Elder-Basilisk
First Post
Of these spells, the ones worth extending are (IMO):
Almost certainly in 3e (although combining it with darkness is often considered cheesy). Possibly not in 3.5e if Blindsight is changed to blindsense and doesn't negate the 50% miss chance or allow precision targetting
Definitely in 3e. Reduced duration in 3.5e makes the utility of extend questionable at best.
Questionable in 3e as it is typically used for short duration situations. It could be helpful in certain situations.
Potentially useful to extend. Highly situational.
I'm unfamiliar with these and can't comment; noncore though.
Duration reduced.
Highly questionable spell in general and therefore not a good target for extend.
Unfamiliar with this; can't comment.
Not useful to extend as hour/level is probably 60 times as long as it ever needs to be active for anyway.
Highly questionable spell in general.
Duration reduced.
Benefit reduced twice (by DR changes and spell changes); still one of the best reasons to take Extend Spell though.
If you don't notice something after scrying for 13 hours, what good is another 13 hours of scrying?
Potentially devastating and therefore potentially worth extending.
This has the same potential as Darkvision.
This seems like a good spell to extend.
See Darkvision.
Depending upon how one interprets Suggestion this could be devastating or it could be useless. My interpretation of Suggestion (the duration is primarily the length of time a suggestion can lie dormant as per the knight giving his horse to the peasant) makes extending it useless.
Spell is of dubious usefulness already.
The will save makes this less useful at high levels.
Might be useful to extend.
In situations where it's useful, it's useful to extend it. But those are few and far between.
Duration reduced.
By the time you can extend it, it already lasts about as long as you could ride it without fatigue.
Unfamiliar with it.
This might have potential.
If it does what it looks like, it would be an excellent spell to extend.
Useless by my interpretation of the spell.
Unlikely to be useful.
Potentially useful
Animal Shapes would be a good one.
See Phantasmal Steed
An excellent choice for extend spell.
Largely unnecessary.
A very good use of the spell.
Unfamiliar with this.
Largely useless, extended or not.
One of the primary uses for Extend spell; possibly reduced in effect.
Spikes would be another excellent spell to extend
A very highly situational spell--it would be worth extending but it's probably not useful in enough situations for that to be a reason to take Extend Spell in most campaigns.
False life is definitely worth extending.
Another good use for extend spell.
Not a very useful spell to begin with.
A good use for extend spell
Would've been a great spell to extend but not with the 3.5e reduced duration.
This one lasts as long as you need it to (10-12 hours) by the time it can be extended.
A very risky spell to extend; movement limitations would also hamper this use.
Would be useful if it weren't limited by the number of trees moved through as well as duration.
This list ignored the 24 hour duration spells: (From memory)
Endure Elements
Mind Blank
Energy Buffer (T&B)
Energy Immunity (T&B)
All told, however, I think sor/wiz characters are left with the decision:
are Endure Elements, Energy Buffer, Energy Immunity, Mind Blank, Nondetection, Mage Armor, Greater Magic Weapon, False Life, Blindsight, Darkvision, and Prying Eyes (or a combination thereof) worth the feat to extend. I think the answer is likely to be "no" for most combat focussed characters with the possible exceptions of those who combine blindsight with deeper darkness.
For Druids and Clerics, the list is:
Endure Elements, Energy Immunity, Misdirection, Undetectable Alignment, Chain of Eyes, Wind Walk, Feathers, Spikes, Greater Magic Weapon, and Magic Vestment
The presence of Magic Vestment and Spikes make Extend a stronger choice for combat clerics than combat wizards but I don't think there's as much use as there might be for other feats.
Joshua Randall said:I thought we could use some crunch to our argument.
D&D 3e Sor/Wiz spells with 1 hour/level duration:
Blindsight (MoF)
Almost certainly in 3e (although combining it with darkness is often considered cheesy). Possibly not in 3.5e if Blindsight is changed to blindsense and doesn't negate the 50% miss chance or allow precision targetting
Bull's Strength
Cat's Grace
Definitely in 3e. Reduced duration in 3.5e makes the utility of extend questionable at best.
Charm Person
Questionable in 3e as it is typically used for short duration situations. It could be helpful in certain situations.
Darkvision
Potentially useful to extend. Highly situational.
Darsson's Potion (MoF)
Dhulark's Glasstrike (MoF)
I'm unfamiliar with these and can't comment; noncore though.
Eagle's Splendor (T&B)
Endurance
Duration reduced.
Enhance Familiar (T&B)
Highly questionable spell in general and therefore not a good target for extend.
Ethereal Mount (MotP)
Unfamiliar with this; can't comment.
Evard's Black Tentacles
Not useful to extend as hour/level is probably 60 times as long as it ever needs to be active for anyway.
Fortify Familiar (T&B)
Highly questionable spell in general.
Fox's Cunning (T&B)
Duration reduced.
Greater Magic Weapon
Benefit reduced twice (by DR changes and spell changes); still one of the best reasons to take Extend Spell though.
Greater Scrying
If you don't notice something after scrying for 13 hours, what good is another 13 hours of scrying?
Imbue Familiar with Spell Ability (T&B)
Potentially devastating and therefore potentially worth extending.
Low-Light Vision (MoF)
This has the same potential as Darkvision.
Magic Jar
This seems like a good spell to extend.
Mass Darkvision (T&B)
See Darkvision.
Mass Suggestion
Depending upon how one interprets Suggestion this could be devastating or it could be useless. My interpretation of Suggestion (the duration is primarily the length of time a suggestion can lie dormant as per the knight giving his horse to the peasant) makes extending it useless.
Minor Creation
Spell is of dubious usefulness already.
Misdirection
The will save makes this less useful at high levels.
Mordenkainen's Faithful Hound
Might be useful to extend.
Nondetection
In situations where it's useful, it's useful to extend it. But those are few and far between.
Owl's Wisdom (T&B)
Duration reduced.
Phantom Steed
By the time you can extend it, it already lasts about as long as you could ride it without fatigue.
Portal Beacon (MotP)
Unfamiliar with it.
Prying Eyes
This might have potential.
Scent (MoF)
If it does what it looks like, it would be an excellent spell to extend.
Suggestion
Useless by my interpretation of the spell.
Tenser's Floating Disk
Unlikely to be useful.
Unseen Servant
Potentially useful
Notes: even without the stat-boosting spells, there are several transmuation spells worth extending; e.g., Darkvision. Also the familiar enhancing spells. An extended Suggestion can also be quite nasty.
= = =
Clr, Drd spells not on the Sor/Wiz list that last 1 hour/level:
Animal Reduction (MotW)
Animal Shapes
Animal Shapes would be a good one.
Bloodhound (MotW)
Bottle of Smoke (MotW)
See Phantasmal Steed
Chain of Eyes (DotF)
An excellent choice for extend spell.
Charm Person or Animal
Delay Poison
Largely unnecessary.
Greater Magic Fang
A very good use of the spell.
Hand of Torm (MoF)
Unfamiliar with this.
Helping Hand
Largely useless, extended or not.
Living Prints (MoF)
Magic Vestment
One of the primary uses for Extend spell; possibly reduced in effect.
Nature's Balance (MoF)
One with the Land (MoF)
Safe Clearing (MoF)
Spikes (DotF)
Spikes would be another excellent spell to extend
Status
Strength of Stone (MoF)
Undead Bane Weapon (MoF)
Wood Wose (MotW)
Notes: Magic vestment is the classic example of a clerical spell to extend. Greater Magic Fang and Spikes are also strong.
I think extend is still a worthwhile feat. Maybe less of a no-brainer, but that's a good thing.
Edit: Duh, left off the 1 hr/lvl (D) - that can be dismissed. Bad database query. Here they are:
Absorb Weapon
Changestaff
Cloak of the Sea
A very highly situational spell--it would be worth extending but it's probably not useful in enough situations for that to be a reason to take Extend Spell in most campaigns.
Cloudwalkers
Easy Trail
Echo Skull
False Life
False life is definitely worth extending.
Familiar Pocket
Feathers
Another good use for extend spell.
Feign Death
Glory of the Martyr
Indifference
Not a very useful spell to begin with.
Mage Armor
A good use for extend spell
Passwall
Polymorph Self
Would've been a great spell to extend but not with the 3.5e reduced duration.
Rope Trick
This one lasts as long as you need it to (10-12 hours) by the time it can be extended.
Sculpt Sound
Shadow Walk
Shield Other
A very risky spell to extend; movement limitations would also hamper this use.
Silent Portal
Spider Form
Spider Shapes
Spike Growth
Spike Stones
Stalking Spell
Statue
Tree Shape
Tree Stride
Would be useful if it weren't limited by the number of trees moved through as well as duration.
Whispering Wind
Wind Walk
Notes: I think extended Wind Walk is a rather nice transportation spell, don't you? Extended Shield Other is quite fine, too.
This list ignored the 24 hour duration spells: (From memory)
Endure Elements
Mind Blank
Energy Buffer (T&B)
Energy Immunity (T&B)
All told, however, I think sor/wiz characters are left with the decision:
are Endure Elements, Energy Buffer, Energy Immunity, Mind Blank, Nondetection, Mage Armor, Greater Magic Weapon, False Life, Blindsight, Darkvision, and Prying Eyes (or a combination thereof) worth the feat to extend. I think the answer is likely to be "no" for most combat focussed characters with the possible exceptions of those who combine blindsight with deeper darkness.
For Druids and Clerics, the list is:
Endure Elements, Energy Immunity, Misdirection, Undetectable Alignment, Chain of Eyes, Wind Walk, Feathers, Spikes, Greater Magic Weapon, and Magic Vestment
The presence of Magic Vestment and Spikes make Extend a stronger choice for combat clerics than combat wizards but I don't think there's as much use as there might be for other feats.