Liquidsabre
Explorer
These series of spells are reprints of the Masters of the Wild "regenerate" spells and the FR "Remedy" spell versions. With a potentially fatal flaw IMHO. Previous versions (including the recent FR Player's Guide which endorsed "Remedy Mod Wnds" version) included the stipulation: "only heals dmg taken during the duration of spell". The new Vigor versions omit this sentence.
[1st, 2nd Lvl Caster] Cure Light Wounds (1d8+2 Hp).
[1st, 2nd Lvl Caster] Vigor, Lesser (12 Hp).
[3rd, 6th Lvl Caster] Cure Serious Wounds (3d8+6 Hp)
[3rd, 6th Lvl Caster] Vigor (32 Hp)
Now these spells simply provide the fast heal ability for the duration of the spell. Not so good for combat perhaps but the Vigor spells now provide the ultimate after-battle healing spells, relegating the Cure spells to in-combat only spells. Just was wondering if anyone had thought this an interesting change. I've been offline for a few weeks now so I apologze in advance if I'd missed this discussion before. Point me in the right direction if need be.
[1st, 2nd Lvl Caster] Cure Light Wounds (1d8+2 Hp).
[1st, 2nd Lvl Caster] Vigor, Lesser (12 Hp).
[3rd, 6th Lvl Caster] Cure Serious Wounds (3d8+6 Hp)
[3rd, 6th Lvl Caster] Vigor (32 Hp)
Now these spells simply provide the fast heal ability for the duration of the spell. Not so good for combat perhaps but the Vigor spells now provide the ultimate after-battle healing spells, relegating the Cure spells to in-combat only spells. Just was wondering if anyone had thought this an interesting change. I've been offline for a few weeks now so I apologze in advance if I'd missed this discussion before. Point me in the right direction if need be.
