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[3.5] Spells (New & Changes)
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<blockquote data-quote="Elder-Basilisk" data-source="post: 986036" data-attributes="member: 3146"><p><strong>Re: Durations</strong></p><p></p><p>That was rather poorly thought out "reasoning" if it was indeed the reason for the change. Extend Spell is primarily worthwhile for spells with LONG durations not for spells with short durations.</p><p></p><p>In 3e, one might extend a buff spell so that one would be prepared in case of an ambush. In 3.5, the buff spell won't last significantly longer, whether or not it's extended. (The difference between 5 and 10 minutes or 7 and 14 minutes is not significant as it isn't long enough to enable the spell to be used when combat isn't immediately anticipated ("we're exploring a very large and mysterious cave network and could face combat at any time within the next 3 hours or not at all") and the spell already lasted long enough to last through as many combats as the "go! go! go! Don't worry about traps, just find the bad guys before the spells run out!" adventuring mentality was likely to produce in a short period of time. The same thing applies to other spells. A 10 min/level spell like Fly or Stoneskin could be extended in 3.0 to ensure that it lasted the duration of a dungeon crawling day/exploration. Extending 1 min/level spells doesn't work (as demonstrated previously). And extending 1 round/level spells is usually pointless--they already last through one combat and extending them will rarely let them last through 2 combats.</p><p></p><p>Since Invisibility was the example you gave, it's worth exploring the potential uses of the spell. At 1 min/level, it's primarily useful for very short term trips--sneaking past the heavily guarded city gate (but you can expect it to expire before you get to the castle) or sneaking into position behind the hobgoblin with the alarm horn so that you can sneak attack him and keep him from sounding the alarm during the party's attack. Extending the spell doesn't enable you to sneak past the city gate, reach the castle, and sneak past that gate too. At 2 min/level, it still has roughly the same uses that it had at 1 min/level. OTOH, at 10 min/level, it probably is enough to get past the city gate and get to the castle as well. If it were extended (and cast at a good clvl), it might be enough to sneak into the king's counsel chambers and listen in on his secret meeting as well. (3 hours at clvl 9). Extend Spell increased the utility of the 3.0 Invisibility; it does next to nothing for 3.5e Invisibility.</p><p></p><p>Thus reduced durations makes the Extend Spell feat LESS useful rather than more useful.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 986036, member: 3146"] [b]Re: Durations[/b] That was rather poorly thought out "reasoning" if it was indeed the reason for the change. Extend Spell is primarily worthwhile for spells with LONG durations not for spells with short durations. In 3e, one might extend a buff spell so that one would be prepared in case of an ambush. In 3.5, the buff spell won't last significantly longer, whether or not it's extended. (The difference between 5 and 10 minutes or 7 and 14 minutes is not significant as it isn't long enough to enable the spell to be used when combat isn't immediately anticipated ("we're exploring a very large and mysterious cave network and could face combat at any time within the next 3 hours or not at all") and the spell already lasted long enough to last through as many combats as the "go! go! go! Don't worry about traps, just find the bad guys before the spells run out!" adventuring mentality was likely to produce in a short period of time. The same thing applies to other spells. A 10 min/level spell like Fly or Stoneskin could be extended in 3.0 to ensure that it lasted the duration of a dungeon crawling day/exploration. Extending 1 min/level spells doesn't work (as demonstrated previously). And extending 1 round/level spells is usually pointless--they already last through one combat and extending them will rarely let them last through 2 combats. Since Invisibility was the example you gave, it's worth exploring the potential uses of the spell. At 1 min/level, it's primarily useful for very short term trips--sneaking past the heavily guarded city gate (but you can expect it to expire before you get to the castle) or sneaking into position behind the hobgoblin with the alarm horn so that you can sneak attack him and keep him from sounding the alarm during the party's attack. Extending the spell doesn't enable you to sneak past the city gate, reach the castle, and sneak past that gate too. At 2 min/level, it still has roughly the same uses that it had at 1 min/level. OTOH, at 10 min/level, it probably is enough to get past the city gate and get to the castle as well. If it were extended (and cast at a good clvl), it might be enough to sneak into the king's counsel chambers and listen in on his secret meeting as well. (3 hours at clvl 9). Extend Spell increased the utility of the 3.0 Invisibility; it does next to nothing for 3.5e Invisibility. Thus reduced durations makes the Extend Spell feat LESS useful rather than more useful. [/QUOTE]
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