Augmented Healing

Junkheap

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Guys needs help or clarification with this feat and a line of spells from the spell compedium

Augmented Healing From CD PG 79

Vigor Spells from Spell Compedium



Would Augemented Healing modify the Vigor Spells at all? Would i get the +2 per round or would they remain unaffected...

Please and thank you guys
 

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Aug Healing says that you add 2 points per spell level to any Conj (Healing) spell assuming you meet the prerequisites. By the rules, yes I believe it should work with the Vigor spells.

The trick is, the base damage you are healing with a vigor spell is zero. The vigor spells grant fast healing, not direct healing. So, the way that I've always interpreted it would be that Vigor cast by a 5th level cleric would heal 6 points immediately and grant fast healing 2 for 15 rounds.

I could be wrong, but that's how we've played it.

Edit: My answer is based on the Vigor descriptions in the CD, I don't know if they've been changed in the Spell Compendium or not.
 
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Hmm.. thanks for the answer.. Would make sense. Im creating a cleric that would be very good at healing. So i would like to bump my healing as much as possible. Cleric of mystra btw. Right now 1st level. Also Orisions would not be affected by augmented becuase they are 0 level spells right?
 

Yes, that is correct. 0*2 is always going to be zero!

If you want to be a butt-kicking healer, might I suggest Favored Soul from the CD? You can pick up all the healing/vigor spells and all the summoning spells and still have a boatload leftover for other stuff.

Here's why I suggest it:

1. Vigor spells are much more powerful than cure spells, but are most effective once the combat is over. This is because the vigor spells heal over time. Cure spells heal fewer hitpoints than their vigor counterparts but are excellent in-combat spells. With Favored soul you could put the vigor spells on your list for the levels they are there and put the cure spells on your list on the other levels. That way, you would always be able to have the right trick for the right time.

2. The Favored Soul boost to saves, equal hitpoints, equal BAB means that if you want to be able to heal and do other stuff you might be more effective than a cleric. Most DMs (myself included) do not let clerics (or anyone) spontaneously cast Vigor spells. So, you might have to occupy slots with those. As a Favored Soul, who cares? If you need it, you got it. If you don't, cast something else.

3. Favored Soul 15 / Thaumaturgist 5 works well, especially if as a Favored Soul you also put the summoning spells on your list. If you put the summoning spells on, you become the guy who gives the meat shield an easier time, the guy who heals, the guy who can set up flanking without putting anyone in danger, and a decent fighter in your own right. If you put the Thaumaturgist on top of that, it is really nice. :)

I'll admit. The delay in spells is a bit unfortunate, but in my opinion you'll make that up by the end and your versatility to fill the common expectations plus do what you want will give a fair amount more satisfaction.

Just a thought, though.
 

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