Augment!

Tequila Sunrise

Adventurer
Does anyone else find it strange that conjuration is the only school with its own customized feat?

Augment Abjuration
Prerequisite: Spell Focus (abjuration)
Benefit: Abjurations you cast which have durations measured by your caster level last as if you were two levels higher.

Augment Divination
Prerequisite: Spell Focus (divination)
Benefit: Divinations you cast have double their normal range.

Augment Enchantment
Prerequisite: Spell Focus (enchantment)
Benefit: Enchantments you cast which have durations measured by your caster level last as if you were two levels higher.

Augment Evocation
Prerequisite: Spell Focus (evocation)
Benefit: Evocations you cast deal 1 extra damage per two damage dice, with a minimum +1 damage.

Augment Figment
Prerequisite: Spell Focus (illusion)
Benefit: Figments you cast which have areas or targets measured by your caster level effect an area or number of targets as if you were two levels higher.

Augment Necromancy
Prerequisite: Spell Focus (necromancy)
Benefit: Necromancies you cast which produce fear effects affect 50% more hit dice than listed. Necromancies you cast which create, manipulate or destroy undead affect undead as if you were two levels higher.

Augment Transmutation
Prerequisite: Spell Focus (transmutation)
Benefit: Transmutations you cast which have areas or targets measured by your caster level effect an area or number of targets as if you were two levels higher.
 
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Very interesting.

Augment Evocation does sound to powerful. Your giving 20% for one feat while Empower spell gives 50% for one feat plus a spell slot 2 levels higher.
Plus the math would be annoying.

Unfortunatley I don't have any bright ideas for how to replace it. :\
 

Thondor said:
Augment Evocation does sound to powerful. Your giving 20% for one feat while Empower spell gives 50% for one feat plus a spell slot 2 levels higher.
Plus the math would be annoying.

Unfortunatley I don't have any bright ideas for how to replace it. :\

+1 Damage / 2 Dice (i.e., a 10d6 Fireball becomes 10d6+5) gives about +14% damage on d6's. (20% on d4's, 11% on d8's)

Seems pretty reasonable to me for a feat that doesn't raise spell level.
 




If you tried to steal the warmage's ability it would make it overbalanced in the favor of the wizard. I would say that the extra damage should be granted by the non casting stat
 

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