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Empower Metamagic Feat question
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<blockquote data-quote="frankthedm" data-source="post: 1980138" data-attributes="member: 1164"><p>It looks like only random variable is the 1 to 8 result on the die roll, not the plus one per caster level. I'll agree with you on magic missle, but the level based damage on cure spells is not part of the random range.</p><p></p><p>Magic Missile</p><p>Evocation [Force]</p><p>Level: Sor/Wiz 1</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Targets: Up to five creatures, no two of which can be more than 15 ft. apart</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.</p><p>The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.</p><p>For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.</p><p></p><p></p><p>Cure Light Wounds</p><p>Conjuration (Healing)</p><p>Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Will half (harmless); see text</p><p>Spell Resistance: Yes (harmless); see text</p><p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).</p><p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 1980138, member: 1164"] It looks like only random variable is the 1 to 8 result on the die roll, not the plus one per caster level. I'll agree with you on magic missle, but the level based damage on cure spells is not part of the random range. Magic Missile Evocation [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. Cure Light Wounds Conjuration (Healing) Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. [/QUOTE]
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