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Whither Extend Spell in 3.5?
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<blockquote data-quote="Joshua Randall" data-source="post: 923929" data-attributes="member: 7737"><p>I thought we could use some crunch to our argument.</p><p></p><p>D&D 3e Sor/Wiz spells with 1 hour/level duration:</p><p></p><p>Blindsight (MoF)</p><p>Bull's Strength</p><p>Cat's Grace</p><p>Charm Person</p><p>Darkvision</p><p>Darsson's Potion (MoF)</p><p>Dhulark's Glasstrike (MoF)</p><p>Eagle's Splendor (T&B)</p><p>Endurance</p><p>Enhance Familiar (T&B)</p><p>Ethereal Mount (MotP)</p><p>Evard's Black Tentacles</p><p>Fortify Familiar (T&B)</p><p>Fox's Cunning (T&B)</p><p>Greater Magic Weapon</p><p>Greater Scrying</p><p>Imbue Familiar with Spell Ability (T&B)</p><p>Low-Light Vision (MoF)</p><p>Magic Jar</p><p>Mass Darkvision (T&B)</p><p>Mass Suggestion</p><p>Minor Creation</p><p>Misdirection</p><p>Mordenkainen's Faithful Hound</p><p>Nondetection</p><p>Owl's Wisdom (T&B)</p><p>Phantom Steed</p><p>Portal Beacon (MotP)</p><p>Prying Eyes</p><p>Scent (MoF)</p><p>Suggestion</p><p>Tenser's Floating Disk</p><p>Unseen Servant</p><p></p><p><em><strong>Notes</strong></em>: 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.</p><p></p><p>= = =</p><p></p><p>Clr, Drd spells not on the Sor/Wiz list that last 1 hour/level:</p><p></p><p>Animal Reduction (MotW)</p><p>Animal Shapes</p><p>Bloodhound (MotW)</p><p>Bottle of Smoke (MotW)</p><p>Chain of Eyes (DotF)</p><p>Charm Person or Animal</p><p>Delay Poison</p><p>Greater Magic Fang</p><p>Hand of Torm (MoF)</p><p>Helping Hand</p><p>Living Prints (MoF)</p><p>Magic Vestment</p><p>Nature's Balance (MoF)</p><p>One with the Land (MoF)</p><p>Safe Clearing (MoF)</p><p>Spikes (DotF)</p><p>Status</p><p>Strength of Stone (MoF)</p><p>Undead Bane Weapon (MoF)</p><p>Wood Wose (MotW)</p><p></p><p><em><strong>Notes</strong></em>: Magic vestment is the classic example of a clerical spell to extend. Greater Magic Fang and Spikes are also strong.</p><p></p><p>I think extend is still a worthwhile feat. Maybe less of a no-brainer, but that's a good thing.</p><p></p><p><strong>Edit</strong>: Duh, left off the 1 hr/lvl (D) - that can be dismissed. Bad database query. Here they are:</p><p></p><p>Absorb Weapon</p><p>Changestaff</p><p>Cloak of the Sea</p><p>Cloudwalkers</p><p>Easy Trail</p><p>Echo Skull</p><p>False Life</p><p>Familiar Pocket</p><p>Feathers</p><p>Feign Death</p><p>Glory of the Martyr</p><p>Indifference</p><p>Mage Armor</p><p>Passwall</p><p>Polymorph Self</p><p>Rope Trick</p><p>Sculpt Sound</p><p>Shadow Walk</p><p>Shield Other</p><p>Silent Portal</p><p>Spider Form</p><p>Spider Shapes</p><p>Spike Growth</p><p>Spike Stones</p><p>Stalking Spell</p><p>Statue</p><p>Tree Shape</p><p>Tree Stride</p><p>Whispering Wind</p><p>Wind Walk</p><p></p><p><em><strong>Notes</strong></em>: I think extended Wind Walk is a rather nice transportation spell, don't you? Extended Shield Other is quite fine, too.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 923929, member: 7737"] I thought we could use some crunch to our argument. D&D 3e Sor/Wiz spells with 1 hour/level duration: Blindsight (MoF) Bull's Strength Cat's Grace Charm Person Darkvision Darsson's Potion (MoF) Dhulark's Glasstrike (MoF) Eagle's Splendor (T&B) Endurance Enhance Familiar (T&B) Ethereal Mount (MotP) Evard's Black Tentacles Fortify Familiar (T&B) Fox's Cunning (T&B) Greater Magic Weapon Greater Scrying Imbue Familiar with Spell Ability (T&B) Low-Light Vision (MoF) Magic Jar Mass Darkvision (T&B) Mass Suggestion Minor Creation Misdirection Mordenkainen's Faithful Hound Nondetection Owl's Wisdom (T&B) Phantom Steed Portal Beacon (MotP) Prying Eyes Scent (MoF) Suggestion Tenser's Floating Disk Unseen Servant [i][b]Notes[/b][/i]: 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 Bloodhound (MotW) Bottle of Smoke (MotW) Chain of Eyes (DotF) Charm Person or Animal Delay Poison Greater Magic Fang Hand of Torm (MoF) Helping Hand Living Prints (MoF) Magic Vestment Nature's Balance (MoF) One with the Land (MoF) Safe Clearing (MoF) Spikes (DotF) Status Strength of Stone (MoF) Undead Bane Weapon (MoF) Wood Wose (MotW) [i][b]Notes[/b][/i]: 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. [b]Edit[/b]: 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 Cloudwalkers Easy Trail Echo Skull False Life Familiar Pocket Feathers Feign Death Glory of the Martyr Indifference Mage Armor Passwall Polymorph Self Rope Trick Sculpt Sound Shadow Walk Shield Other Silent Portal Spider Form Spider Shapes Spike Growth Spike Stones Stalking Spell Statue Tree Shape Tree Stride Whispering Wind Wind Walk [i][b]Notes[/b][/i][b][/b]: I think extended Wind Walk is a rather nice transportation spell, don't you? Extended Shield Other is quite fine, too. [/QUOTE]
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