Augment Healing and Vigor Spells


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Hypersmurf said:
How do ye rule with a spell like Remove Blindness, I be wonderin'?

It be a Healin' spell also, that heals no damage. (Take note o' the subtle different 'tween 'no damage' and '0 damage', mind!)

-Hyp.

Is it talk like a pirate-day?
 


Hypersmurf said:
It's an extra 1d6 damage, not an extra +1d6 damage.

-Hyp.
An interesting position to take, that whether or not there is a redundant plus sign present makes the difference between whether the quality has to be already present or not...
 

Bagpuss said:
Augment Healing says....
Benifit: Add +2 points per spell level to the amount of damage healed by any Conjuration (Healing) spell that you cast.

Here's another question along the lines of this feat.
Would the extra +2 deal more damage to an undead when you cast a cure spell?
Could you use a Vigor spell to deal damage over time to an undead?
 


Bagpuss said:
Exactly as GM I'd allow its effects just for the first round, but it's only opinion the text isn't remotely clear on it, and could be read at least 3 different ways (no benifit, benifit just on the initial round, benifit each round) middle ground seems the best option in my opinion as well.
I would go with the benefit on the first round only. The are other instances that are similar. I think the Warmage has one where he adds 1pt extra damage on all damaging spells. But with, say, Melf's Acid Arrow, that 1 point is only added the first round, not subsequent rounds. (I hope I'm getting that right.) I think this would fall under similar ruling. That would be my call as DM, anyway.
 

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