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General Tabletop Discussion
*Pathfinder & Starfinder
Fixes for Spell Duration
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<blockquote data-quote="Elder-Basilisk" data-source="post: 927173" data-attributes="member: 3146"><p>This change I definitely agree with. While you're at it, you could do the same to Blur.</p><p></p><p>BTW: the real problem with Aid is that, by the time you can cast it, it only prevents a little over half the damage that a cure light wounds would cure and doesn't put a scratch into cure moderate. So it's primarily good for the bless-effect but for one person, 1 min/level isn't good enough for a 2nd level slot.</p><p></p><p></p><p></p><p>That's probably true for all of these except Bless and possibly Entropic Shield (which would probably be balanced at 10 min/level--since it's pretty much a weakened version of blur which would be balanced at first level).</p><p></p><p>Bless would lose a fair amount of the utility it otherwise has from levels 4 or 5 through 11 (when hero's feast begins to make it irrelevant) largely because having to cast it within one minute of the end of combat would turn it into a "cast during" combat spell and its power doesn't justify choosing it over other, higher level "cast during combat" alternatives.</p><p></p><p>Bane and Doom are combat spells so their duration is largely irrelevant. Magic Fang and Magic Weapon are primarily cast to overcome DR. I don't know enough about playing a druid to know about Shillelagh.</p><p></p><p></p><p></p><p>Enlarge should probably be 10 min duration and/or be powered up in their effect. Enlarge, for instance does nothing at level one and doesn't hold a candle to bless when cast at level 5. (The +1 damage is more than cancelled out by the fact that bless gives bonusses to everyone). At one minute or one minute/level, enlarge is not worth casting. </p><p></p><p>For Reduce as a combat spell; one min or one min/level duration doesn't make much difference (although 1 min eliminates a lot of the non-combat possibilities of the spell). It's primary weakness in combat is the fort save which is the strong save of just about everything you'd toss it at. Make it a will save and it would be an excellent spell.</p><p></p><p></p><p></p><p>At one round/level, it would be a combat only spell. While that may be desirable from some points of view, it eliminates its potential use in short term scouting and infiltration and makes it solely a combat-buff. Myself, I don't think that would be a good idea. It might be better to make it 10 min/level but begin to disintegrate as soon as the target attacks ending 1 round/level after the first attack.</p><p></p><p></p><p></p><p>Two rounds/level would pretty much eliminate the use of this spell at high levels since it would have to be cast in combat. Really though, I don't think mirror image needs a duration limit--the images usually go away in the first combat they play a part in.</p><p></p><p></p><p></p><p>I don't think that Spell Resistance would often be worth preparing if it were 1 round/level. At that duration, it would be a "cast in combat" spell. And it would only be worth casting in combat if you were facing a group of enemies all of whom derived their primary offense through spells or spell like abilities--not a situation that happens often.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 927173, member: 3146"] This change I definitely agree with. While you're at it, you could do the same to Blur. BTW: the real problem with Aid is that, by the time you can cast it, it only prevents a little over half the damage that a cure light wounds would cure and doesn't put a scratch into cure moderate. So it's primarily good for the bless-effect but for one person, 1 min/level isn't good enough for a 2nd level slot. [b][/b] That's probably true for all of these except Bless and possibly Entropic Shield (which would probably be balanced at 10 min/level--since it's pretty much a weakened version of blur which would be balanced at first level). Bless would lose a fair amount of the utility it otherwise has from levels 4 or 5 through 11 (when hero's feast begins to make it irrelevant) largely because having to cast it within one minute of the end of combat would turn it into a "cast during" combat spell and its power doesn't justify choosing it over other, higher level "cast during combat" alternatives. Bane and Doom are combat spells so their duration is largely irrelevant. Magic Fang and Magic Weapon are primarily cast to overcome DR. I don't know enough about playing a druid to know about Shillelagh. [b][/b] Enlarge should probably be 10 min duration and/or be powered up in their effect. Enlarge, for instance does nothing at level one and doesn't hold a candle to bless when cast at level 5. (The +1 damage is more than cancelled out by the fact that bless gives bonusses to everyone). At one minute or one minute/level, enlarge is not worth casting. For Reduce as a combat spell; one min or one min/level duration doesn't make much difference (although 1 min eliminates a lot of the non-combat possibilities of the spell). It's primary weakness in combat is the fort save which is the strong save of just about everything you'd toss it at. Make it a will save and it would be an excellent spell. [b][/b] At one round/level, it would be a combat only spell. While that may be desirable from some points of view, it eliminates its potential use in short term scouting and infiltration and makes it solely a combat-buff. Myself, I don't think that would be a good idea. It might be better to make it 10 min/level but begin to disintegrate as soon as the target attacks ending 1 round/level after the first attack. [b][/b] Two rounds/level would pretty much eliminate the use of this spell at high levels since it would have to be cast in combat. Really though, I don't think mirror image needs a duration limit--the images usually go away in the first combat they play a part in. [b][/B] I don't think that Spell Resistance would often be worth preparing if it were 1 round/level. At that duration, it would be a "cast in combat" spell. And it would only be worth casting in combat if you were facing a group of enemies all of whom derived their primary offense through spells or spell like abilities--not a situation that happens often. [/QUOTE]
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Fixes for Spell Duration
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