House Rules for Divine Power? (or the alt.Divine Power thread)

fba827

Adventurer
Divine Power (PHB spell, CLR4).

I am not a big fan of the "add an enhancement bonus to make your STR 18." This makes the spell act very differently if your base strength is different from the next guy or it will act differently on you from casting to casting if you have other magics or abilities that give you other types of bonuses already in place (i.e. a Cleric with ANY strength casts this spell and then Righteous Might ends up with a Str of 22. Where as if that same cleric casts the spells in the reverse order, he/she would end up with a Str of 18).

I know it has been discussed before in general... just wondering what some House Rules on it have been.

I'm obviously leaning towards making it a die roll enhancement bonus. But am still tinkering with what that die roll should be...

1d6+1 was one suggestion from a player while another player suggested 1d4+3 (wanting to ensure a greater minimum amount). I definately want this boost to be a little more than Bull's Strength and want to preserve the whole even number at the low end and odd number at the high end format that already has so much presedance for stat boosting spells.

Thoughts? House Rules you have used for this spell and experiences with them? Comments?
 

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If I were to rewrite it, I'd probably remove the strength enhancer altogether. It's powerful enough without it. Well, that and I can't think of a way to rewrite it that wouldn't end up making the spell even more powerful.

In my experience, most combat clerics (the kind of clerics who like this spell) already have strengths of 14+ so any change to it that makes it better than bull's strength on average makes it better than it already is. 1d4+3? Now the 14 strength cleric gets strength 18-21. A whole lot better than just str 18. Even making it a straight up +4 enhancement bonus to strength would make it significantly better since combat clerics with inherent bonusses to strength would now get benefit from that.
 

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