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Andy
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I don't think there is any specific rule addressing this, but you. You could just use the rules for command word activated items. Those aren't OGM as far as I know, so I can't go into detail here.

I think the main problem here, is, that a lotthe effectiveness of Spells wouldn't bethe change would largely depend on the spell/effect bestowed. For example lets assume a Problem whereas othersswift action or standard action activation: A 10 rounds Freedom of Movement effect would most of the time be quite Strong. So a universal Guidelinelot better, if you could split the duration, since you could use it to escape for thisexample 5 grapples. A 10 round deathward would still be hardbetter sometimes, but often it wouldn't change much, since you'd want to findbe protected each time on the opponents turn.

I don't think there is any specific rule addressing this, but you could just use the rules for command word activated items. Those aren't OGM as far as I know.

I think the main problem here, is that a lot of Spells wouldn't be a Problem whereas others would be quite Strong. So a universal Guideline for this would be hard to find.

I don't think there is any specific rule addressing this. You could just use the rules for command word activated items. Those aren't OGM as far as I know, so I can't go into detail here.

I think the main problem here is, that the effectiveness of the change would largely depend on the spell/effect bestowed. For example lets assume a swift action or standard action activation: A 10 rounds Freedom of Movement effect would most of the time be a lot better, if you could split the duration, since you could use it to escape for example 5 grapples. A 10 round deathward would still be better sometimes, but often it wouldn't change much, since you'd want to be protected each time on the opponents turn.

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Andy
  • 2.3k
  • 2
  • 18
  • 21

I don't think there is any specific rule addressing this, but you could just use the rules for command word activated items. Those aren't OGM as far as I know.

I think the main problem here, is that a lot of Spells wouldn't be a Problem whereas others would be quite Strong. So a universal Guideline for this would be hard to find.