Monte Cook's "Design Decisions: the Stat-Boosting Spells" in the Book of Experimental Might said:Okay, you caught me. I've just reinstated the original 3rd Edition versions of cat's grace, bull's strength, et. al., back into the game. I feel the much shorter versions of the spells in the revised core rules are harder to get a lot of use from. And it's a pain to keep track of a lot of short durations -- it's hardly worth doing the math to refigure your stat for just a minute per level; the hour-long durations make for much easier bookkeeping. In fact, I'd almost be willing to make the whole thing even easier and say, "Wizard, give up a 4th level spell slot and get a bonus to Dexterity fo the whole day." That would be really easy.
(note that in the book of experimental might the stat-boosting spells are fourth level, but that's not what this post is about).
i'd like to take monte's idea a step furthur: let's make any spell that has a duration of 1 hour/level or longer (mage armor, darkvision, protection from arrows, overland flight, mind blank, etc.), into a continuous ability. for example, just reduce your number of first level spells by one and gain mage armor all the time.
1. would there be any problems created by changing long-duration spells in this way?
to further simplify, any spell that doesn't function continuously or create a one-time effect could have a duration of "encounter." this would further reduce bookkeeping.
finally, any spell that creates a one-time effect, such as magic missile, cure light wounds, or teleport would have a duration of "instantaneous."
this would give any spell one of three durations: "continuous," "encounter," or "instantaneous."
2. would there be any problems created by simplifying durations in this way?