Fortunately for our D&D characters, the Climb skill allows you to "advance up [a cliff] one-half the character's speed as a miscellaneous full-round action." Assuming a 30' (normal) move, that's 15' per round on a successful Climb check. Assuming a 3rd level spellcaster cast Bull's Strength on the climber, he would have enhanced strength for 3 minutes, or 30 rounds. That's enough time to climb 15 ft/rnd * 30 rnds = 450 feet, with enhanced Strength.Mark said:Better finish that climb, Wes... Dread Pirate Roberts. It's almost July!
Joshua Randall said:How often do D&D characters really scale cliffs that high?
So you print out more than one copy of your combat sheet to reflect your standard buff vs no buff. Our party sorcerer does this already.Monte At Home said:
Regarding the Design Diary that was copied into this thread, the big play change (other than what I said above) that will occur with these spells in 3.5 is that you'll be re-figuring your ability scores more often. (The up side is that the change will always be the same +4, so that's a good thing.) By more often I mean very often it was something a character did only once a day.
Tallarn said:I think it's a good thing.
I believe that when every party wakes up and routinely casts about 5-10 spells a day, even if they think they're unlikely to be attacked, then it's getting a bit silly.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.