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General Tabletop Discussion
*TTRPGs General
To use "buff spells" or not to use "buff spells"? That is the question.
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<blockquote data-quote="0-hr" data-source="post: 278588" data-attributes="member: 4734"><p>As a cleric, I keep a list of what I call "Day Spells". These are the long duration spells that I cast at the start of the adventuring day, pretty much every day. It makes it easier to just tell the DM that we're going to take a couple of minutes to run through the Day Spells Ritual, rather than having to go down the list every time. It also lets the other players get used to having the same buffs each day, so they are ready with their 4 siders and know what stats are going to be adjusted. Honestly, though, the great majority of the spells get cast on myself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>At level 15, my current list of Day Spells, for myself, is as follows:</p><p></p><p>Undetectable Alignment</p><p>Slow Poison</p><p>Magic Vestment (armor)</p><p>Magic Vestment (shield)</p><p>Spikes (club)</p><p>Blindsight</p><p>Greater Magic Weapon +5 (club)</p><p>Endurance (empoweredx2)</p><p>Fortunate Fate </p><p></p><p>Fortunate Fate only lasts 150 minutes but the rest all last 15 hours. In addition, I cast Energy Immunity every night at about midnight; and Deeper Darkness on a coin and Dimensional Lock on my bedroom every couple of weeks. There's also a weekly blessing spell that I forget the name of ("Touch of ..."). And there's a week long party-endurance spell that I keep meaning to use but never seem to get around too.</p><p></p><p>Anyway, I definitely notice the +10 AC and 75 extra hitpoints I have during the day. And having my normal old walking stick be a +5 weapon that does an extra +15 damage is fairly noticeable as well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="0-hr, post: 278588, member: 4734"] As a cleric, I keep a list of what I call "Day Spells". These are the long duration spells that I cast at the start of the adventuring day, pretty much every day. It makes it easier to just tell the DM that we're going to take a couple of minutes to run through the Day Spells Ritual, rather than having to go down the list every time. It also lets the other players get used to having the same buffs each day, so they are ready with their 4 siders and know what stats are going to be adjusted. Honestly, though, the great majority of the spells get cast on myself :) At level 15, my current list of Day Spells, for myself, is as follows: Undetectable Alignment Slow Poison Magic Vestment (armor) Magic Vestment (shield) Spikes (club) Blindsight Greater Magic Weapon +5 (club) Endurance (empoweredx2) Fortunate Fate Fortunate Fate only lasts 150 minutes but the rest all last 15 hours. In addition, I cast Energy Immunity every night at about midnight; and Deeper Darkness on a coin and Dimensional Lock on my bedroom every couple of weeks. There's also a weekly blessing spell that I forget the name of ("Touch of ..."). And there's a week long party-endurance spell that I keep meaning to use but never seem to get around too. Anyway, I definitely notice the +10 AC and 75 extra hitpoints I have during the day. And having my normal old walking stick be a +5 weapon that does an extra +15 damage is fairly noticeable as well. :) [/QUOTE]
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To use "buff spells" or not to use "buff spells"? That is the question.
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