DMM-Persisting Divine Power - what am I missing


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I'd prefer if Persist Spell just multiplied the duration by 10 (or a similar amount of increase) and was a +2 or +3 level adjustment. Anything on the round/minute/10 min/hour per level metric is simple enough, just bump it up to the next higher tier on that list. Anything lasting hour/level could be bumped up to 24 hour duration (I realize that makes it inferior to Extend by CL 13, but whatever). Anything lasting 1 day could be made day/level. Anything with a duration of X rounds or Concentration + X rounds could have the X multiplied by 10. Anything using 2 hours/level, day/level, concentration, or some other duration not mentioned above wouldn't benefit from the feat.

There, done.
 

Turn attempts aren't much use in 3.5 unless you're actually fighting undead. Even then you probably have so many turns that you won't use all of them in a day.

DMM with Persistent Spell is pretty bloody broken. Even applying it with Bless at level 1 (assuming you take flaws to get extra feats), a party-wide +1 to hit is massive. Slightly further down the track and Persistent Spiritual Weapon is pretty handy. Then there is Persistent Tongues/Mass Bull's Strength/Mass Energy Resistance/Righteous Might.

Take it to the extreme and you have Persistent Visage of the Deity, Greater. The bonuses that that Visage of the Deity, Greater give you are pretty huge even by 9th level spell standards. This is tempered by the 1 round/level duration. Bumping that to 24 hour duration is just nuts...
 

I'd prefer if Persist Spell just multiplied the duration by 10 (or a similar amount of increase) and was a +2 or +3 level adjustment. Anything on the round/minute/10 min/hour per level metric is simple enough, just bump it up to the next higher tier on that list. Anything lasting hour/level could be bumped up to 24 hour duration (I realize that makes it inferior to Extend by CL 13, but whatever). Anything lasting 1 day could be made day/level. Anything with a duration of X rounds or Concentration + X rounds could have the X multiplied by 10. Anything using 2 hours/level, day/level, concentration, or some other duration not mentioned above wouldn't benefit from the feat.

There, done.

So, just like what I suggested. Nice to find some approval! :lol:

Sekhmet said:
It was a suggestion for a houserule.

It was indeed. What do you think of the idea?



On a different note:
Some people should really re-read how Persistent Spell works. It doesn't work with Bless, Haste and any other spell that doesn't have a fixed range (other than touch) or a range of personal.
Even if it would work, a 9th level slot for Persistent Haste? No. Nonono. I'll just cast my Gate or Shapechange and be done breaking the game. Those simply don't compare to "+1 AB and AC, +1 attack on a full attack, +30' movement".

Turn attempts in 3.5 are not useful for turning actual undead beyond the first few levels - and who cares about making monsters run away, so you have to find them and kill them later, anyway? TU is very, very good for a plethora of other things, though. Divine Feats get pretty good, and Devotion Feats are simply great. Some PrCs offer great options to spend turn attempts on (Ruby Knight Vindicator, Ordained Champion...). And then there's DMM. So turn attempts are a useful, even precious resource. However, persisting spells is still a very, very good use for them.
 


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