Author Topic: Making spells (buffs) last longer without using persist  (Read 5771 times)

0 Members and 1 Guest are viewing this topic.

DavidWL

  • Bi-Curious George
  • ****
  • Posts: 505
    • Email
Making spells (buffs) last longer without using persist
« on: May 18, 2009, 06:40:27 AM »
Extend/Echo/Circle Magic for longer longer buffing ...

- Image in a spell with duration 10 min / level.
- Cast by a level 20 caster with circle magic => CL 40.  With some optimizing, we can easily get to CL 42.   
- Extended

14 hours per casting.  +1 level adjustment

- Image in a spell with duration 1 min / level.
- Cast by a level 20 caster with circle magic => CL 40.  With some optimizing, we can probably get to CL 44.   
- Extended
- Now make it an echoing spell
-> 88 minutes per casting - 8 per additional casting

6 continuous hours per spell slot (8 hours total).  +4 level adjustment (+1 and +3).

For spells with hours per level duration, it can last almost 4 days with one casting.  For spells with a duration of 1 day, they can last 2 days with extend, so you can cast it the day before, sleep, prepare your spells, and then go out adventuring.

But what can we do to make min/level and 10 min / level spells last a close to a day as possible?  (Or longer!)?  Without using persist ...

Best,
David
Some Cool Quotes:  [spoiler]
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
[/spoiler]
DavidWL's Random Build Archive

Sinfire Titan

  • Organ Grinder
  • *****
  • Posts: 5697
  • You've got one round to give a rat's ass.
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #1 on: May 18, 2009, 06:48:46 AM »
The best you can do is apply Echo Spell and boost the piss out of your CL until the spell lasts longer than an hour (easy for 10/CL, piss-hard for minute duration spells).You then cast it every hour.

Or just deal with the whole problems of being vulnerable for a few minutes between encounters.


[spoiler][/spoiler]

Salt_Crow

  • Ring-Tailed Lemur
  • **
  • Posts: 64
Re: Making spells (buffs) last longer without using persist
« Reply #2 on: May 18, 2009, 06:54:39 AM »
Elder Giant Magic from SoX (isn't it where Echo Spell is from?) allows you to boost your CL by up to 3 if you spend extra rounds casting the spell (+1 CL per extra round spent, up to +3). I think it's pretty neat for even low-level casters who want their daily buff to last a few more hours.

BowenSilverclaw

  • Organ Grinder
  • *****
  • Posts: 5337
  • Walking that fine line between genius and insanity
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #3 on: May 18, 2009, 07:00:02 AM »
That's pretty nice :)
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

Sinfire Titan

  • Organ Grinder
  • *****
  • Posts: 5697
  • You've got one round to give a rat's ass.
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #4 on: May 18, 2009, 07:01:04 AM »
Elder Giant Magic from SoX (isn't it where Echo Spell is from?) allows you to boost your CL by up to 3 if you spend extra rounds casting the spell (+1 CL per extra round spent, up to +3). I think it's pretty neat for even low-level casters who want their daily buff to last a few more hours.

That's useful, but don't you have to be a Giant for it?

Still, this means we can get a base CL of 45 for the majority of your spells.


[spoiler][/spoiler]

BowenSilverclaw

  • Organ Grinder
  • *****
  • Posts: 5337
  • Walking that fine line between genius and insanity
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #5 on: May 18, 2009, 07:02:47 AM »
Quote
That's useful, but don't you have to be a Giant for it?

Primordial Half-Giant with LA-buyback? :D
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

Sinfire Titan

  • Organ Grinder
  • *****
  • Posts: 5697
  • You've got one round to give a rat's ass.
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #6 on: May 18, 2009, 07:04:14 AM »
Quote
That's useful, but don't you have to be a Giant for it?

Primordial Half-Giant with LA-buyback? :D

Or just plain old half-giant.


[spoiler][/spoiler]

BowenSilverclaw

  • Organ Grinder
  • *****
  • Posts: 5337
  • Walking that fine line between genius and insanity
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #7 on: May 18, 2009, 07:21:42 AM »
Yeah, but if you're going with a Half-Giant caster you might as well tack on Primordial as well. Not like it costs you anything extra :)
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

Salt_Crow

  • Ring-Tailed Lemur
  • **
  • Posts: 64
Re: Making spells (buffs) last longer without using persist
« Reply #8 on: May 18, 2009, 07:24:43 AM »
Nope, it's Spellcraft 9 ranks OR Giant. Giants gain +4 bonus to concentration check and can use EGM feat to improve their spell-like abilities (if any) :)

Tshern

  • Clown Prince of Crime
  • Organ Grinder
  • *****
  • Posts: 5726
  • Aistii valoa auttavasti
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #9 on: May 18, 2009, 07:45:17 AM »
So rewrite the headlines and dump the half-giant.

Handy Links

DavidWL

  • Bi-Curious George
  • ****
  • Posts: 505
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #10 on: May 18, 2009, 09:19:52 AM »
Actually, it occurs to me that with a repeat echoing spell, you can double the effect of echoing spell, as well as staggering the instances where it lasts less than 60 minutes ->
=> 1 min/lvl -> 14 hours

This costs +3 repeat +3 echoing +1 extend for +7, but in a game where persistent is banned ...

Alternatively, if you have a metamagic specialist build, then you could pull the above off with no LA (I've been playing with that idea).

Best
David
Some Cool Quotes:  [spoiler]
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
[/spoiler]
DavidWL's Random Build Archive

Rebel7284

  • Grape ape
  • *****
  • Posts: 1585
Re: Making spells (buffs) last longer without using persist
« Reply #11 on: May 18, 2009, 02:34:01 PM »
Shadowcraft Mage with gnome illusionist 5th sub level and extend spell gets +300% duration on all Illusion (and effectively evocation and conjuration creation/summoning) spells.

So at caster level 36 (not hard for a ScM, lol) all 10min/level spells in those schools will last all day.

edit: with circle magic, archmage, earth spell, and CL boosting items, I wouldn't be surprised if ScM could get close to two days without needing to do echoing spell.

edit2: of course sadly many good buffs are transmutation.
« Last Edit: May 18, 2009, 02:42:14 PM by Rebel7284 »
Negative level on a chicken would make it a wight the next day.  Chicken the other wight meat. -borg286

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Making spells (buffs) last longer without using persist
« Reply #12 on: May 18, 2009, 04:49:57 PM »
Primordial dragonborn incarnate construct half-minotaur warforged. :D
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

The_Mad_Linguist

  • Organ Grinder
  • *****
  • Posts: 8780
  • Simulated Thing
Re: Making spells (buffs) last longer without using persist
« Reply #13 on: May 18, 2009, 04:56:31 PM »
Primordial dragonborn incarnate construct half-minotaur warforged. :D

Ice-dweller dragonborn Primordial Incarnate construct half-minotaur aquatic warforged

That makes you, what, a Giant (dragonblooded, aquatic, living construct)?
Stat mods on that would be, what, +4 con, +2 int?
« Last Edit: May 18, 2009, 05:03:23 PM by The_Mad_Linguist »
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
Re: Making spells (buffs) last longer without using persist
« Reply #14 on: May 18, 2009, 05:09:44 PM »
Rainbow Falls magical location lets you triple the duration of a Transmutation spell once per day. This should directly stack with Extend Spell, for x6, I think.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

BowenSilverclaw

  • Organ Grinder
  • *****
  • Posts: 5337
  • Walking that fine line between genius and insanity
    • Email
Re: Making spells (buffs) last longer without using persist
« Reply #15 on: May 18, 2009, 05:18:17 PM »
Rainbow Falls magical location lets you triple the duration of a Transmutation spell once per day. This should directly stack with Extend Spell, for x6, I think.
Added to mah wizzie :D
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

Rebel7284

  • Grape ape
  • *****
  • Posts: 1585
Re: Making spells (buffs) last longer without using persist
« Reply #16 on: May 18, 2009, 05:43:24 PM »
Rainbow Falls magical location lets you triple the duration of a Transmutation spell once per day. This should directly stack with Extend Spell, for x6, I think.

Depends on the wording, but generally, double in D&D means +100% and triple means +200% so combined that's +300% duration or 4 times as long.
Negative level on a chicken would make it a wight the next day.  Chicken the other wight meat. -borg286

Agita

  • Organ Grinder
  • *****
  • Posts: 5465
  • SFT is mai waifu.
Re: Making spells (buffs) last longer without using persist
« Reply #17 on: May 18, 2009, 05:55:36 PM »
Rainbow Falls magical location lets you triple the duration of a Transmutation spell once per day. This should directly stack with Extend Spell, for x6, I think.

Depends on the wording, but generally, double in D&D means +100% and triple means +200% so combined that's +300% duration or 4 times as long.
That's for "D&D sizes" like damage, that aren't easily expressed in real-world units. For RL measurements like length, time, and the like, you typically use normal math AFAIK.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

Agita's Awesome Poster Compilation
Lycanthromancer's Awesome Poster Compilation

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
Re: Making spells (buffs) last longer without using persist
« Reply #18 on: May 18, 2009, 06:00:40 PM »
Rainbow Falls magical location lets you triple the duration of a Transmutation spell once per day. This should directly stack with Extend Spell, for x6, I think.

Depends on the wording, but generally, double in D&D means +100% and triple means +200% so combined that's +300% duration or 4 times as long.
That's for "D&D sizes" like damage, that aren't easily expressed in real-world units. For RL measurements like length, time, and the like, you typically use normal math AFAIK.
I agree. Here is the relevant rules text:

Quote
Multiplying
The only possible argument I could see is that while "time" is a real world value, "duration" might not be. Durations are defined using real world values, though. So I don't think this argument holds water. Of course, if the DM is looking to nerf something, interpreting things favorably/strictly is one way to do it, so YMMV.
« Last Edit: May 18, 2009, 06:02:48 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Rebel7284

  • Grape ape
  • *****
  • Posts: 1585
Re: Making spells (buffs) last longer without using persist
« Reply #19 on: May 18, 2009, 06:20:03 PM »
If that's the case, the multiplication really adds up on the ScM/Circle Magic build.  CL50 X 2 X 2 X 2 = 400 X duration
day/level lasts over a year, hours/level lasts for over 2 weeks, 10 min/level lasts for almost 3 days.  min/lvl lasts over 6 hours.  I guess now we need 1 or two more auto-extending PrCs to get it to truly persistant for min/lvl.  Hmm.

edit: can sudden extend be used with extend spell?
Negative level on a chicken would make it a wight the next day.  Chicken the other wight meat. -borg286