Where are the regenerate xxx wounds spells


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Silveras said:
They are updated in Complete Divine
They are now called Lesser Vigor, Vigor, Greater Vigor, Vigorous Circle, etc.

The interesting thing about Vigor vs Regenerate is that Regen only heals damage taken after the Regen spell was cast. Vigor heals any damage (except for damage caused by starvation, etc).

The removal of that one little sentence now means that Vigor rocks the house for down-time healing, while Cure Light Wounds and its ilk are best for in-combat healing. It also means that Vigor will get used more in our game since we got sick and tired of tracking damage seperately for Regen...

We had ruled that the Druid in our group could relplace spontaneous summons with spontaneous Regenerates. We are testing to see if spontaneous Vigors are too powerful.
 

Laslo Tremaine said:
The interesting thing about Vigor vs Regenerate is that Regen only heals damage taken after the Regen spell was cast. Vigor heals any damage (except for damage caused by starvation, etc).

The removal of that one little sentence now means that Vigor rocks the house for down-time healing, while Cure Light Wounds and its ilk are best for in-combat healing. It also means that Vigor will get used more in our game since we got sick and tired of tracking damage seperately for Regen...

We had ruled that the Druid in our group could relplace spontaneous summons with spontaneous Regenerates. We are testing to see if spontaneous Vigors are too powerful.

Yes, I noticed that change. In the campaign I was playing when Masters of the Wild came out, the Druid player read us the description of the spell, and the DM never checked. The player managed to "miss" that sentence, so we played them pretty much as they are written now (though I do not recall if they had the same cap on how many rounds they worked). This made the Druid a better healer than the Cleric, often.

I think I liked the original version better; you heal damage you take while the spell is in effect. It does not "step on the cleric's toes" as much.
 

Silveras said:
Yes, I noticed that change. In the campaign I was playing when Masters of the Wild came out, the Druid player read us the description of the spell, and the DM never checked. The player managed to "miss" that sentence, so we played them pretty much as they are written now (though I do not recall if they had the same cap on how many rounds they worked). This made the Druid a better healer than the Cleric, often.

I think I liked the original version better; you heal damage you take while the spell is in effect. It does not "step on the cleric's toes" as much.
Crap, what does vigor do now? It no longer heals damage you take in combat? Does it just give you fast healing, as it sounds?
 

d20Dwarf said:
Crap, what does vigor do now? It no longer heals damage you take in combat? Does it just give you fast healing, as it sounds?

Be of good cheer ! Vigor is now a super-healing spell. You get fast healing for all wound damage (does not affect damage from starvation, thirst, suffocation, etc.).

Lesser Vigor (1st level) gives you fast healing 1 for 11-15 rounds.
Vigor (3rd level) gives you fast healing 2 for 15-25 rounds.
Greater Vigor (5th level) gives you fast healing 4 for 19-45 rounds.

What I was saying is that the older versions only worked on damage you took while the spell was operating. These spells can be used after combat is over.

Cure Light Wounds heals 1d8+1 (avg. 5.5) at 1st level, for example, of 1d8+5 as maximum (avg. 9.5). Lesser Vigor, over 11 rounds, heals 11 points at 1st level and 15 points at maximum.

I did not notice until just now, though, that they *did* change the Druid level for the spells; Druids no longer get them before Clerics can, so that may not be so bad.
 

Was about time. I was already thinking about stealing a houserule like "spontaneous cure spells only heal 50% of prepared cure spells".
 

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