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Thread: Empower Magic
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2007-11-29, 09:46 AM (ISO 8601)
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Empower Magic
Just curious but is there a list anywhere of what spells are affected/not affected by the Empower metamagic feat?
I know like Bulls strength, owls wisdom etc will give you +6 stats when you empower but could you in theory empower animal growth. Would the size bonus increase and the dr?
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2007-11-29, 10:55 AM (ISO 8601)
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Re: Empower Magic
actually empower spell doesn't effect bulls strength etc.
Originally Posted by SRD
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2007-11-29, 11:05 AM (ISO 8601)
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Re: Empower Magic
There is a lot of debate about what constitutes as the "variable component" of the spell. I also don't think that there has been any definative rulings on this one way or another either. Many examples given from different sources contradict each other. The general populous conforms to one of 2 camps.
1 Empower only works on numbers rolled on dice. So a fireball would deal (10d6 x 1.5) at 10th level. A magic missile would do (5d4 x 1.5) +5 at 10th level average 23.75.
2 Empower works on all level dependant factors of a spell(EDIT: that aren't related to range, duration, or area since those are covered by Enlarge Spell, Extend Spell, and Widen Spell respectively). So the fireball above would do the same damage, but the magic missile would do (5d4+5) x 1.5 average 26.25. Also, things like Heal would heal 15 hp per level instead of just 10, etc.
Ask your DM which camp he's in.
Also, Empower would not work on Bull Str or Bears Endurance like you mentioned. It also would not work on Animal Growth. Sorry.
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2007-11-29, 11:49 AM (ISO 8601)
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Re: Empower Magic
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2007-11-29, 12:31 PM (ISO 8601)
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Re: Empower Magic
Thats one of the examples that is counter to camp 1. That is one of the primary reasons why there is such a split. Camp 1 believes that the "variable component" is the die which is what the rule text implies, while camp 2 believes that the "variable component" is the whole level dependant thing which is what the example implies. There are other sources of contradiction in other rule suppliments, but I don't have them off the top of my head. I'm sure you can see both sides, but you can only follow one.
I personally am in camp 2, but a lot of people I know are entrenched in camp 1.
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2007-11-29, 01:25 PM (ISO 8601)
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Re: Empower Magic
I actually assumed that "camp 1" was right while reading the feat description, I hadn't given it much thought.
But I was wondering, do non-numeric variable effects exist?
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2007-11-29, 01:28 PM (ISO 8601)
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Re: Empower Magic
What about dispel checks? Prolly not, but rolling a d30 would be nice.
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2007-11-29, 01:33 PM (ISO 8601)
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Re: Empower Magic
Neither of the two camps lussmanj mentions is correct, and I've never seen anyone argue for the second one. A variable numeric effect is an effect expressed as a number which includes a die roll. It's irrelevant whether the effect is level-dependant. So each empowered magic missile would do (1d4+1)*1.5 damage, a ninth-level empowered fireball would do (9d6)*1.5 damage, an empowered Summon Monster III would summon (1d4+1)*1.5 monsters from the first-level list, and a Heal can't be empowered at all, since it uses no dice.
Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
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2007-11-29, 01:53 PM (ISO 8601)
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Re: Empower Magic
I always did it as a Magic Missile would do 1d6+1, rather than (1d4+1)*1.5
Last edited by Crow; 2007-11-29 at 01:54 PM.
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2007-11-29, 02:12 PM (ISO 8601)
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Re: Empower Magic
While doing MM as d6 instead of d4*1.5 is simpler, it does deny the caster the assurance that the higher level slot he used will definitely cause more damage. No problem with that idea, but I have a hard enough time getting my wizards to use the feat in the first place.
Edit: I was just thinking, you could houserule the old 3.0 version of bull's strength back in to the game, if you wanted to play with empower (and maximize).Last edited by Idea Man; 2007-11-29 at 02:18 PM.
Why is it the best campaign ideas happen when you're sitting down to someone elses game?
Pun-Pun is an example of the worst case scenario. Never, ever, push your DM that far.
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2007-11-29, 02:41 PM (ISO 8601)
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Re: Empower Magic
I always did it as a Magic Missile would do 1d6+1, rather than (1d4+1)*1.5Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
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2007-11-29, 03:00 PM (ISO 8601)
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Re: Empower Magic
Just to be clear, you just said that you've never heard anyone argue for the second one, then you argued for the second one. That's exactly what he just said. You just used a different caster level for fireball, and did the magic missile singly rather then the whole spell.
Except that he has a weird view about Heal.Last edited by Kaelik; 2007-11-29 at 03:01 PM.
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2007-11-29, 03:06 PM (ISO 8601)
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Re: Empower Magic
Reincarnate.
Which would be nonsensical, of course; that's why they banned it. Non-numeric variable effects generally chose from a list of options, so it makes no sense to empower them outside the range of those options.
...although I do like the idea of Reincarnating someone into [ARRAY INDEX OUT OF BOUNDS]. Would it crash the entire world with a memory protection error, or would they just become whatever creature happens to exist in the D&D metaphysical memory about 50% further than the resurrection table is supposed to go?
And technically, any spell with options in it is variable. You can get variable effects from a Wish, say. Does that mean maximizing it means you automatically get the absolute limit of what you possibly could?Last edited by Aquillion; 2007-11-29 at 03:08 PM.
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2007-11-29, 03:17 PM (ISO 8601)
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Re: Empower Magic
So Chronos, how would you rule a Cure Serious Wounds, min CL (5)
Would you have it heal (3d8 x 1.5) +5 or (3d8 + 5) x1.5? Which part of the spell is the variable?
Oh, and while I recognize that (1d4+1) x1.5 x5 is different than (5d4+5) x1.5 in D&D due to each missile being rounded down. Unless a person is dividing their missiles up, its much less work to total the damage and multiply than to multiply 5 seperate times.
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2007-11-29, 03:19 PM (ISO 8601)
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Re: Empower Magic
Just to be clear, you just said that you've never heard anyone argue for the second one, then you argued for the second one.
EDIT: We crossposted, there.So Chronos, how would you rule a Cure Serious Wounds, min CL (5)
And yeah, you'd usually roll all five Magic Missiles together; I was just giving the value for each for the sake of clarity.Last edited by Chronos; 2007-11-29 at 03:24 PM.
Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2007-11-29, 03:32 PM (ISO 8601)
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2007-11-29, 03:40 PM (ISO 8601)
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Re: Empower Magic
Actually, I had the RSoP Empowered Healing ability in my head, although the minimum CL to use that ability would be 8, due to the fact that you usually get RSoP2 after Cleric6, although it would be 9 because of Healing Domains +1 CL) But that is not important.
You are in camp 2. I never said that 10d6x1.5 = 15d6. I know its not the same. For clarity's sake, I'll repeat.
Camp 1 Only dice, so MM is (1d4) x1.5 +1
Camp 2 All variable, so MM is (1d4+1) x1.5
Either could be correct, depending on how you interpret it. I personally am in camp 2. Ask your DM.
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2007-11-29, 06:02 PM (ISO 8601)
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2007-11-29, 06:11 PM (ISO 8601)
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Re: Empower Magic
You are in camp 2. I never said that 10d6x1.5 = 15d6. I know its not the same. For clarity's sake, I'll repeat.
Camp 1 Only dice, so MM is (1d4) x1.5 +1
Camp 2 All variable, so MM is (1d4+1) x1.5Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2007-11-29, 06:35 PM (ISO 8601)
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Re: Empower Magic
And lets not forget the Maximised Empowered spell that people so often get wrong.
Many people think that a Maximised Empowered spell is the maximised result x1.5. i.e. Cure Light Maximised Empowered = (8+5(lev)) x1.5 = 19
Of course the correct answer is that a Maximised Empowered spell takes the maximum + 50% of the rolled result. i.e. Cure Light = (8+5) + (1d8+5)/2
Re: Lussman's "version 2" was confusing because he talked about level depndant varibales and Heal (which has no variables and as such is unaffected by empower) as getting a 50% increase.
Stephen
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2007-11-29, 07:09 PM (ISO 8601)
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Re: Empower Magic
I'm not sure that (1d4+1)*1.5 should be right. That averages at 5.25. Maximize spell averages at 5.0. Which means you get more damage out of empower than maximize. Isn't maximize supposed to be better than empower?
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2007-11-29, 07:26 PM (ISO 8601)
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2007-11-29, 07:37 PM (ISO 8601)
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Re: Empower Magic
As far as I understand, Empower Spell is very clear on what it does. So can someone explain where the people that believe that Empower gives +50% to all variable effects comes from, because what people are saying and the math their putting up isn't adding up.
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2007-11-29, 09:46 PM (ISO 8601)
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Re: Empower Magic
I'm not sure that (1d4+1)*1.5 should be right. That averages at 5.25. Maximize spell averages at 5.0. Which means you get more damage out of empower than maximize. Isn't maximize supposed to be better than empower?
But for things which use larger dice, or which use only dice and not added constants, Maximize will generally be higher, on average. For instance, a max-level Fireball will average 35 damage. The same Fireball, empowered, will average 52.25 damage. Maximized, it'll do 60 damage. The effect is even more pronounced for spells which use a d8.Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2007-11-30, 02:57 AM (ISO 8601)
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Re: Empower Magic
A little off topic, but is it possible to apply metamagic effects to items? for instance, Maximising a rod of wonder (flesh to stone! stone to flesh! turning lawn ornaments into corpses!)
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2007-11-30, 07:21 AM (ISO 8601)
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Re: Empower Magic
The level dependant part I was talking about was things like the +CL at the end of a cure spell. I know a lot of people who say that that part isn't multiplied, because it isn't a die roll. They say that only the d8 part gets multiplied.
As for heal, how is it that different from the other cures?
Cure Light Wounds is 1d8+CL*1
Heal is 0d8+CL*10
I fail to see why one should be empowered, but the other should not. Is it really that OP to cure a target for 15 points per level, instead of 10? Heal usually caps the targets hp anyway. And if you compare spell levels, Empowered Heal is an 8th level spell, the same level as Greater Restoration. It has less total effect than Greater Restoration, but doesn't have the xp cost. How is this really that big of a deal?
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2007-11-30, 07:32 AM (ISO 8601)
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Re: Empower Magic
the case is its just not how the feat works, empower spell only affects spells with variables, and though you are welcome to lobby for a houserule in your own games, then i doubt its something most people could be bothered to change.
thnx to Starwoof for the fine avatar
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2007-11-30, 08:03 AM (ISO 8601)
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Re: Empower Magic
Please explain your definition of variable. Because what most people have stated on this thread so far, is that it is a spell effect that varies with caster level, such as damage delt or healing done. It typically comes in the form of XdY+Z. For the Fireball spell, X is CL, Y is 6, and Z is 0. For a Cure Light Wounds spell, X is 1, Y is 8, and Z is CL. For Heal, X and Y are 0, and Z is CL*10. It fits the same format, as a variable effect. Do you have a definition of variable that is different from this?
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2007-11-30, 12:30 PM (ISO 8601)
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Re: Empower Magic
The definition of variable is something that changes. However, it has been explained officially that 10 is not a variable, nor is caster level. (yes caster level can be changed, but empower doesn't change it.)
Heal cures 10*CL HP. 10 is not a variable, caster level is not effected. Therefore Empowered Heal cures 10*CL. A good way to deal with Empower is that if you can't maximize anything, then you can't empower it either. There have to be dice to Empower.
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2007-11-30, 12:48 PM (ISO 8601)
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