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<blockquote data-quote="Jackinthegreen" data-source="post: 5994074" data-attributes="member: 6678119"><p>I won't quote that to reply, but here should be most of your answers:</p><p></p><p>Augment Healing only applies once to any healing spell. The way it interacts with Vigor is it applies only on the first round. As I recall, it does work on everyone on the first round of a Mass version though.</p><p></p><p>Sun Bolt vs Searing Light is a bit of a tough call. <a href="http://www.d20srd.org/srd/conditionSummary.htm#blinded" target="_blank">Blinding</a> the opponent for a round can be quite effective. The save to negate that blinding is almost universally the weakest monster save (reflex) so chances are you'll get it off. To give you an idea of the damage differences though:</p><p></p><p>Sun Bolt will do anywhere between 2d6 and 6d6 damage. It does an average of 7 damage to normal creatures, 14 to the double damage stuff, and 21 to stuff like vampires. Searing Light from a 10th level caster does 5d8 to 10d8. Against normal stuff it averages at 22.5, 35 average to undead, and 45 to vampires and the like. So for an extra spell level, Searing Light is of course the way to go for damage.</p><p></p><p>If you're looking to do debilitation stuff though, chances are Sun Bolt will do better thanks to the blinding. Which one works better for you is up to you.</p><p></p><p>I have used Spiritual Weapon extensively before as a cleric, and in the campaign I was in it worked pretty decently because the encounters lasted a while due to the way the DM did things. One of the more interesting tricks with it is using <a href="http://dndtools.eu/feats/libris-mortis-the-book-of-the-dead--71/fell-drain--1103/" target="_blank">Fell Drain</a> on it, which can really screw stuff up. To give you an idea of what SW will do, it maxes out at 1d8+5 damage per hit, meaning 4d8+20 per round if you have Divine Power up for the BAB. 4d8+20= 38 average damage, which tends to be fairly crappy for a round at 16th level and higher. Compared to other damaging spells of its level though, it can kick a lot of butt if the battle lasts for several rounds.</p><p></p><p>Force damage is essentially a different kind of elemental damage. It entirely ignores DR because DR only works against physical weapon damage, or on spells that specifically say DR applies to them. Also of note: Incorporeal opponents are fully susceptible to force damage.</p><p></p><p>Righteous Wrath of the Faithful is not worth the spell slot if the full effect only benefits you.</p><p></p><p><a href="http://dndtools.eu/spells/lost-empires-of-faerun--30/ray-of-resurgence--1562/" target="_blank">Ray of Resurgence</a> is not a different version of <a href="http://dndtools.eu/spells/complete-divine--56/resurgence--635/" target="_blank">Resurgence.</a> They are totally different spells.</p><p></p><p>Magic Weapon essentially makes your weapon, well, magical. It is exactly the same as the weapon having a <a href="http://www.d20srd.org/srd/magicItems/magicWeapons.htm" target="_blank">standard enhancement bonus</a>. The normal <a href="http://www.d20srd.org/srd/spells/magicWeapon.htm" target="_blank">Magic Weapon spell</a> maxes out at +1. <a href="http://www.d20srd.org/srd/spells/magicWeaponGreater.htm" target="_blank">Greater Magic Weapon</a> is the one everyone loves. It allows characters to have their +5 enhancement bonus on weapons that have up to +9 invested in abilities that aren't actual enhancement bonuses (such as Flaming). The spell lasts all day depending on caster level, so it's all around an excellent buff spell for weapon-users.</p><p></p><p>While we're here, Cold Iron weapons are quite costly to enhance. If you're worried about DR, I'd suggest the Transmuting weapon enhancement from MiC page 45.</p><p></p><p>Align Weapon only helps overcome damage reduction, and for a 2nd level spell is pretty crappy. Get a Holy weapon instead for facing off against Evil stuff. The Blessed enhancement from Magic Item Compendium page 29 will also work for overcoming DR.</p><p></p><p><a href="http://dndtools.eu/spells/magic-of-faerun--20/body-blades--1742/" target="_blank">Body Blades</a> should be avoided. Grappling takes a fair bit of work to get going and that spell barely adds anything to it.</p><p></p><p>Lesser Visage of the Deity adds some resistances to Eagle's Splendor at the cost of less uptime and an extra spell level. Unless you regularly find yourself up against acid, cold, or electricity damage, it's probably better to just stick with a Cloak of Charisma.</p><p></p><p>The regular and greater versions have promise though.</p><p></p><p>Unless you have a specific feat (<a href="http://dndtools.eu/feats/complete-mage--58/somatic-weaponry--2674/" target="_blank">Somatic Weaponry</a>) you won't be able to cast a spell with a somatic component because your hands are full. If you use a two-handed weapon though, it is a free action to let go with one hand, thus holding it with the other, so that you can cast with the free hand. You can grip with both hands as a free action too.</p><p></p><p>Any feat you have for a specific weapon applies to all weapons of that type you wield. Yes, Weapon Focus would work if you wielded two of them.</p><p></p><p>I can't stress this enough, DO NOT TWF with a build like this. TWF in general is a trap anyway. You don't have enough feats to make it work, you don't have extra damage like sneak attack going for you, and you're better off using a longsword in two hands anyway thanks to awesome cleric buffs like Divine Power and Righteous Might.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 5994074, member: 6678119"] I won't quote that to reply, but here should be most of your answers: Augment Healing only applies once to any healing spell. The way it interacts with Vigor is it applies only on the first round. As I recall, it does work on everyone on the first round of a Mass version though. Sun Bolt vs Searing Light is a bit of a tough call. [URL="http://www.d20srd.org/srd/conditionSummary.htm#blinded"]Blinding[/URL] the opponent for a round can be quite effective. The save to negate that blinding is almost universally the weakest monster save (reflex) so chances are you'll get it off. To give you an idea of the damage differences though: Sun Bolt will do anywhere between 2d6 and 6d6 damage. It does an average of 7 damage to normal creatures, 14 to the double damage stuff, and 21 to stuff like vampires. Searing Light from a 10th level caster does 5d8 to 10d8. Against normal stuff it averages at 22.5, 35 average to undead, and 45 to vampires and the like. So for an extra spell level, Searing Light is of course the way to go for damage. If you're looking to do debilitation stuff though, chances are Sun Bolt will do better thanks to the blinding. Which one works better for you is up to you. I have used Spiritual Weapon extensively before as a cleric, and in the campaign I was in it worked pretty decently because the encounters lasted a while due to the way the DM did things. One of the more interesting tricks with it is using [URL="http://dndtools.eu/feats/libris-mortis-the-book-of-the-dead--71/fell-drain--1103/"]Fell Drain[/URL] on it, which can really screw stuff up. To give you an idea of what SW will do, it maxes out at 1d8+5 damage per hit, meaning 4d8+20 per round if you have Divine Power up for the BAB. 4d8+20= 38 average damage, which tends to be fairly crappy for a round at 16th level and higher. Compared to other damaging spells of its level though, it can kick a lot of butt if the battle lasts for several rounds. Force damage is essentially a different kind of elemental damage. It entirely ignores DR because DR only works against physical weapon damage, or on spells that specifically say DR applies to them. Also of note: Incorporeal opponents are fully susceptible to force damage. Righteous Wrath of the Faithful is not worth the spell slot if the full effect only benefits you. [URL="http://dndtools.eu/spells/lost-empires-of-faerun--30/ray-of-resurgence--1562/"]Ray of Resurgence[/URL] is not a different version of [url=http://dndtools.eu/spells/complete-divine--56/resurgence--635/]Resurgence.[/url] They are totally different spells. Magic Weapon essentially makes your weapon, well, magical. It is exactly the same as the weapon having a [URL="http://www.d20srd.org/srd/magicItems/magicWeapons.htm"]standard enhancement bonus[/URL]. The normal [URL="http://www.d20srd.org/srd/spells/magicWeapon.htm"]Magic Weapon spell[/URL] maxes out at +1. [URL="http://www.d20srd.org/srd/spells/magicWeaponGreater.htm"]Greater Magic Weapon[/URL] is the one everyone loves. It allows characters to have their +5 enhancement bonus on weapons that have up to +9 invested in abilities that aren't actual enhancement bonuses (such as Flaming). The spell lasts all day depending on caster level, so it's all around an excellent buff spell for weapon-users. While we're here, Cold Iron weapons are quite costly to enhance. If you're worried about DR, I'd suggest the Transmuting weapon enhancement from MiC page 45. Align Weapon only helps overcome damage reduction, and for a 2nd level spell is pretty crappy. Get a Holy weapon instead for facing off against Evil stuff. The Blessed enhancement from Magic Item Compendium page 29 will also work for overcoming DR. [URL="http://dndtools.eu/spells/magic-of-faerun--20/body-blades--1742/"]Body Blades[/URL] should be avoided. Grappling takes a fair bit of work to get going and that spell barely adds anything to it. Lesser Visage of the Deity adds some resistances to Eagle's Splendor at the cost of less uptime and an extra spell level. Unless you regularly find yourself up against acid, cold, or electricity damage, it's probably better to just stick with a Cloak of Charisma. The regular and greater versions have promise though. Unless you have a specific feat ([URL="http://dndtools.eu/feats/complete-mage--58/somatic-weaponry--2674/"]Somatic Weaponry[/URL]) you won't be able to cast a spell with a somatic component because your hands are full. If you use a two-handed weapon though, it is a free action to let go with one hand, thus holding it with the other, so that you can cast with the free hand. You can grip with both hands as a free action too. Any feat you have for a specific weapon applies to all weapons of that type you wield. Yes, Weapon Focus would work if you wielded two of them. I can't stress this enough, DO NOT TWF with a build like this. TWF in general is a trap anyway. You don't have enough feats to make it work, you don't have extra damage like sneak attack going for you, and you're better off using a longsword in two hands anyway thanks to awesome cleric buffs like Divine Power and Righteous Might. [/QUOTE]
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