raising my wizard’s Intelligence from 18 to 22. But, the additional 1st, 2nd, and 5th Level Bonus Spells never materialized. However, the corresponding intelligence-based Skills ability modifier correctly increased from +4 to +6. Has anybody experienced the problem with getting the bonus spells or know of a way to overcome it?
User avatar
Mulligan
Posts: 355
Joined: Tue Mar 02, 2004 11:13 am
Location: The Far Side Of The World
Contact:

Post by Mulligan »

I'm afraid the patches have added new bugs/errors to the game.

The reason could be that someone has misinterpeted the rules, both at Atari's or at CO8. The rules now say that for INT/WIS/CHA items that grant a bonus, NO ADDITIONAL bonus spells are gained.

However, said items should make a caster with a low casting stat able to access higher level spells, but only those normally gained at the corresponding level.

A lvl 10 wizard with INT 14 can't cast lvl 5 spells. With the Headband of INT +4 on he should get his 2 level 5 spells, but no additional 3rd & 4th level spells.

Before the patches were released theese items worked but we couldn't make them. Now we can make them but they don't work.

AFAIK there isn't yet a way to overcome this other than to play unpatched and use the 2 items found in the nodes. (you'll also find a Amulet of WIS +4 that don't work.)

It's really annoying IMO, but hopefully the next patch will solve this. (If there's ever gonna be a next one)

Hope this helps :) :) :)
:mad: Oh, When all else fail, put the Dwarf up front!
User avatar
Kalendraf
Posts: 42
Joined: Thu Mar 25, 2004 4:31 pm
Location: Rochester, MN
Contact:

Post by Kalendraf »

The rules now say that for INT/WIS/CHA items that grant a bonus, NO ADDITIONAL bonus spells are gained.
Where did you get that information from? The ToEE game rules? Or from one of the 3.5 books? If it's in one of the books, please list the exact page where you found it.

AFAIK, these kinds of items should grant bonus spells. So I'd be quite surprised to learn if they didn't.
User avatar
Kalendraf
Posts: 42
Joined: Thu Mar 25, 2004 4:31 pm
Location: Rochester, MN
Contact:

Post by Kalendraf »

The game is wrong - items should give bonus spells

I tracked down the information for myself. This is straight out of the newest FAQ for the 3.5 rules:


Do ability enhancing items (such as the headband of intellect, cloak of charisma, and periapt of wisdom) grant bonus spells to the appropriate spellcasters? The spells these items are based on would seem to prohibit it, but the only things specifically addressed in the item descriptions are skill points.

Yes, you can get extra bonus spells if you have an item that increases the ability score that governs your spellcasting. To get the extra bonus spells, you must wear the item while resting to regain spells and all through your initial daily preparations for spellcasting. (Even characters who don t prepare spells need to meditate a little while at the beginning of the day; see Daily Readying of spells under the Sorcerers and bards section of Chapter 10 in the Player s Handbook.)
If you lose the item, you immediately lose the bonus spell slots the item gave you, starting with any uncast spells you have of the appropriate levels.


So there you have it. Yet another bug in ToEE's implementation...
User avatar
Mulligan
Posts: 355
Joined: Tue Mar 02, 2004 11:13 am
Location: The Far Side Of The World
Contact:

Post by Mulligan »

Hi Kalendraf :)

There seems to be much confuision about this, and i'm as confused as anyone else, but:

The In-game descriptions for Headbands/Amulet/Cloak +2/+4/+6
state that noadditional bonus spell is gained. It doesn't say that no spells is gained.

I've tried resting with said items worn to no effect.

The 3.5 ruleset does't clarify this. (or i can't find it in my books)
But in IWDII, based on 3.0 rules, bonus spells were given and my long-time RPG group always allow bonus spells.

As for the newest 3.5 FAQ, is that found online or are you referring to the rulebooks ?

The only real bug is that if you play without any patches the two items found in the game (Headband of Intellect +4 and Amulet of Wisdom +4) work as we believe they should, they let you access your higher level spells and grant additional bonus spells.

So originally this wasn't bugged, only after you install the patches (Atari's and/or Co8's, not sure) does the bug manifest. Who's to blame ? I don't know, let's only hope someone will make a fix.

As always :) :) :)
:mad: Oh, When all else fail, put the Dwarf up front!
User avatar
Kalendraf
Posts: 42
Joined: Thu Mar 25, 2004 4:31 pm
Location: Rochester, MN
Contact:

Post by Kalendraf »

Originally posted by Mulligan
Hi Kalendraf :)

There seems to be much confuision about this


The confusion was new to me when I started reading this board. I'm a long-time player and very fluent with the 3.5 rules set. It took me a while to find the "official" ruling on this though, since as you mention, it's not actually spelled out in the books.

The 3.5 ruleset does't clarify this. (or i can't find it in my books)


Yup. It's not clarified there.

As for the newest 3.5 FAQ, is that found online or are you referring to the rulebooks ?


I'm talking about the one available on the Wizards of the Coast D&D website. Here's the link:

http://www.wizards.com/dnd/files/Main35FAQv02272004.zip

Search in the pdf for "bonus spell" and you'll find the entry. This is the official FAQ which covers anything they didn't adequately explain in the printed rules.


Essentially, the stat boost items should grant access to higher level spells (ie 19 INT for 9th level wizard spells, etc) and they should also grant you bonus spells as normally available for spellcasters with a high ability score. It also increases the DC of the saving throw against the spells you cast. In the case of intelligence boosts, these kinds of items have no effect on skill points.

It would be nice to see this implemented correctly as per the FAQ. My spellcasters could certainly use the extra spells they are due.
User avatar
Mulligan
Posts: 355
Joined: Tue Mar 02, 2004 11:13 am
Location: The Far Side Of The World
Contact:

Post by Mulligan »

Thank you Kalendraf :)
Essentially, the stat boost items should grant access to higher level spells (ie 19 INT for 9th level wizard spells, etc) and they should also grant you bonus spells as normally available for spellcasters with a high ability score. It also increases the DC of the saving throw against the spells you cast. In the case of intelligence boosts, these kinds of items have no effect on skill points.
This is how we always have done it in our Pnp game. I guess my DM has dowloaded this FAQ.
It would be nice to see this implemented correctly as per the FAQ. My spellcasters could certainly use the extra spells they are due.
Totally agree :)

And tanks for the link to the 3.5 FAQ

:) :) :)
:mad: Oh, When all else fail, put the Dwarf up front!
Post Reply