Heighten Spell => Increased Damage Cap?

I wouldn't allow it to make a difference for scorching ray, magic missile and other spells of that ilk, because they don't follow a clear pattern in the way that burning hands, shocking grasp, fireball, lightning, cone of cold etc. do.

Plus empower spell is still great for wall of fire, any spell where you are affecting a random number of beasties (circle of death?)

For the 10th level caster empowered fireball is clearly better than fireball heightened to 5th level in terms of damage. And if he had both feats at 15th level he could be heightening the fireball to 15d6 and *then* empowering it. I don't even think that that is game breaking, considering that back in 3e those wizards would routinely be hasted and casting two spells a round. At least it gets his damage output up near the high level fighters again :rolleyes: :p

Cheers
 

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