Buff spell breakdown list? [Archive] - Wizards Community

Post/Author/DateTimePost
Lokenarin

11-09-07, 01:55 PM
Is there a list out there concerning all spells that buff Attack or AC values and what those tyoe of bonus's are?
Like a quick reference that says:
Bless +1 morale to attack
Aid +1 morale to attack
Divine Favor +1 Luck to attack
Prayer +1 Luck to attack
Divine Power +6 str
Bulls strength +4 str

The reason for this is my players are stacking spells with like bonus's and not paying attaention enough. The short spell descriptions at the begining of the spell section in the PHB tells you what the numerical bonus is but not what TYPE the bonus is.

suggestions?
jaelis

11-09-07, 07:24 PM
I would just put it on the players to know what type of bonus it is and what it stacks with. There are so many buff spells, it would be hard to list them all.

But hey, I'll start on it, see how it goes. I'll stick to the straightforward ones... buffs like alter self are more complicated.


Spell Type Rolls
Aid morale attack, save vs fear
Animal growth size Str, Con
" --- natural armor
" resist saves
Barkskin enhance natural armor
Bear's endurance enhance Con
Bless morale attack, save vs fear
Bull's strength enhance Str
Cat's grace enhance Dex
Cloak of chaos deflection AC
" resist saves
Divine favor luck attack, damage
Divine power enhance Str
Eagle's splendor enhance Cha
Enlarge person size Str
Expeditious retreat enhance speed
Foresight insight AC, reflex saves
Fox's cunning enhance Int
Glibness --- bluff checks
Good hope morale save, attacks, skills, ability checks, damage
Guidance compet attack, save, skill
Haste --- attack
" dodge AC
" enhance speed
Heroes' feast morale attack, Will saves
Heroism morale attack, saves, skills
Holy aura deflection AC
" resistance saves
Jump enhance jump checks
Longstrider enhance speed
Mage armor armor AC
Magic fang enhance natural weapon
Magic vestment enhance armor or shield
Magic weapon enhance weapon
Moment of prescience insight attack, opposed check, save
Owl's wisdom enhance Wis
Prayer luck attack, damage, saves, skills
Prot. from evil deflection AC
" resist saves
Prot. from spell resist saves vs spells
Rage morale Str, Con, Will saves
Reduce animal size Dex, attacks, AC
Reduce person size Dex, attacks, AC
Remove fear morale saves vs fear
Resistance resist saves
Righteous might size Str, Con
" enhance natural armor
Shield shield AC
Shield of faith deflection AC
Shield of law deflection AC
" resist saves
Shillelagh enhance weapon
Unholy aura deflection AC
" resist saves
Wish inherent Str, Dex, Con, Wis, Int, Cha
tyrecian

11-09-07, 08:20 PM
Yes, its a good idea to have your players map this out ahead of time, that way they can know what exactly is applied at any time, and so that if hit with a dispel that takes some, but not all spells away, they have the chance to look at list and see what is happenning.

For instance, a Shield of Faith's +2 (or +x for higher level) won't stack with a Shield Other's +1 bonus to AC. However if the SoF is stripped by a dispel, and the SO remains, its AC bonus will now be in effect.

As DM, all you need to do is have a couple of HUGE d10s to keep track of rounds, so that you know when these spells and such go off. If you trust your players, it makes it a much easier exercise. Once they get about 10th level, it can get relaly complicated as to what is on who, and how much time is remaining, as some buffs will last through a dungeon crawl, and others will wear off.

This is totally up to the players however, and they should know their spells, not be checking them from the short guide in the PHB.

Also, remind them that they might want to save some stacking buffs for other encounters, as using up a bunch of buffs is a quick way to get a party killed in the next encounter (especially a priest who uses up all his spells adn can't heal). :P