Augment healing & Vigor [Archive] - Wizards Community

Post/Author/DateTimePost
Valthonis

05-31-07, 11:41 AM
The feat Augment Healing adds extra healing to any Conjuration (Healing) spells. How would this work with the Vigor spells in the Spell Compendium? Would it add the bonus healing to only one round of the duration or would it apply to all the rounds of healing?
Koz

05-31-07, 12:17 PM
IMO it shouldn't apply at all. The Vigor spell grant you an ability (Fast Healing). You are then healed by that ability, not the spell.

However, the FAQ has an entry for this very question, indicating that it DOES work with Vigor spells, but only for one round (they suggest the first). But I think the FAQ is just plain wrong here, for the reason I mentioned above.

Koz
claypigeons

05-31-07, 12:22 PM
How would this work with the Vigor spells in the Spell Compendium? Would it add the bonus healing to only one round of the duration or would it apply to all the rounds of healing?

It does grant the boost to the Vigor line of spells. It only adds the bonus once, though. You only cast the spell one time, the healing per round is just a lingering effect of the spell.

As stated earlier, it is recommended that you have the bonus happen in the first round of the spell. It's a simple and easy method compared with some of the things you could do with the feat as far as Vigor is concerned.
Someone

05-31-07, 01:42 PM
Its like clockwork that this question comes up. :D

Anyway, the result goes something like this scenario:
Cleric with AH casts lesser vigor.
On the cleric's initiative, the subject heals 2 hp (as lesser vigor is a 1st level spell).
On the subject's initiative, the subject heals 1 hp (as lesser vigor grants fast heal 1).
On following rounds, the subject only heals 1 hp and only on their initiative, and that's it.
Malkonnen

05-31-07, 02:37 PM
Also it's worth mentioning that several of the other new healing spells besides the Vigor line work well with the Augment Healing feat.

Invest Light/Mod/Hvy Protection (PHB2) normally heal essentially 1/2 as much as Cure spells but also grant DR/evil, with the feat the trade off seems more worth it (IMO).

Close Wounds (SC) this immediate action, death preventing healing spell with the aid of the feat heals a very respectable 1d4 + 4 + 1/2 level making it very handy indeed.

Panacea (SC) the poor man's Heal spell normally only heals a minor amount of HP for its level (1d8+level, max 20), but with the feat heals 1d8+8+level, max 28.

Also don't forget that the boosts the spells offensively when used against undead!

Hope that helps,
Malk
ravenshrike

05-31-07, 03:53 PM
Its like clockwork that this question comes up. :D

Anyway, the result goes something like this scenario:
Cleric with AH casts lesser vigor.
On the cleric's initiative, the subject heals 2 hp (as lesser vigor is a 1st level spell).
On the subject's initiative, the subject heals 1 hp (as lesser vigor grants fast heal 1).
On following rounds, the subject only heals 1 hp and only on their initiative, and that's it.

Heals 3 1st round, aug. adds 2 per spell level.
Nezkrul

05-31-07, 04:06 PM
Heals 3 1st round, aug. adds 2 per spell level.

2 on cleric's initiative (ie he casts the spell), 1 on the target's initiative, 2+1 = 3, YAY MATH!
risner

05-31-07, 04:23 PM
The feat Augment Healing adds extra healing to any Conjuration (Healing) spells. How would this work with the Vigor spells in the Spell Compendium? Would it add the bonus healing to only one round of the duration or would it apply to all the rounds of healing?

Only one round (the first.)
danielinthewolvesden

06-01-07, 02:55 AM
This has been covered in the FAQ, and the folks here are correct.
ravenshrike

06-01-07, 11:50 AM
Just a question, does anyone here still use the cure line for OoC healing if a vigor spell is available?
Valthonis

06-01-07, 12:18 PM
Alright, Thanks for all the info.
Matthew77

06-01-07, 12:23 PM
Just a question, does anyone here still use the cure line for OoC healing if a vigor spell is available?

Sometimes I would rather spontaneously cast a Cure spell than fill slots with prepared Vigors.

For Favored Souls though, I usually take Vigor for level 1 (out of combat healing), and Cure Moderate for level 2 (in-combat healing)
claypigeons

06-01-07, 12:41 PM
I have Wands of Cure Light Wounds for out of combat healing. Hell, I thought everyone did.

Spell slots are for in combat. ;)
navar100

06-01-07, 04:18 PM
I have Wands of Cure Light Wounds for out of combat healing. Hell, I thought everyone did.

Spell slots are for in combat. ;)

Wands of Cure Light Wounds are good, but it is campaign dependent on how common they are for a party to get them and/or how easily accessible.
claypigeons

06-01-07, 05:11 PM
Wands of Cure Light Wounds are good, but it is campaign dependent on how common they are for a party to get them and/or how easily accessible.

Bah. Craft Wand is a feat. Take it and have wands available. There's always a challenge to overcome, so will catch back up in EXP.
navar100

06-01-07, 08:48 PM
Bah. Craft Wand is a feat. Take it and have wands available. There's always a challenge to overcome, so will catch back up in EXP.

What about before you take the feat?
Even then, the gp and downtime required are also campaign dependent. It is a good tactic; it's just not universally always an option.