TxSam88 wrote:I think thats kinda the OPs point in this houserule… they want players to be more willing to use spell resources to solve problems outside of combat without feeling stifled by short spell durations while simultaneously not adding a lot of extra power in combat.KalridianReincarnated wrote:Yeah, IMO, this pretty much makes this a useless ability. I'd never bother to use it in my games. Except maybe for long distance travel Haste of fly being able to last all day long would greatly impact travel times, etc)
Thanks for the answers :)
Remember that "concentrating on a spell" is a standard action, so any actions requiring a standard (which I interpret as "abova a certain complexity") are out, while you concentrate. Including casting any other spells, so that automatically rules out the whole "multiple buffs"-scenatrio. The caster basically gives up their ability to cast any other spells AND half their action for the whole time.
And no, you can not resume concentration, as with the normal concentration rules. Once the timer runs, it runs.
Exactly, thank you. Things like holding a wall of force to stop a river, keeping up summoning spells as in my example to use the summoned creatures out of combat, maybe a heroic cleric keeping the daylight spell through the whole night to give the rest of the party a chance to rest while oursued by vampires... Kind of the pathfinder version of the trope of the caster who holds some kind of barrier or other effect with gritted teeth, just to collapse when the danger is over, that shows up in so many anime and other series.
What I am looking for is any spells on which it would be completely overpowered or where it leads to problems I might not be foreseeing. My players have been delighted with the summoning-rule in the past, so I don't worry about whether they will find this useful.