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Community
General Tabletop Discussion
*Pathfinder & Starfinder
In praise of 1 minute/level spells
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<blockquote data-quote="Tzarevitch" data-source="post: 975542" data-attributes="member: 1792"><p>3.0 Hold Person may be better, but not the 3.5version. A consistant +2 Hit and damage for 3 minutes is better than a save to avoid spell that allows a re-save the next round . . . and the next . . . and so on. Basically, you've used your action for the round to cancel your target's action for the round. </p><p></p><p>I also dispute that summoning a celestial wolf is better than giving a dedicated melee type a +2 to hit and damage at 3rd level. For a 3rd level fighter that is a huge increase in his hit chance and some extra damage now and for the rest of the fight as opposed to the summoned wolf that has 1 weak attack, only lasts 3 rounds and arrives the round AFTER you need it. </p><p></p><p>If I cast Bull's Strength on my 3rd level fighter ally with a 14 Str, Weapon Focus and and a Greatsword+1 for example , his Str climbs to 18 and he inflicts 2d6+6 (13 average) damage EACH round at +9 to hit. Aganst 3rd level adversaries that is very likely to hit. </p><p></p><p>Using your Burning Hands example (which is admittedly lower level, but it is scaleable as you said), at 3rd level the burning hands will do 3d6 damage (10.5 average) If he fails his save. If he saves you are looking at half that, and to top it off you are standing way too close to your target. Note there is no save against the fighter's enhanced damage and he can do it again for the rest of the fight at no extra cost to me while I do something else useful.</p><p></p><p>As I said before, at low levels, 3.5 Bull's Strength and the other enhancement spells are still generally better than similar level spells. Yes there are some spells that are better, but there are also many that are less useful or only occasionally useful.</p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 975542, member: 1792"] 3.0 Hold Person may be better, but not the 3.5version. A consistant +2 Hit and damage for 3 minutes is better than a save to avoid spell that allows a re-save the next round . . . and the next . . . and so on. Basically, you've used your action for the round to cancel your target's action for the round. I also dispute that summoning a celestial wolf is better than giving a dedicated melee type a +2 to hit and damage at 3rd level. For a 3rd level fighter that is a huge increase in his hit chance and some extra damage now and for the rest of the fight as opposed to the summoned wolf that has 1 weak attack, only lasts 3 rounds and arrives the round AFTER you need it. If I cast Bull's Strength on my 3rd level fighter ally with a 14 Str, Weapon Focus and and a Greatsword+1 for example , his Str climbs to 18 and he inflicts 2d6+6 (13 average) damage EACH round at +9 to hit. Aganst 3rd level adversaries that is very likely to hit. Using your Burning Hands example (which is admittedly lower level, but it is scaleable as you said), at 3rd level the burning hands will do 3d6 damage (10.5 average) If he fails his save. If he saves you are looking at half that, and to top it off you are standing way too close to your target. Note there is no save against the fighter's enhanced damage and he can do it again for the rest of the fight at no extra cost to me while I do something else useful. As I said before, at low levels, 3.5 Bull's Strength and the other enhancement spells are still generally better than similar level spells. Yes there are some spells that are better, but there are also many that are less useful or only occasionally useful. Tzarevitch [/QUOTE]
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In praise of 1 minute/level spells
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