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<blockquote data-quote="77IM" data-source="post: 7574035" data-attributes="member: 12377"><p>Yeah, I made the duration of the targeted spell be 10 minutes or more because that eliminates a lot of very powerful 1-minute combat spells, notably <em>haste</em>, but also <em>greater invisibility</em>, <em>vampiric touch</em>, <em>globe of invulnerability</em>, and <em>blur</em>. </p><p></p><p>In DDB you can sort by duration so I went through and kinda sanity checked my assumptions: <a href="https://www.dndbeyond.com/spells?sort=spell-duration" target="_blank">https://www.dndbeyond.com/spells?sort=spell-duration</a></p><p></p><p>It looks like very few of the 1-minute effects are things you'd want to make permanent in a dungeon, and most of those are probably better handled by being loaded into a <em>glyph of warding</em>. The one classic effect in the 1-minute category is <em>reverse gravity</em>. We could maybe make the duration limit 10 minutes for spells targeting a creature and 1 minute for spells targeting an area? That might be too fiddly.</p><p></p><p>Most of the 10-minute spells look pretty safe; lots of utility spells, and some good wall spells, illusions, and area effects -- exactly the kind of stuff that mad wizards like to make permanent in their dungeons. The only personal spells that seem potentially strong are the <em>investiture</em> spells and maybe <em>fire shield</em>, but I think I'd allow an expensive magic item to create those effects. At 10,000 gp minimum, that's in the very rare category.</p><p></p><p>The 1-hour spells actually have some pretty good ones, like <em>hex</em>/<em>hunter's mark</em>, <em>enhance ability</em>, <em>tongues</em>, <em>freedom of movement</em>, <em>regenerate</em>, <em>pass without trace</em>, <em>true seeing</em>... these are actually some great spells. For most of them there's a magic-item equivalent (e.g. <em>hex</em> isn't that great compared to a +3 magic weapon that doesn't take up an attunement slot; a <em>ring of free action</em> for <em>freedom of movement</em>, etc.), but I worry about <em>regenerate</em>, since the nearest equivalent (the <em>ring of regeneration</em>) is kinda lame. I guess that item is very rare (5,001-50,000 gp), and casting <em>permanency</em> at 8th level is 50,000 gp, so at least it's at the high end of the price range (nearly legendary).</p></blockquote><p></p>
[QUOTE="77IM, post: 7574035, member: 12377"] Yeah, I made the duration of the targeted spell be 10 minutes or more because that eliminates a lot of very powerful 1-minute combat spells, notably [I]haste[/I], but also [I]greater invisibility[/I], [I]vampiric touch[/I], [I]globe of invulnerability[/I], and [I]blur[/I]. In DDB you can sort by duration so I went through and kinda sanity checked my assumptions: [url]https://www.dndbeyond.com/spells?sort=spell-duration[/url] It looks like very few of the 1-minute effects are things you'd want to make permanent in a dungeon, and most of those are probably better handled by being loaded into a [I]glyph of warding[/I]. The one classic effect in the 1-minute category is [I]reverse gravity[/I]. We could maybe make the duration limit 10 minutes for spells targeting a creature and 1 minute for spells targeting an area? That might be too fiddly. Most of the 10-minute spells look pretty safe; lots of utility spells, and some good wall spells, illusions, and area effects -- exactly the kind of stuff that mad wizards like to make permanent in their dungeons. The only personal spells that seem potentially strong are the [I]investiture[/I] spells and maybe [I]fire shield[/I], but I think I'd allow an expensive magic item to create those effects. At 10,000 gp minimum, that's in the very rare category. The 1-hour spells actually have some pretty good ones, like [I]hex[/I]/[I]hunter's mark[/I], [I]enhance ability[/I], [I]tongues[/I], [I]freedom of movement[/I], [I]regenerate[/I], [I]pass without trace[/I], [I]true seeing[/I]... these are actually some great spells. For most of them there's a magic-item equivalent (e.g. [I]hex[/I] isn't that great compared to a +3 magic weapon that doesn't take up an attunement slot; a [I]ring of free action[/I] for [I]freedom of movement[/I], etc.), but I worry about [I]regenerate[/I], since the nearest equivalent (the [I]ring of regeneration[/I]) is kinda lame. I guess that item is very rare (5,001-50,000 gp), and casting [I]permanency[/I] at 8th level is 50,000 gp, so at least it's at the high end of the price range (nearly legendary). [/QUOTE]
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