Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Cure Wounds, Regenerate Wounds, & Vigor spells
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Davelozzi" data-source="post: 1567331" data-attributes="member: 771"><p>I was looking at the various Vigor spells in <em>Complete Divine</em> this morning. They're essentially updated versions of the Regnerate _____ Wounds spells that appeared in <em>Masters of the Wild</em>. </p><p></p><p>The text in the sidebar at the beginning of the spells chapter in <em>Complete Divine</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Davelozzi, post: 1567331, member: 771"] I was looking at the various Vigor spells in [i]Complete Divine[/i] this morning. They're essentially updated versions of the Regnerate _____ Wounds spells that appeared in [i]Masters of the Wild[/i]. The text in the sidebar at the beginning of the spells chapter in [i]Complete Divine[/i] 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? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Cure Wounds, Regenerate Wounds, & Vigor spells
Top