What do you think of one min per level spells?

One min per level spell effects?

  • Great!

    Votes: 64 32.3%
  • Bad idea!

    Votes: 77 38.9%
  • Neutral

    Votes: 57 28.8%

I really don't mind them. It become very tiresome when the cleric is buffing up his stats in such a way that they are higher than the fighters.
 

log in or register to remove this ad

I would have preferred 10 min/lvl.

But 1 min/lvl is better than 1 h/lvl, this way I won't have to see the mage use his Ring of Wizardry II to buff the entire party for most of the day!
 

Hmm, I have to say that I agree with those that say I don't care for that change.

At 1 hour per level it makes it a useful second level spell for a low level group to cast to buff up the fighers strength, or con. It also is a lfie saver for low level mages to boost their possilbe poor dexterity to help with AC and those ranged touch attacks.

If it yanked down to 1 minute per level I can't really see a mage bothering any longer. My players never really know when the fights going to come their way, and they tend to spend a while in the area after a fight picking up the pieces so to speak. (thiers normally! :D )

I feel if they felt the spell was to abusive they should have just put a cap on it. Making it a maximum of 4 hours or eight hours. This would allow the spell to be useful during the period when the pc's are in the "dungeon" or reasonably expecting trouble. But after they set up camp the spells would start to wear off. Keeps them from being superman all day long, but leaves the spells in the realm of useful for casters so they're not buffing the fighters when they should be casting fireball. :rolleyes:
 

I don't mind the change, or at least not much. The only long-term buff spell that has seen regular use in my campaigns so far is mage armor. I don't like stat-boosts anyway, since - imho - they only add numbers, not anything special. In one of my campaigns, players get to pick their stats as long as the PCs are balanced in the end (including items, classes, spells and special abilities), so I don't see a need for long-term stat boosts.

I am not even sure if mage armor having reduced to 1 min/level would be that bad, even though both my sorceress and my bard took that spell, and the extend spell feat almost exclusively for it.
 

I'm in two minds about this. As the buff spells are in 3.0, they're useful for a low-level party. Unfortunately, once they get to mid-levels they get stupid. The worst I've seen is a PC who used extended buffs (all 6 of them) on himself and all the rest of the party, then rested anohter 8 hours to get a full spell complement again. All this in a secure shelter or magnificent mansion to avoid being detected.
IMHO, 1min/level is an improvement, but it's perhaps too short. Maybe 10min/level would be a better compromise for spells like the buffs.
 
Last edited:

I agree that there should be an eight hour cap. That way the spell isn't still active after the cleric rests (it's only a second level spell).
 


well, i voted neutral, but that's not true. you really need an undecided option, because that's what i am. i can see good and bad sides to it.
 

I agree with the 1 minute per level time cap. After all, as a 2nd level spell it was pretty powerful.

It should be a combat only spell (or a short situation spell, like opening a door or lifting a boulder).

I do think there should be a higher level counterpart that lasts longer however....
 

Elder-Basilisk said:
At 1 min/level, they'd be balanced as 1st level spells (and not particularly good ones at that-- [...] As 2nd level spells, they're utterly hopeless without longer duration.
You keep saying this, and it's just not true.

Would you turn up your nose at...

... (Str) an additional +1 to +2 melee attack bonus *and* an additional +1 to +2 damage bonus *and* the ability to carry more?
... (Dex) an additional +1 to +2 AC *and* an additional +1 to +2 ranged attack bonus *and* better Ref saves?
... (Con) an additional (character level) X (1 or 2) HP *and* better Fort saves?
... (Int/Wis/Cha) your spell save DCs increased by 1 or 2 *and* (Wis) better Will saves?

Not to mention all the skills that get better with higher stats. Not to mention their uses as temporary counter-measures to some poisons or debilitating spells. Not the mention the other creative uses you can get out of higher stats.

I don't see how the stat-buffing spells are "utterly hopeless" as 2nd level spells, even with their shortened duration. They may not longer be "must have" spells, but that in and of itself is a change for the better.
 

Pets & Sidekicks

Remove ads

Top