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Tequila Sunrise
2007-09-01, 10:21 AM
Does anyone else find it strange that conjuration is the only school with its own customized feat?

Augment Abjuration
Prerequisite: Spell Focus (abjuration)
Benefit: Abjurations you cast which have durations measured by your caster level last as if you were two levels higher.

Augment Divination
Prerequisite: Spell Focus (divination)
Benefit: Divinations you cast have double their normal range.

Augment Enchantment
Prerequisite: Spell Focus (enchantment)
Benefit: Enchantments you cast which have durations measured by your caster level last as if you were two levels higher.

Augment Evocation
Prerequisite: Spell Focus (evocation)
Benefit: Evocations you cast gain a benefit similar to that granted by Empower Spell, except that the bonus is 20%. The benefits of Augment Evocation stack with those of similar abilities, such as Empower Spell.

Augment Figment
Prerequisite: Spell Focus (illusion)
Benefit: Figments you cast which have areas or targets measured by your caster level effect an area or number of targets as if you were two levels higher.

Augment Necromancy
Prerequisite: Spell Focus (necromancy)
Benefit: Necromancies you cast which produce fear effects affect 50% more hit dice than listed. Necromancies you cast which create, manipulate or destroy undead affect undead as if you were two levels higher.

Augment Transmutation
Prerequisite: Spell Focus (transmutation)
Benefit: Transmutations you cast which have areas or targets measured by your caster level effect an area or number of targets as if you were two levels higher.

Hunter Noventa
2007-09-01, 10:23 AM
Of course, the feat you refer to refers only to Summoning spells, but this isn't a bad idea at all. Someone withmore expertise thanme will have to evaluate the balance though.

Dhavaer
2007-09-01, 07:16 PM
This should really be in Homebrew.

Hazkali
2007-09-02, 07:18 AM
I second Dhaver, this is homebrew stuff.

However, on the face of things, they look more-or-less okay. I would remove the "Necromancies you cast which create, manipulate or destroy undead affect undead as if you were two levels higher" line from Augment Necromancy so as not to make it much better than the others, but I would say maybe include that as an additional feat with a prerequisite of Augment Necromancy.

Tengu
2007-09-02, 01:27 PM
I second Dhavaer, this is homebrew stuff.


Fixed.

And I third the notion.

From my point of view, Augment Evocation is ridiculously good. +20% to basically all damage spells you cast? Wizard's primary role is not doing damage, but this is a very tempting feat.

Gralamin
2007-09-02, 01:33 PM
Fixed.

And I third the notion.

From my point of view, Augment Evocation is ridiculously good. +20% to basically all damage spells you cast? Wizard's primary role is not doing damage, but this is a very tempting feat.

No its not ridiculously good. 20% extra on a Meteor Swarm is a mere +3d6 damage (D&D Rounds down, from the 3.6 to the 3).

Tequila Sunrise
2007-09-02, 05:55 PM
My bad, I'll post in homebrew next time.

I'm open to the idea that 20% extra damage to all evocations is too good, but not because 'doing damage isn't the wizard's primary role'. Just because an archetype is overdone doesn't mean that it should be discouraged in d&d.

Care to rephrase that, Hazkali? I don't follow your thoughts.

Tengu
2007-09-02, 06:01 PM
No its not ridiculously good. 20% extra on a Meteor Swarm is a mere +3d6 damage (D&D Rounds down, from the 3.6 to the 3).

That's not the way it works. You roll all the dice, and then add +20% to the results. It's (18d6)*1.2 in this case, for example.

Also, remember that you get this extra damage for no cost other then spending a feat - no higher spell level taken or anything.

dauphinous
2007-09-02, 07:04 PM
I think your feats should be narrowed. The Conjuration one is Augment Summoning, not Augment Conjuration. It improves a subset of spells that exist in every spell level of that school, but are not the entirety of it. I would suggest instead:

Augment Glamer, Augment Figment and/or Augment Phantasm for the Illusion school, Augment Compulsion for Enchantment, and so on.

Gralamin
2007-09-02, 07:53 PM
That's not the way it works. You roll all the dice, and then add +20% to the results. It's (18d6)*1.2 in this case, for example.

Also, remember that you get this extra damage for no cost other then spending a feat - no higher spell level taken or anything.

Now I could of sworn that the FAQ had something to support my claim (by way of using say an empowered maximized fireball would do 5d6+60 damage, not 90 Damage), But it doesn't seem to. This worries me about my memory and confuses me.

Tequila Sunrise
2007-09-02, 07:57 PM
That's not the way it works. You roll all the dice, and then add +20% to the results. It's (18d6)*1.2 in this case, for example.

Also, remember that you get this extra damage for no cost other then spending a feat - no higher spell level taken or anything.

Still, that's only 12.6 extra damage. And as per the Empower + Maximize clarifications, you don't apply the extra damage to other things like maximize damage.

I originally had the bonus at +10% but raised it after I thought about how damaging spells progress thru the levels. At 1st level they suck -- whether the bonus is 10% or 20% you're only getting 1 or 2 extra max. At mid levels they're cool because the game is within the so called 'sweet spot' levels. At 20th level they suck because damaging spells advance linearly while hit points and physical damage advances exponentially.

For sure, no specialist blaster would go without Augment Evocation if presented with the opportunity but I don't think that it makes them OMG I PWN AL!!!!

Tequila Sunrise
2007-09-02, 08:02 PM
I think your feats should be narrowed. The Conjuration one is Augment Summoning, not Augment Conjuration. It improves a subset of spells that exist in every spell level of that school, but are not the entirety of it. I would suggest instead:

Augment Glamer, Augment Figment and/or Augment Phantasm for the Illusion school, Augment Compulsion for Enchantment, and so on.

I actually tried to narrow all these feats to apply to only the archetypal spells of each school like Augment Summoning, but it's hard for some. Trans is nearly impossible, due the total lack of a single archetypal descriptor within the school.