Mustrum_Ridcully
Legend
More specifically. Spell Durations expressed in time units like rounds, minutes, hours and so on?
I am asking because I don't. 4E had largely done away with them - stuff lasted either one encounter, or until the start or end of someone's turn, until a save occured, or until you ended an effect. There are some rituals that break these rules.
As a dungeon master, I do not like having to track precise time. I care about stuff like days usually, but I don't really want to think about how long some moments of exploration + combat + looting take to answer my player's question whether there buffs are still up or not.
I would prefer a different approach to all durations - I would like to determine their endings by tracking events, not time.
With events I mean stuff like
1) A Hit or Miss
2) A character's turn starting or ending.
3) A specific, actively declared activity (I end effect X, or I activate a new effect that will end the previous one)
4) A rest time.
All stuff that either I or the player directly control and narrate.
So, for example:
[sblock]
Aspect of Nature
Duration: 24 hours or until the target or you takes an extended rest.
Pick one of the following benefits:
Cat's Grace
While this spell lasts, the character takes half damage from falling. 3 Times during the duration, he can use it gain one of the following benefits:
Bull's Strenth
The target gains advantage on any checks to force open a door, or to push or pull something. He can carry twice his normal load in weight.
3 Times in the duration, he can use it to gain one of the follwoing benefits
Camel's Endurance (Bear doesn't really make sense, does it?)
The spell provides enough sustenance in food and water for one day to the target. 3 Times during the duration, he can use it to gain one of the following benefits:
Fox Cunning
The character has advantage on all knowledge related skill checks.
3 Times during the duration, he can use it to gain one of the following benefits:
Owl's Wisdom
The character has advantage on all checks to intuit the motives and emotion state of other creatures. 3 Times during the duration, he can use it to gain one of the following benefits:
Eagle's Splendor
The character has advantage on his first charisma check against an individual.
I am asking because I don't. 4E had largely done away with them - stuff lasted either one encounter, or until the start or end of someone's turn, until a save occured, or until you ended an effect. There are some rituals that break these rules.
As a dungeon master, I do not like having to track precise time. I care about stuff like days usually, but I don't really want to think about how long some moments of exploration + combat + looting take to answer my player's question whether there buffs are still up or not.
I would prefer a different approach to all durations - I would like to determine their endings by tracking events, not time.
With events I mean stuff like
1) A Hit or Miss
2) A character's turn starting or ending.
3) A specific, actively declared activity (I end effect X, or I activate a new effect that will end the previous one)
4) A rest time.
All stuff that either I or the player directly control and narrate.
So, for example:
- Mage Armor: Lasts until you take an extended rest or drop unconscious.
- Shield: Lasts until you have been missed 5 times by melee or ranged attacks.
- Divine Favor: Lasts until you have hit with 10 melee or ranged attacks or have taken an extended rest.
- Fly: Lasts until you have taken damage equal to twice your level, cast another spell, until you take an extended rest or drop unconscious.
- Polymorph: Lasts until you cast another spell or take an extended rest.
- Resist Energy: Lasts until you have taken 30 damage. (assuming that Resist Energy still reduces damage by some amount - anything exceeding the DR will slowly erode the protection)
[sblock]
Aspect of Nature
Duration: 24 hours or until the target or you takes an extended rest.
Pick one of the following benefits:
Cat's Grace
While this spell lasts, the character takes half damage from falling. 3 Times during the duration, he can use it gain one of the following benefits:
- Take no damage from a fall and land on his feet.
- Take half damage from a melee, ranged or area attack
- Reroll one dexterity check or save
Bull's Strenth
The target gains advantage on any checks to force open a door, or to push or pull something. He can carry twice his normal load in weight.
3 Times in the duration, he can use it to gain one of the follwoing benefits
- Deal +1d10 damage on a successful melee attack
- Double the length and height of one jump
- Reroll one strength check or save.
Camel's Endurance (Bear doesn't really make sense, does it?)
The spell provides enough sustenance in food and water for one day to the target. 3 Times during the duration, he can use it to gain one of the following benefits:
- Regain additional 1d6 additional hit points when spending a hit die
- Take only half damage from an attack
- Reroll one constitution check or save.
Fox Cunning
The character has advantage on all knowledge related skill checks.
3 Times during the duration, he can use it to gain one of the following benefits:
- Gain combat advantage for one attack against a chose enemy.
- Grant an ally combat advantage for one attack against a chosen enemy.
- Reroll one intelligence check or save. If the character has used 3 of these abilities, the spell ends.
Owl's Wisdom
The character has advantage on all checks to intuit the motives and emotion state of other creatures. 3 Times during the duration, he can use it to gain one of the following benefits:
- Ignore the surprised condition
- Reroll one knowledge related check.
- Reroll one wisdom check or save.
Eagle's Splendor
The character has advantage on his first charisma check against an individual.
- Force an enemy to make a Charisma Save (DC equal to 10 + target's Charisma modifier) to be able to attack the character with a melee or ranged attack or a spell. This can be used only once per target.
- Reroll one charisma check or save. If the character has used 3 of these abilities, the spell ends.
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