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What is the point of Spell Endurance?


Mythic Adventures Playtest General Discussion


1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

Spell Endurance:
Spell Endurance (Ex): You can extend the duration of a spell effect by casting the same spell on the existing target, adding the second duration to any duration that remains on the first casting. This does not otherwise alter any variable effects of the original casting. If the spell allows a saving throw, the target can make a saving throw to avoid extending the effect.

What exactly does this ability do that you couldn't do already?

If it allowed you extend the effect of, say, dominate person or magic jar without allowing an extra save, I could see it as being a worthwhile mythic ability, but since they get a save to avoid extension, the ONLY real benefit that you seem to be getting is "rollover" duration rather than overlapping duration.

That hardly strikes me as powerful, much less mythic.

Paizo Employee Lead Designer

The point here was that currently such durations overlap and you only take the longest. This would allow you to stack multiple castings of a valuable buff spell for a big fight or for a longer term operation.

Perhaps not very "mythic"... but that is why we playtest. I have my own doubts about this ability from a number of angles..

Jason Bulmahn
Lead Designer
Paizo Publishing


The first thing that springs to mind is chain casting threefold aspect in order to treat it as a permanent bonus to an ability score. Save yourself a headband.

http://www.d20pfsrd.com/magic/all-spells/t/threefold-aspect


One use I could see would be spells like Light Lance that grow more powerful the longer you use them.


Pathfinder Roleplaying Game Subscriber
Bearded Ben wrote:
One use I could see would be spells like Light Lance that grow more powerful the longer you use them.

Once again my goal to have this spell last 24 hours has come once again! I was thwarted with the ring of continuation but now I have the potential to turn light into day! We enough careful planning I can make myself brighter than the sun itself. My radiance will be seen from across the Golarion Solar System and beyond!


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Painful Bugger wrote:
My radiance will be seen from across the Golarion Solar System and beyond!

I just got a very interesting idea.

Thank you.


Pathfinder Adventure Path Subscriber

My initial thought would be combining Spell Endurance with Endless power to stack up long lasting versions of buffs with a short duration like Shield, Divine Favor, and similar spells - especially given Jason's above comment which seems to indicate you could cast a spell multiple times.

That said, my reading at present is you can only stack one spell duration with one other - which is significantly weaker for that purpose. E.g. 1 divine favor + 1 divine favor = 19 rounds, rather than 10 divine favors = 9 minutes.

I don't think changing to the alternative is a good idea, because I think it has the potential to make endless power a bit more powerful than it should be.

At present it looks a little weak - but the same is true of many of the archmage abilities relative to the abilities of power paths. Too many of them provide additional utility, as opposed to the abilities of other paths which actually apply powerful numerical bonuses.


Peter Stewart wrote:
At present it looks a little weak - but the same is true of many of the archmage abilities relative to the abilities of power paths. Too many of them provide additional utility, as opposed to the abilities of other paths which actually apply powerful numerical bonuses.

In your opinion, do spellcasters need an extra boost in power as compared to meleeist classes? I personally don't think they do, and the expansion in terms of utility is probably the most suitable boost to them mythic-wise.

prototype00


Pathfinder Adventure Path Subscriber
prototype00 wrote:
Peter Stewart wrote:
At present it looks a little weak - but the same is true of many of the archmage abilities relative to the abilities of power paths. Too many of them provide additional utility, as opposed to the abilities of other paths which actually apply powerful numerical bonuses.

In your opinion, do spellcasters need an extra boost in power as compared to meleeist classes? I personally don't think they do, and the expansion in terms of utility is probably the most suitable boost to them mythic-wise.

prototype00

If one group is receiving large numerical bonus to their defenses and offenses, while another is receiving no similar increase, that is a problem in the long run.


I find this very interesting. If you have the ability to cast Hour/level spells, then several castings on yourself could easily reach into the next day, allowing you to rest, prepare your spells, and leave with your full loadout while still benefiting from spell effects.

Heck, even with 10 minute/level spells, an Extended CL 15 Freedom of Movement can be cast to last 300 minutes twice.

To argue against all this -- so far, it seems that with Recuperation does a very similar thing, at 3rd tier. The above could be useful if a DM only wants to dabble in Mythic without giving you third tier.

Alternatively, you could simply cast all your 10 minute+/CL spells just once, then Recuperate, possibly with enough buffing power to sink into the whole party and still leave with all your spells ready to cast. But that's spending a mythic power -- and that's kind of the point of mythic power, to be that powerful.

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