Cheers
It's been typical in games I've played to empower more typical spells by adding dice, so a 10th level wizard casting an empowered fireball would roll 15d6 and do that much damage.
Do you do that, or do you roll 10d6 then multiply the result?
I suppose the second way would be 'purer' statistically speaking.
Berk said:Actually, and correct me if I am wrong...
Empower Spell [Metamagic]
You can cast spells to greater effect.
  Prerequisites: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. For example, an empowered magic missile deals one and one-half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
You're wrong. Why would anyone make a rule like that? It makes no sense at all.Berk said:Actually, and correct me if I am wrong because this is the way I remember reading empower spell, you don't multiply the original roll. You roll again and take half of that roll and add it onto the first roll. So an empower magic missile cast by a 7th level caster would do 4d4+4+(4d4+4/2). Now I can be wrong since I don't have the books in front of me but I just remember reading the feat that way.