| Post/Author/DateTime | Post |
|---|---|
| Tequila_Sunrise09-01-07, 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. |
| jaelis09-02-07, 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.) |