Ridley's Cohort said:
No, not really. Empower is very efficient in a way that Quicken is not, because Quicken chews through high level spell slots and low level spell slots at the same time.
If you want to maximize damage during a single round or two of combat, go with Quicken.
If you want to maximaize damage over the course of several rounds, go with Empower.
Perhaps, but it also depends on how many battles you can expect to be in before resting and regaining spells. In my experience, the wizard is the first one in the group to suggest that the party might be overextending itself (Uh, guys....I'm outta fireballs). I'm not convinced that the advantage you gain for casting an empowered fireball and keeping the third slot offsets the power of casting two fireballs (one quickened, one normal).
 
				 
 
		 *chants fireball fireball fireball MAGIC MISSILE!!!!!!*, clerics are basically the only spell casters that you see in the campaigns i play in, probably because most of all they are required in healing, in my opinion haste was over powered for a third level spell, i'd say a 4th level spell would be fine perhaps with a shorter duration like... 1rnd/2levels to a max of 10 or something :\ and something i've always been wondering about is how do you get the extra partial action on the round you cast it on... if it requires you to take an action to cast it.... then thats basically your round, it shouldnt reverse time so you can take another action after you cast it in the same round... but anyways, the new haste sounds decent for fighters, and with the correct prcs clerics and wizards as well... again in my opinion i feel that wizards and sorcerers powers are mainly out of battle and not in it... more of a roleplaying aspect
 *chants fireball fireball fireball MAGIC MISSILE!!!!!!*, clerics are basically the only spell casters that you see in the campaigns i play in, probably because most of all they are required in healing, in my opinion haste was over powered for a third level spell, i'd say a 4th level spell would be fine perhaps with a shorter duration like... 1rnd/2levels to a max of 10 or something :\ and something i've always been wondering about is how do you get the extra partial action on the round you cast it on... if it requires you to take an action to cast it.... then thats basically your round, it shouldnt reverse time so you can take another action after you cast it in the same round... but anyways, the new haste sounds decent for fighters, and with the correct prcs clerics and wizards as well... again in my opinion i feel that wizards and sorcerers powers are mainly out of battle and not in it... more of a roleplaying aspect  )  usually the only time you see a wizard(or sorcerer) in our party is when someone is making a character like arcane archer or arcane trixster... haste definatly helps wizards but i feel it helps fighters just as much.... and now i will part.... for i am tired....
 )  usually the only time you see a wizard(or sorcerer) in our party is when someone is making a character like arcane archer or arcane trixster... haste definatly helps wizards but i feel it helps fighters just as much.... and now i will part.... for i am tired.... 
 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		