Davelozzi
Explorer
I was looking at the various Vigor spells in Complete Divine this morning. They're essentially updated versions of the Regnerate _____ Wounds spells that appeared in Masters of the Wild.
The text in the sidebar at the beginning of the spells chapter in Complete Divine states that certain spells changed names (and cites Vigor and Aspect of the Diety as examples) and in these cases they strongly recommend using the updated version. I would think that they would only bother to put in an extra note stressing this if there something really broken about the original version, but if anything the opposite seems to be true here.
Both the Vigor spells & the Regenerate spellls grant fast healing, the main difference being that the Regenerate spells have a clause that they only wounds received while the spell is in effect are healed, while the Vigor spells omit that clause. I think there are no other differences, though I was checking the Regenerate spells in a rush on my way out the door, so feel free to correct me if I'm wrong.
At any rate, this seems strange to me as the Vigor spells are now so much better than the old staples of healing, Cure _____ Wounds. As someone pointed out in another thread, the only benefit of the Cure spells now (besides the fact that clerics can cast them spontaneously) is that the effect is instantaneous so they're better in battle. Compare the following spells cast by a 1st level priest. Cure Light Wounds cures 1d8+1 hp of damage (max 9, average 5.5). Lesser Vigor is a guaranteed cure of 11 hp over 11 rounds. At higher levels, this is even more pronounced. Each Vigor spell cures more hp than the max amount the equivalent level Cure can heal at the caster level when it first becomes available. As the caster level increases, the disparity only grows wider.
Now, in my experience, almost all curing is done after battles, so the duration is generally a non issue. Even at high levels, the Vigor spells are likely to have done their dirty work in well under 20 rounds, and that's only 2 minutes.
So are these Vigor spells too powerful? I'd say yes, and lean towards using the old Regenerate versions instead, but I'm interesting to hear what everyone else thinks. Was their something wrong with the Regenerate spells that made WotC feel the need to pump them up so much that they outshine the various Cure spells? Or is there something that I've missed?
The text in the sidebar at the beginning of the spells chapter in Complete Divine states that certain spells changed names (and cites Vigor and Aspect of the Diety as examples) and in these cases they strongly recommend using the updated version. I would think that they would only bother to put in an extra note stressing this if there something really broken about the original version, but if anything the opposite seems to be true here.
Both the Vigor spells & the Regenerate spellls grant fast healing, the main difference being that the Regenerate spells have a clause that they only wounds received while the spell is in effect are healed, while the Vigor spells omit that clause. I think there are no other differences, though I was checking the Regenerate spells in a rush on my way out the door, so feel free to correct me if I'm wrong.
At any rate, this seems strange to me as the Vigor spells are now so much better than the old staples of healing, Cure _____ Wounds. As someone pointed out in another thread, the only benefit of the Cure spells now (besides the fact that clerics can cast them spontaneously) is that the effect is instantaneous so they're better in battle. Compare the following spells cast by a 1st level priest. Cure Light Wounds cures 1d8+1 hp of damage (max 9, average 5.5). Lesser Vigor is a guaranteed cure of 11 hp over 11 rounds. At higher levels, this is even more pronounced. Each Vigor spell cures more hp than the max amount the equivalent level Cure can heal at the caster level when it first becomes available. As the caster level increases, the disparity only grows wider.
Now, in my experience, almost all curing is done after battles, so the duration is generally a non issue. Even at high levels, the Vigor spells are likely to have done their dirty work in well under 20 rounds, and that's only 2 minutes.
So are these Vigor spells too powerful? I'd say yes, and lean towards using the old Regenerate versions instead, but I'm interesting to hear what everyone else thinks. Was their something wrong with the Regenerate spells that made WotC feel the need to pump them up so much that they outshine the various Cure spells? Or is there something that I've missed?
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