kreynolds
First Post
LokiDR said:I have played a moderately high level incantrix (lvl 15)
I'd be interested to know how you pulled that off, unless it was in an epic level game, of course.
LokiDR said:I have played a moderately high level incantrix (lvl 15)
kreynolds said:
I'd be interested to know how you pulled that off, unless it was in an epic level game, of course.
(emphasis mine)I think it is very straightforward:
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. Saving throws and opposed rolls (such as the one the character makes when the character casts 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.
Simply put it add 50% to any randomly determined spell effect.
This completely disagrees with what you just posted above. Magic Missiles do 1d4+1. The 1d4 is a variable, numeric effect. The +1 is a determined numeric effect.The +1 added to rolls is included in the empower.
Those magic missles would be doing (1d4+1) * 1.5
I see what you're saying with the literal interpretation, but the feat as written does not do this. As you say, it's "+1 per level". That's not a variable effect. Honestly I'm not sure how I'd rule it, by the feat's wording or the interpretation that it's supposed to do "half again" whatever the spell does, regardless of whether the entire effect is variable or only part.Take for example, an empower cure light wounds cast by a sixth level cleric. It would heal 1d8+5 (it's +1 per level, +5 max) puls 50% more, or more plainly, (1d8+5) * 1.5. That is the only way the feat leave for interpretation "cures half again as many hit points..."
Catalyst said:To the poster who felt the stacking probably wasn't intended in the core rules, I have to disagree with you as it has since been clarified as legal in the DnD FAQ on the WotC website. They were asked the question by worried DMs everywhere, and said "Yes, you can stack the effects."
I've heard one house rule that seems logical, that Improved Metamagic reduces each type of feat once. So a single Empower would be a +1 increase, but each Empower after that would be +2. But, you could mix feats (Empower +1, Maximize +2, etc.), you just can't stack and gain the bonus for the same feat over and over.
I do disagree with apsuman, who says:
(emphasis mine)
So far so good...
This completely disagrees with what you just posted above. Magic Missiles do 1d4+1. The 1d4 is a variable, numeric effect. The +1 is a determined numeric effect.
I see what you're saying with the literal interpretation, but the feat as written does not do this. As you say, it's "+1 per level". That's not a variable effect. Honestly I'm not sure how I'd rule it, by the feat's wording or the interpretation that it's supposed to do "half again" whatever the spell does, regardless of whether the entire effect is variable or only part.
Originally found in Dragon 287
Fortify Power [Metapsionic]
You can manifest powers to greater effect.
Benefit: All variable, numeric effects of an fortified power are increased by one-quarter (minimum of 1). A fortified power deals an extra twenty-five percent damage, cures twenty-five percent as many hit points, affects twenty-five percent more targets, and so on, as appropriate. For example, a fortified lesser concussion deals twenty-five percent more damage (roll 1d6 and multiply the result by 1.25, with a minimum extra damage of 1). Saving throws and opposed rolls (such as the one you make when you manifest negate psionics) are not affected. Powers without random variables are not affected. A fortified power costs a number of power points equal to its standard cost + 2.
Special: You can apply Fortify Power to the same power multiple times. Each time you apply it, the power is fortified another twenty-five percent, and it costs 2 more power points.
For instance, a lesser concussion fortified 3 times deals 1d6 x 1.75 damage for a cost of 7 power points. You can't break the power point limit of the manifester level minus one when using Fortify Power multiple times on the same power. Thus, an 8th-level manifester could have used the power as described in the above example, while a 7th-level caster could not, though he could use Fortify Power twice on lesser concussion so that it deals 1d6 x 1.5 damage, for a cost of 5 power points.
Squire James said:The Empower Spell feat has a little wrinkle in its description that could go either way. My reading of it was that it only added half the rolled dice, and my first thought was "how clumsy... I house rule it to a straight +50% add". Kinda like how I assume Cleave doesn't REALLY mean you can take an extra melee attack with your bow after putting someone down with an arrow (read the feat description carefully here)! So I consider that one a no-brainer.
You need to read the DnD multiplying rules.James McMurray said:The total final damage from the spell is 42 + 21 + 21 + 21 = 105.
Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple.