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%

MojoGM said:
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....

You read my mind.
 

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I like the idea. It makes parties think a little more tactically in terms of picking where and when to fight. It also makes extended / persistent metamagic more useful.

It also brings buff spells more in line with barbarian rage and other spells/abilites that provide short-duration stat bonuses.
 


Gez said:
I would prefer 2 or 3 minutes per level. That would reduce the "hurry up to the next monster" factor. The other alternative being to ditch the spell per day limitation.

Interesting. I think that would actually make the "hurry" factor worse.

If I cast a spell with a 7 min duration, it is pretty fair to assume that often there will not be another fight within that time. So the point of "go, go, go" isn't really there. (Unless you are playing the kind of game where the next monster politely waits behind door #23). Another fight might happen, but it is not a safe assumption at all.

If you had a duration of 14 or 21 minutes, the motivation to run forward and find the next fight would be more justified.

I still think a lot of people are missing the point of 1 min/level spells. The value is NOT leftovers after battle. It is the option of preping for the battle. 1 round per level is limited to taking up a combat action of the caster. 10 min/level is more strategic, prepare for a series of event or small encounters. 1 min/level is still a tactical, one encounter, spell that offers preparation flexability. If YOU get ambushed, well, thats life.
 

d20Dwarf said:

Anyway, I think these spells are alright. To me, they are best used with low-level spells that would be useless to a low-level caster at 1 rd/level and too good at 1 hour/level.

What happened to 10 minutes / level?

That would make a much more reasonable duration. It would last long enough to attempt some simple out of combat action, just not so long that it lasts all day.

Lots of spells already have that duration: Freedom of Movement, Invisibility, and Alter Self are just a few examples.

If they wanted to reduce the time that the enhancers stays around, wouldn't 10 minutes / level have made much more sense?

Edit: Formatting
 
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Joshua Randall said:

... (Str) an additional +1 to +2 melee attack bonus *and* an additional +1 to +2 damage bonus *and* the ability to carry more?

*and* a +1 to +2 to Str based skills.

Joshua Randall said:

... (Dex) an additional +1 to +2 AC *and* an additional +1 to +2 ranged attack bonus *and* better Ref saves?

*and* a +1 to +2 to Initiative *and* a +1 to +2 bonus to Dex based skills

Joshua Randall said:

... (Con) an additional (character level) X (1 or 2) HP *and* better Fort saves?

*and* a +1 to +2 to Con based skills.

Joshua Randall said:

... (Int/Wis/Cha) your spell save DCs increased by 1 or 2 *and* (Wis) better Will saves?

*and* a +1 to +2 to Int/Wis/Cha based skills *and* a +1 to +2 AC bonus (if a Monk)

The list goes on and on for usefulness =)
 

It is not +1 to +2, by the way.

It is +2.

Monte already revealed that the bonuses are now a fixed +4.
So in that way the spells are BETTER than before.
 


While I have great respect for Monte's work, I think that he is completely wrong in his reasoning against the 1 min/level buffs. The very idea that it should be normal in any assault on a stronghold/dungeon to clear a room of enemies and then search it before proceeding to the next room sounds so compeltely absurd to me I cannot even find words for it. Only under very special circumstances should such a thing even be possible, usually a stronghold or dungeon should be manned and designed that there are very few if any spots where you can battle a group of enemies without alerting all the garrison.
It is much more reasonable in most cases to use your momentum and to keep advancing and hitting the defenders before they can rally and mount a counter-attack.
 


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