SRD Talk:Enhance Spell
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Cure spells[edit]
Does this work with cure spells? --Sam Kay 11:50, 13 January 2008 (MST)
- Just checked, it doesn't. They just add +1 per CL, rather than +1 die per CL... --Sam Kay 13:02, 13 January 2008 (MST)
- Cure spells damage undead. --Aarnott 18:08, 13 January 2008 (MST)
- True -- I was just expanding on your point. Should have been more clear! I agree with houseruling it. It is an epic feat after all... --Aarnott 18:27, 13 January 2008 (MST)
- But it does say dice cap. Cure spells don't have a damage cap, they add +1 per level. --Sam Kay 12:28, 14 January 2008 (MST)
- So youd get an extra 10 dice with the spell? or an extra +10 bonus to the roll? --Sam Kay 14:13, 14 January 2008 (MST)
- An extra 10 dice. That's what happens if you use it on undead for example. --Aarnott 14:25, 14 January 2008 (MST)
- I'd say +10 bonus to the roll. In fact, I'd reword the feat to say that the benefit-per-caster-levels cap is increased by 10 caster levels. Where cure critical wounds caps at caster level 20th, and enhanced cure critical wounds would cap at caster level 30th (+30). Similarly, an enhanced greater magic weapon would also cap at 30th level (+7), and an enhanced magic missile and an enhanced divine favor would both cap at 19th level (10 missiles and +6 luck bonus, respectively). Your caster level, of course, still has to be high enough to gain the benefit. So a 27th-level caster casting an enhanced cure critical wounds would heal 4d8+27 points of damage (or deal 4d8+27 points of damage to undead). —Sledged (talk) 14:34, 14 January 2008 (MST)
- Good point and good rewrite! I think that would make it useful for many different spells beyond just direct damage as well. --Aarnott 13:37, 15 January 2008 (MST)
- Posted Enhance Spell (DnD Feat). —Sledged (talk) 14:11, 15 January 2008 (MST)