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General Tabletop Discussion
*Pathfinder & Starfinder
Are Buff Spells Overpowered?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 391122" data-attributes="member: 3146"><p>Where on earth do you get this idea? Are you assuming multiple empowers on top of the spells? Otherwise, as I see it:</p><p></p><p>Bull's strength: approximately +1.5 to hit, +2 to damage (increased slightly to account for 2 handed weapons).</p><p></p><p>Cat's Grage: +1.5 to hit with ranged or finessed weapons, +1.5 to armor class (assuming max dex bonus not reached), +1.5 to reflex saves.</p><p></p><p>Melf's Acid Arrow: 5 points of damage/round, 1 round/3 levels</p><p></p><p>Flaming Sphere: Assuming 75% save failure 5.25 dmg/round, 1 round/level</p><p></p><p>Glitterdust: Good tactical application for revealing invisible creatures, +2 to hit, no dex bonus, sneak attack enabled on a failed save. Enemy has 50% miss chance and can't use targetted spells.</p><p></p><p>Blindness/Deafness: +2 to hit, no dex bonus, sneak attack enabled on a failed save. Enemy has 50% miss chance and can't use targetted spells.</p><p></p><p>I really don't see the advantage that the buffs are supposed to possess if they are only effective for one fight. (Sure, save percentages go down as levels go up but characters who need them are also more likely to have strength and dex enhancing items which make the buffs redundant).</p><p></p><p>A single casting of a buff needs to be good for 2 or 3 combats to inflict as much average damage as either flaming sphere or Melf's Acid Arrow. And the non-damaging second level sor/wiz spells can change the course of a battle. At one hour per level, attribute buff spells seem to be effective 2nd level spells because they can be precast and often effect more than one combat. At 1min/level, they seem like they'd be more appropriate at 1st level. (They'd be better than magic weapon but not as good as Divine Favor, Mage Armor, bless, magic missile, or shield).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 391122, member: 3146"] Where on earth do you get this idea? Are you assuming multiple empowers on top of the spells? Otherwise, as I see it: Bull's strength: approximately +1.5 to hit, +2 to damage (increased slightly to account for 2 handed weapons). Cat's Grage: +1.5 to hit with ranged or finessed weapons, +1.5 to armor class (assuming max dex bonus not reached), +1.5 to reflex saves. Melf's Acid Arrow: 5 points of damage/round, 1 round/3 levels Flaming Sphere: Assuming 75% save failure 5.25 dmg/round, 1 round/level Glitterdust: Good tactical application for revealing invisible creatures, +2 to hit, no dex bonus, sneak attack enabled on a failed save. Enemy has 50% miss chance and can't use targetted spells. Blindness/Deafness: +2 to hit, no dex bonus, sneak attack enabled on a failed save. Enemy has 50% miss chance and can't use targetted spells. I really don't see the advantage that the buffs are supposed to possess if they are only effective for one fight. (Sure, save percentages go down as levels go up but characters who need them are also more likely to have strength and dex enhancing items which make the buffs redundant). A single casting of a buff needs to be good for 2 or 3 combats to inflict as much average damage as either flaming sphere or Melf's Acid Arrow. And the non-damaging second level sor/wiz spells can change the course of a battle. At one hour per level, attribute buff spells seem to be effective 2nd level spells because they can be precast and often effect more than one combat. At 1min/level, they seem like they'd be more appropriate at 1st level. (They'd be better than magic weapon but not as good as Divine Favor, Mage Armor, bless, magic missile, or shield). [/QUOTE]
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Are Buff Spells Overpowered?
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