Constant Effect Spells

I would like the idea of moving spells to longer durations. Like "Save Ends" or invisbility's "successfully hit a creature". This leaves spells applicable outside of combat rather than treating them as strictly in-combat affairs. A lot of what every class can do can affect exploration as well as role play. We might see these things siloed off from each other, but I think it would be much, much easier to retain the same effects in every case. It's far less to remember.
 

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I simply prefer spells that require a spellcaster to sustain them, rather than spells that have a set duration. Keeping track of a large number of ongoing effects, each with their own duration that is measured in a time scale that is very different from the basic time scale of the game as a whole, is a gigantic pain. Various support spells in 3E were really obnoxious because of stuff like that.

Generally, I'd much rather see support magic be very, very powerful, but actively require a spellcaster's attention to maintain. things like Bards getting magical songs that can dramatically boost the whole party's abilities, but have a "sustain: standard action" requirement.
 

I think Dragon Age (the cRPG; I don't know the PnP rules but they probably do this to) had a nice way of doing it: spells and modes. Their "mage armor", called rock armor, can be turned on and off at will, but reduces mana and increases mana costs while on.

"Mode" is too video-gamey of a term, but I think something similar for handling those buffs would be good.

In any case, something that's simple and makes sense. Tracking spell durations was/is annoying to say the least.
 

That's still quite a bit more than in 4E, IIRC.
It's more a function of level: a 1st level PC usually gets just one daily attack power, but he (again, usually) gets another at 5th level, a third at 9th and a fourth at 20th. He also gets up to seven utility powers, which usually have daily options, at 2nd, 6th, 10th, 12th, 16th, 22nd and 26th level. Essentials does mix this up for certain classes (in particular, no daily attack powers for martial PCs).
 

"Mode" is too video-gamey of a term,

I think part of the simulation mindset is really good naming. A Fire ball or Lightning bolt spell are well named for the effects in the rules. I think an attempt at really naming rules as close as one can to a real world usage would go a long way to assuaging some folks anger.

Yeah, a lot of the older terms don't make so much sense either (and "Level" is far too overused), but even hobbyists outside D&D have acclimated to them. It's sort of the "essentialist" goal 5e desires to keep them. New stuff? That's going to be harder.
 

If I recall correctly, Vancian Magic was actually number of spells prepared at one time, not number of spells prepared per day. I would LOVE for them to do this. Say, a Wizard can have a number of spell levels prepared at any given time equal to his caster level (0-level spells are at-will, a la Pathfinder) plus a bonus based on his Intelligence. Maybe simply "Equal to Intelligence modifier, maximum +1 Spell Level per character level." It takes 10 minutes to attain a proper spell-preparation state, then one minute per total spell level to be prepared. Maybe say that you can only have one or two of your highest level spells prepared at a time.
You know, 4e had something like this. We just called them "encounter" powers. ;)

Okay, the key difference is that 4e siloed attack and utility spells, but maybe 5e will allow for more (maybe even total) trade-offs.
 

I agree we should do away with x/hour durations, and just go to all day duration.
I have no problem with daily duration spells - you are sacrificing a spell slot for a constant effect. That can be balanced.

I think encounter duration spells and effects are too meta-gamey. I'd prefer a standard 5 minute duration or something. It works out to the same thing, in practice. Some groups might try to rush to the next fight, but it wouldn't take many horrible traps for a DM to cut that out.

As far as increasing wizard flexibility - I'm in favor of that in general but I wouldn't like a system that forced a party to sit around regularly waiting for their spells to update. Arcana Unearthed Magisters, as I recall, had a system where they could *prepare* 3 4th level spells, but only *cast* one of them.

Differentiating between spells you can prepare and spells you can actually cast seemed brilliant to me.
 

You know, 4e had something like this. We just called them "encounter" powers. ;)

Okay, the key difference is that 4e siloed attack and utility spells, but maybe 5e will allow for more (maybe even total) trade-offs.

It's a matter of versatility, actually. With 4e, you chose your powers at any given level, and that's what you were stuck with. With this, you can get the feel of a Vancian casting system (and actually have it be Vancian, t'boot!) while preventing the old "Well, I'm out of spells until tomorrow, sorry. Either we stop or I suck." In addition, it allows for the original feel of the Wizard to return: he's the guy that has a little something for everything... just so long as you give him a bit to prepare.

Obviously, power level would have to change... but you could always implement something like an Overcast: you can cast a spell with much mroe power, but if you do, the points spent to prepare it go away until you get a full rest. With something like that, you could prepare useful things all the time, but if you stumble on something that needs your full power, go for it, blow 'em the hell up. Just make sure to save enough points to prepare at least a few low-level spells for afterward.
 

If 4e gave one thing to D&D maturity and growth, its how it handled durations. I like
* 1 round (end next turn e.t.c., though they did create some confusion during play)
* Sustain
* End Encounter
* Entire Day

Note : I didnt put "till save" in this list. Personnel preference, wasnt a fan of the till save duration
 

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