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General Tabletop Discussion
*Pathfinder & Starfinder
Guidance, Resistance, Virtue
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<blockquote data-quote="Elder-Basilisk" data-source="post: 463045" data-attributes="member: 3146"><p>I find guidance to be a useful spell from time to time. Usually it gets used when a character knows he'll need to make a saving throw in advance--against the secondary effects of poison or the saving throw to avoid having a negative level become perament. Or the saving throw to avoid lycanthropy after eating belladonna or receiving a Remove Curse.</p><p></p><p>Resistance I've only found to be useful for making cloaks of resistance in general (although at low levels it gets the same use as guidance unless the save was caused by something evil in which case it's protection from evil instead).</p><p></p><p>Virtue, I've never seen much of any use for.</p><p></p><p>The Good Omen spell looks like the spell that would use up all of a cleric's 0-level spells every day--even if it didn't stack. For a wizard, it would probably use up at least half of the slots. The only competition would be detect magic and possibly light. (Dancing lights, presdigitation, and detect magic all compete with it for usefulness). At first level, it would probably still be used but only when the cleric or wizard had enough 1st level spells to go around. (ie. 3rd level you might see it once or twice; by 7th level, it would see regular use). As others have said, it's a good .5 level spell. I'd go with it at 0-level though. It's not useful enough to really compete with other 1st level spells like protection from evil, bless, magic missile, shield, and Divine Favor, etc. And although it's a very cool and potentially useful 0-level spell, other 0-level spells like Light, Dancing Lights, Detect Magic, Disrupt Undead, Presdigitation, etc. are far more useful in the limited circumstances in which they're useful at all.</p><p></p><p>BTW, Hypersmurf as far as I know, temporary hit points don't stack. . . .</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 463045, member: 3146"] I find guidance to be a useful spell from time to time. Usually it gets used when a character knows he'll need to make a saving throw in advance--against the secondary effects of poison or the saving throw to avoid having a negative level become perament. Or the saving throw to avoid lycanthropy after eating belladonna or receiving a Remove Curse. Resistance I've only found to be useful for making cloaks of resistance in general (although at low levels it gets the same use as guidance unless the save was caused by something evil in which case it's protection from evil instead). Virtue, I've never seen much of any use for. The Good Omen spell looks like the spell that would use up all of a cleric's 0-level spells every day--even if it didn't stack. For a wizard, it would probably use up at least half of the slots. The only competition would be detect magic and possibly light. (Dancing lights, presdigitation, and detect magic all compete with it for usefulness). At first level, it would probably still be used but only when the cleric or wizard had enough 1st level spells to go around. (ie. 3rd level you might see it once or twice; by 7th level, it would see regular use). As others have said, it's a good .5 level spell. I'd go with it at 0-level though. It's not useful enough to really compete with other 1st level spells like protection from evil, bless, magic missile, shield, and Divine Favor, etc. And although it's a very cool and potentially useful 0-level spell, other 0-level spells like Light, Dancing Lights, Detect Magic, Disrupt Undead, Presdigitation, etc. are far more useful in the limited circumstances in which they're useful at all. BTW, Hypersmurf as far as I know, temporary hit points don't stack. . . . [/QUOTE]
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