RuminDange
First Post
Opps my bad, you're right, thanks for catching that.
That makes it even higher to get the 100%.
That makes it even higher to get the 100%.
Berk said:
Actually first empower and the spell is 9th level already since it is a 7th level spell normally. And yep, only a 5% increase, not anywhere near much help. Especially for blowing a 9th level spell or spell slot on it.
I just wouldn't allow empower to work on sim. But that 5% is up for intepretation. Isn't it something like 50+1d10%? Magic missile is 1d4+1 and the empower exmaple empoweres the 1d4+1 not just the 1d4. So using that logic the entire 50+1d10%is a variable numeric. Then add in a rod of greater empower and an already empowered 9th level sim. And it is 50+1d10% x2 or 100-120%. The sims some a higher level than your self create sims, som of which are more powerful than themselves, on and on. all of which are under the power of the original 17+level wizard.
Hmmm... you seem to have unilaterally ruled that Boots of S&S have no effect on Fly-ing subjects, Expeditious Retreat doesn't work on Fly-ing subjects, the "can't run while flying" clause in the spell description is not a restriction on double-moving, the supernatural portion of a monk's land speed IS doubled by Expeditious Retreat and/or Boots of S&S (but not by both at the same time), a double-move is an exception to D&D multiples.... am I leaving anything out?melkoriii said:
Well the Monk would have two movement speeds.
One land, One Flight
The flight one is 90 x2 x2 or 360' as Fly spell gives you a fly speed of 90'.
Land speed would be the monks speed x2 x2.
This is not a case for D&D multiples as the second x2 is from a double move.
You could do that, but based on the description of Empower it can work on Simulacrum since it has a variable numeric effect. So you would technically changing the feat by house ruling it doesn't work with the spell.I just wouldn't allow empower to work on sim.
You could go either way I guess, since I read somewhere an empowered maximized magic missile gives you 8 points of damage per missile, but by my calculation I get 7.5 if you use the whole 1d4+1 or 7 if you just use the 1d4. Either way by the rounding rules it would be 7. DM intepretation on what part is increased by empower would be needed. What to limit the effect, it's just the 1d10. What to be powerful allow the whole 50+1d10 to be empowered.But that 5% is up for intepretation. Isn't it something like 50+1d10%? Magic missile is 1d4+1 and the empower exmaple empoweres the 1d4+1 not just the 1d4.
And it is 50+1d10% x2 or 100-120%. The sims some a higher level than your self create sims, som of which are more powerful than themselves, on and on. all of which are under the power of the original 17+level wizard.
Once again, ER and Boots of S&S do NOT stack. I'm not sure where I saw it, but I think Boots of S&S was errated to make its doubling an enhancement bonus.
I read somewhere that an empowered maximized magic missile does 8 points of damage
RuminDange said:
You could do that, but based on the description of Empower it can work on Simulacrum since it has a variable numeric effect. So you would technically changing the feat by house ruling it doesn't work with the spell.
Demon Knight said:
The empowered portion of the spell is not maximized also. You have to apply every metemagic feat separately. So a maximized empowered magic missile would do 5 + half of 1d4+1 (round down).
Btw, in D&D, you always round down, unless stated otherwise in the effect.