BiggusGeekus
That's Latin for "cool"
Bull's Strength
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2, Strength 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 24 hours or for Caster Level +2 (max 10) feats of strength
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants an enhancement bonus to Strength of 1d4+1 points. This bonus lasts for 24 hours or for a certain number of "feats of strength". Whenever the target makes a Strength ability check or uses the strength modifier for any reason (e.g. melee combat or drawing a mighty composite bow) that counts against the maximum number of "feats of strength" permitted. When the spell is cast there are Caster Level + 2 feats of strength to start with to a maximum of ten. When all feats of strength are used the spell expires even if the 24 hour duration has not been reached.
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PROS:
1) Spell is still good for casting at the start of an adventure like in 3.0.
2) Spell is useful against "boss" encounters if the players have time to prepare.
3) Spell scales to a reasonable limit, unlike 3.0.
CONS:
1) More paperwork, definately not for novices.
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2, Strength 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 24 hours or for Caster Level +2 (max 10) feats of strength
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants an enhancement bonus to Strength of 1d4+1 points. This bonus lasts for 24 hours or for a certain number of "feats of strength". Whenever the target makes a Strength ability check or uses the strength modifier for any reason (e.g. melee combat or drawing a mighty composite bow) that counts against the maximum number of "feats of strength" permitted. When the spell is cast there are Caster Level + 2 feats of strength to start with to a maximum of ten. When all feats of strength are used the spell expires even if the 24 hour duration has not been reached.
========
PROS:
1) Spell is still good for casting at the start of an adventure like in 3.0.
2) Spell is useful against "boss" encounters if the players have time to prepare.
3) Spell scales to a reasonable limit, unlike 3.0.
CONS:
1) More paperwork, definately not for novices.