coyote6
Adventurer
It seems quite like a lame overreaction to me. 1 hour/level was probably too long, but 1 min/level is too short. If they wanted to nerf 'em, 10 min./level would've been far better, or even (gasp!) break the mold, and go for 20 or 30 min/level.
Before, you could use the spells in non-combat ways -- bull's strength to boost carrying capacity for a day (quite useful in Running Away from overwhelming numbers, especially if cast on a mount) or increase a wizard or cleric's pathetic Climb skill modifier for a little jaunt up a mountain, use endurance to let you run or climb longer, or use polymorph self to run faster or climb better. At 1 minute/level, those spells are basically only good for combat.
This also nerfs Extend Spell; adding hours to a spell's duration == worth it. Adding minutes == not worth spending a feat, never mind spending a feat and using higher level slots.
Monte is, IMO, 100% right. 1 round/level spells are, IME, by mid-levels, approximately equivalent to "one combat" in length. 1 minute/level is "more than one combat, but not enough to be any good, unless you get into a whole lot of back-to-back combats."
Casting 1 min/level spells before combat only works if you are starting the fight, and know with absolute certainty when you'll be able to start the fight. If you know that beyond that door there is the Evil Priest, and that you'll be going through said door right after the spellcasters are done with their rigamarole, then 1 min/level is (barely) worth it. But if you're lying in ambush waiting for someone to wander by, 1 min/level is useless. If you're wandering through the Dire Marshes, and happen upon some unfriendly flora, you will not have 1 min/level spells up, so they're no good for preparation. If you're trying to sneak through the Caverns of Inexplicable Doom, 1 min/level is useless; you'll burn it all waiting for the rogue and dwarf to decide if the stone bridge is safe or not.
10 min/level is only a bit better -- if you're waiting in ambush, you better know within at least an hour when to expect your targets, or you'll waste a spell. If you want to wander with spells up, you'll have a short travel day (I've had commutes that would tax an archmage to cover @ 10 min/day, nevermind the work day). For creeping through a short cavern, it might work. But not for long distances.
Say, this makes scry-buff-teleport more effective, since the target will not be able to have his defenses up all day long. That's good, 'cause that tactic wasn't useful enough.
(Yeah, I know, they'll nerf teleport and/or scrying -- big whoop. It does look an awful lot like "make monsters tougher, PCs weaker". Maybe they thought there still weren't enough clerics.)
Before, you could use the spells in non-combat ways -- bull's strength to boost carrying capacity for a day (quite useful in Running Away from overwhelming numbers, especially if cast on a mount) or increase a wizard or cleric's pathetic Climb skill modifier for a little jaunt up a mountain, use endurance to let you run or climb longer, or use polymorph self to run faster or climb better. At 1 minute/level, those spells are basically only good for combat.
This also nerfs Extend Spell; adding hours to a spell's duration == worth it. Adding minutes == not worth spending a feat, never mind spending a feat and using higher level slots.
Monte is, IMO, 100% right. 1 round/level spells are, IME, by mid-levels, approximately equivalent to "one combat" in length. 1 minute/level is "more than one combat, but not enough to be any good, unless you get into a whole lot of back-to-back combats."
Casting 1 min/level spells before combat only works if you are starting the fight, and know with absolute certainty when you'll be able to start the fight. If you know that beyond that door there is the Evil Priest, and that you'll be going through said door right after the spellcasters are done with their rigamarole, then 1 min/level is (barely) worth it. But if you're lying in ambush waiting for someone to wander by, 1 min/level is useless. If you're wandering through the Dire Marshes, and happen upon some unfriendly flora, you will not have 1 min/level spells up, so they're no good for preparation. If you're trying to sneak through the Caverns of Inexplicable Doom, 1 min/level is useless; you'll burn it all waiting for the rogue and dwarf to decide if the stone bridge is safe or not.
10 min/level is only a bit better -- if you're waiting in ambush, you better know within at least an hour when to expect your targets, or you'll waste a spell. If you want to wander with spells up, you'll have a short travel day (I've had commutes that would tax an archmage to cover @ 10 min/day, nevermind the work day). For creeping through a short cavern, it might work. But not for long distances.
Say, this makes scry-buff-teleport more effective, since the target will not be able to have his defenses up all day long. That's good, 'cause that tactic wasn't useful enough.
(Yeah, I know, they'll nerf teleport and/or scrying -- big whoop. It does look an awful lot like "make monsters tougher, PCs weaker". Maybe they thought there still weren't enough clerics.)