Divine Favor and Persistent Spell


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We currently have a dwarven cleric 9 with persistant divine favor in our party and he's also very battle oriented (power attack, cleave, highest attribute: strength, and so on). Furthermore he has the metal and time domain (Grumbar priest) and therefore can haste himself.

Yes, he definitely kicks some serious butt in melee!

In the bigger fights, he also has an AC of like 7 more than our fighter-type (human ranger 3/fighter 4/shadow dancer 2), a much better to hit and deals slightly more damage (altho the fighter has more critical hits with improved critical) with the same number of attacks (this will change in two levels, when the fighter gets two more attacks with improved two-weapon fighting and bab +11).

I don't really think it's broken, but it is a really strong spell, especially when considering the plethora of other good boosting spells, clerics get!

Spellcasters rule this game after 9th level, that's the way it is!

But it's also not the point. The game is about roleplaying not being better than others! :)

Bye
Thanee
 

Is there any reason that a cleric shouldn't be able to become a force of beating for time with spells? I don't think so at all, but YMMV. Is PDF something that will slauter armies, more than flame strike? Appentently, only if you are fighting a whole army for a day. Are there some major advantages to having persistant spells running at the begining of combat? Yes. Should a DM consider these advantages before allowing feats? Yes.
 

Vanye said:


It makes perfect sense when you realize it's a holdover from 1st/2nd Edition, where Timestop stopped the flow of time *for* those affected, leaving the caster unaffected. Thus, Elminster could not be trapped in a field of stopped time.

When 3rd Edition came around, the spell was altered to actually speed the caster up, but the immunity was not updated. So, Elminster (and several others amongst the chosen) became immune to a spell that didn't affect them anyhow...

According to Sean K Reynolds, they are supposed to be immune to Temporal Stasis, not Time Stop.
 

Tell the PC's that they have to defend a fixed position against an adventuring party that will be showing up at some time in the next 24 hours. See what spells they take in their spellouts.

I guarantee that dispel magic will show up at least once, possibly twice on each spellcaster's list.

There's no more efficient way to achieve magical superiority. You expend one spell, and have the potential to remove several spells with it.

For that reason, I always give the enemy spellcasters dispel magic. It's just too useful.

And I put spellcasters in on a regular basis, because any successful race would have them.
 


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