Augment! [Archive] - Wizards Community

Post/Author/DateTimePost
Tequila_Sunrise

09-01-07, 11:16 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.
jaelis

09-02-07, 12:05 PM
Conventional wisdom is that Augment Summoning exists because Spell Focus (conjuration) is generally not so useful, and not at all useful for a summoning specialist. (Since not many conjuration spells, and no summoning spells, have a saving throw.)

Given that spell focus in the other schools is by itself a pretty decent feat, the other ones should be less powerful. I think you hit it OK on the whole. I'll give you my subjected "balance rating" (5 being just right, 1 too weak, and 10 overpowering):

Augment Abjuration: 3 (very nice at low levels, but becomes meaningless at high levels)
Augment Divination: 5 (mainly good for clairaudiance/voyance, but that is already a nigh-broken spell when used intelligently.)
Augment Enchantment: 3 (as abjuration)
Augment Evocation: 7 (This is better than +1 damage per die on all evocations. Not going to break the game, but it seems too much for a feat, especially since it stacks.)
Augment Figment: 5 (This probably stays useful... more area on your figments is always good.)
Augment Necromancy: 8 (50% more HD is a serious bump, and the CL adjustment isn't bad either.)
Augment Transmutation: 5 (But I'd have to really go through and think about which spells can benefit from this to be sure.)