Nope... the key to this build is that "duration" is a thing of the past. Effects last "until the end of [caster/victim]'s next turn" or they last until the victim throws them off (represented by a generic saving throw, which comes at the end of the victim's turn unless they get aid before then) or they last until the end of the encounter/five minutes outside of combat.
If it's an effect that effectively prevents someone from moving/attacking, it'll either last a single round or it will be save ends... this means that spells like sleep and hold person are now more about winning the round than winning the combat, but it also means those spells never need to be nerfed or vetoed at higher levels.
The perceived gamebreakiness of the orbizard is that by being able to impose a penalty to save against an effect, they can take something that's meant to be shaken off in a turn or two and make it last indefinitely, or at least until either the caster or the victim dies.
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on 2009-07-19 10:01 pm (UTC)If it's an effect that effectively prevents someone from moving/attacking, it'll either last a single round or it will be save ends... this means that spells like sleep and hold person are now more about winning the round than winning the combat, but it also means those spells never need to be nerfed or vetoed at higher levels.
The perceived gamebreakiness of the orbizard is that by being able to impose a penalty to save against an effect, they can take something that's meant to be shaken off in a turn or two and make it last indefinitely, or at least until either the caster or the victim dies.