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<blockquote data-quote="Jack Simth" data-source="post: 4475445" data-attributes="member: 29252"><p><a href="http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#persistentSpell" target="_blank">Persistent Spell</a> happens to be in the SRD, so that one's very easy:</p><p></p><p>Divine Metamagic is a feat that you select for a specific metamagic feat - you burn turning attempts equal to (spell level adjustment+1) to apply the metamagic feat on the fly to the spell without increasing the spell's level. This is specific to a particular metamagic feat - if you want to be able to use Divine Metamagic on more than one metamagic feat, you need to take it multiple times.</p><p></p><p>In the case of Persistent Spell, this means it costs seven turning attempts, but if the spell is "personal range or a fixed range" then whatever spell I use it on keeps going all day - so you can Persist Bless, Prayer, Mass Lesser Vigor, Holy Aura, Find Traps, and so on - but not Imposion, Delay Death, Summon Monster, and so on - they all have variable ranges. You can Persist Divine Favor, Divine Power, and Righteous Might (the standard three for this), but as those are personal only buffs, I want to avoid them for this bit of optimization - I don't want to be outshining the rest of the party, I want to be making them shine better.</p><p></p><p>At the moment, I can DMM(Persist) four different spells, and because I've got spell slots going up to 8th level (but only one at that level, at the moment), I can also persist a few low-level spells in the normal manner. </p><p></p><p>What are the best party-level buff spells for doing this with?</p><p></p><p>As for the specific suggestions...</p><p>The standard ability boosters aren't particularly useful - the rest of the party has ability boosting items, and being enhancement bonuses, they don't stack (also, most ability boosting spells are either touch-range single target, which don't affect the entire party, or are variable range, and not subject to Persistent Spell)</p><p></p><p>Hide from Undead is very situational; Protection from Evil is again single-target (but Holy Aura is not, and does all the same stuff plus a bit); Shield of Faith is again single-target - Holy Aura covers it completely, for the entire party. Align Weapon is handy... when you're fighting critters with DR/Alignment - but again, single-target, I'm looking for stuff that'll get everyone, as I've got a sharp limit on how many of these I can do. Find Traps, while personal, is one of the few I'm willing to burn a DMM(Persistent Spell) on - but only when there's no Rogue in the party. It's a highly situational one. Resist Energy is single-target - but then, it's also mere hit point damage. If I can be reasonably assured that the party will survive a single encounter, then a Persistent Vigorous Circle or Mass Lesser Vigor is a better choice - it'll put everyone at full HP after each battle (it takes 20 minutes to recover 200 hit points with Mass Lesser Vigor - Vigorus Circle takes 10 minutes to recover 300). </p><p></p><p>Delay Poison is pointless - I'm using an Extended Hero's Feast which, among other things, makes everyone who partakes immune to poison for 24 hours (also grants Immunity to Fear, grants some temp HP, and a grants +1 Morale bonus to attack rolls and Will saves). Shield Other is variable-range, and not subject to Persistent Spell. Status is mostly only useful for people who will be separated by a great distance (confusion, stunning, nausea, and so on will generally be relatively obvious from close range - which, as a game for a party, will be the normal case). Magic Vestments and Greater Magic Weapon I'm not bothering to metamagic at all - I can squeeze out caster level 20 briefly in the morning, and 20 hours of them is generally enough (especially with the judicious use of Wall of Stone and Stone Shape to prevent most nighttime disturbances).</p><p></p><p>My current list of spells I'm Persisting (after some suggestions on another forum) are Holy Aura (+4 Deflection to AC, +4 Resistance to saves, SR 25 vs. Evil spells and spells cast by Evil creatures, and any Evil creature that succeeds on a melee attack against someone who's affected must make a Fort Save or go Blind; applies to the entire party), Mass Lesser Vigor (Fast Healing 1; applies to the entire party), Recitation (+2 or +3 (depending on what deity the follow) Luck bonus to AC, saves, and attack rolls), Find Traps (those four with Divine Metamagic(Persistent Spell)), as well as Detect Magic (persisted normally in a 6th level spell slot). I'd use Vigorous Circle rather than Mass Lesser Vigor, but there isn't all that much difference between fast healing 1 and fast healing 3 in combat, and after combat, I'm using spells where the duration is very large, so there's no particular concern with waiting five or ten minutes longer for full health. </p><p></p><p>If I'm ever allied with a Rogue, I'll replace Find Traps with Elation (+2 Morale to Strength and Dexterity, +5 foot move; affects the entire party) - and as it's only second level, I'll likely Persist it normally (in an 8th level spell slot) next level, rogue or no rogue.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4475445, member: 29252"] [url=http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#persistentSpell]Persistent Spell[/url] happens to be in the SRD, so that one's very easy: Divine Metamagic is a feat that you select for a specific metamagic feat - you burn turning attempts equal to (spell level adjustment+1) to apply the metamagic feat on the fly to the spell without increasing the spell's level. This is specific to a particular metamagic feat - if you want to be able to use Divine Metamagic on more than one metamagic feat, you need to take it multiple times. In the case of Persistent Spell, this means it costs seven turning attempts, but if the spell is "personal range or a fixed range" then whatever spell I use it on keeps going all day - so you can Persist Bless, Prayer, Mass Lesser Vigor, Holy Aura, Find Traps, and so on - but not Imposion, Delay Death, Summon Monster, and so on - they all have variable ranges. You can Persist Divine Favor, Divine Power, and Righteous Might (the standard three for this), but as those are personal only buffs, I want to avoid them for this bit of optimization - I don't want to be outshining the rest of the party, I want to be making them shine better. At the moment, I can DMM(Persist) four different spells, and because I've got spell slots going up to 8th level (but only one at that level, at the moment), I can also persist a few low-level spells in the normal manner. What are the best party-level buff spells for doing this with? As for the specific suggestions... The standard ability boosters aren't particularly useful - the rest of the party has ability boosting items, and being enhancement bonuses, they don't stack (also, most ability boosting spells are either touch-range single target, which don't affect the entire party, or are variable range, and not subject to Persistent Spell) Hide from Undead is very situational; Protection from Evil is again single-target (but Holy Aura is not, and does all the same stuff plus a bit); Shield of Faith is again single-target - Holy Aura covers it completely, for the entire party. Align Weapon is handy... when you're fighting critters with DR/Alignment - but again, single-target, I'm looking for stuff that'll get everyone, as I've got a sharp limit on how many of these I can do. Find Traps, while personal, is one of the few I'm willing to burn a DMM(Persistent Spell) on - but only when there's no Rogue in the party. It's a highly situational one. Resist Energy is single-target - but then, it's also mere hit point damage. If I can be reasonably assured that the party will survive a single encounter, then a Persistent Vigorous Circle or Mass Lesser Vigor is a better choice - it'll put everyone at full HP after each battle (it takes 20 minutes to recover 200 hit points with Mass Lesser Vigor - Vigorus Circle takes 10 minutes to recover 300). Delay Poison is pointless - I'm using an Extended Hero's Feast which, among other things, makes everyone who partakes immune to poison for 24 hours (also grants Immunity to Fear, grants some temp HP, and a grants +1 Morale bonus to attack rolls and Will saves). Shield Other is variable-range, and not subject to Persistent Spell. Status is mostly only useful for people who will be separated by a great distance (confusion, stunning, nausea, and so on will generally be relatively obvious from close range - which, as a game for a party, will be the normal case). Magic Vestments and Greater Magic Weapon I'm not bothering to metamagic at all - I can squeeze out caster level 20 briefly in the morning, and 20 hours of them is generally enough (especially with the judicious use of Wall of Stone and Stone Shape to prevent most nighttime disturbances). My current list of spells I'm Persisting (after some suggestions on another forum) are Holy Aura (+4 Deflection to AC, +4 Resistance to saves, SR 25 vs. Evil spells and spells cast by Evil creatures, and any Evil creature that succeeds on a melee attack against someone who's affected must make a Fort Save or go Blind; applies to the entire party), Mass Lesser Vigor (Fast Healing 1; applies to the entire party), Recitation (+2 or +3 (depending on what deity the follow) Luck bonus to AC, saves, and attack rolls), Find Traps (those four with Divine Metamagic(Persistent Spell)), as well as Detect Magic (persisted normally in a 6th level spell slot). I'd use Vigorous Circle rather than Mass Lesser Vigor, but there isn't all that much difference between fast healing 1 and fast healing 3 in combat, and after combat, I'm using spells where the duration is very large, so there's no particular concern with waiting five or ten minutes longer for full health. If I'm ever allied with a Rogue, I'll replace Find Traps with Elation (+2 Morale to Strength and Dexterity, +5 foot move; affects the entire party) - and as it's only second level, I'll likely Persist it normally (in an 8th level spell slot) next level, rogue or no rogue. [/QUOTE]
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