Hypersmurf
Moderatarrrrh...
Saeviomagy said:I'm still not seeing a counter argument to "well, if that's the case, the flaming enchantment does nothing".
It's an extra 1d6 damage, not an extra +1d6 damage.
-Hyp.
Saeviomagy said:I'm still not seeing a counter argument to "well, if that's the case, the flaming enchantment does nothing".
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.
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...Hypersmurf said:It's an extra 1d6 damage, not an extra +1d6 damage.
-Hyp.
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.
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.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.