About: Empower Spell   Sponge Permalink

An Entity of Type : dbkwik:resource/asLqmERGYDA4_IbNn2LFjQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

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rdf:type
rdfs:label
  • Empower Spell
  • Empower spell
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  • All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
  • Type of feat: metamagic (general feat) Prerequisite: ability to cast 2nd-level spells Specifics: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration. Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected.
  • All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected.
  • Prerequisite: Ability to cast 2nd-level spells. Specifics: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). ( 1d4 + 1 ) * 1.5 Empowerment does not increase spell duration. The actual implementation varies. Some spells like Ray of Enfeeblement have a dice roll(1d6) and a level bonus (+5). In some cases the level bonus is empowered too(Ray of Enfeeblement, Combust) and in some cases only the dice roll is empowered(Finger of Death, Slay Living).
  • Player's Handbook page 93, Metamagic Feat 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 and so forth, as appropriate. For example: An empowered Magic Missile 1½ its normal damage (roll 1d4+1 and multiply the result by 1½ for each missile)
Bonus
  • wizard
dcterms:subject
prereq
  • ability to cast 2nd-level spells
FeatID
  • 11(xsd:integer)
Prerequisites
  • Ability to cast 2nd-level spells.
Cooldown
  • n/a
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Type
DESC
  • All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage . Empowerment does not increase spell duration.
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Use
  • An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected.
  • An empowered spell occupies a spell slot two levels higher than normal.
abstract
  • Player's Handbook page 93, Metamagic Feat 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 and so forth, as appropriate. For example: An empowered Magic Missile 1½ its normal damage (roll 1d4+1 and multiply the result by 1½ for each missile) Saving throws and opposed rolls (such as the one you make when casting Dispell Magic) are not affected, nor spells without random variables. An empowered spell uses up a spell slot two levels higher then the spell's actual level.
  • All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
  • Type of feat: metamagic (general feat) Prerequisite: ability to cast 2nd-level spells Specifics: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration. Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected.
  • Prerequisite: Ability to cast 2nd-level spells. Specifics: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). ( 1d4 + 1 ) * 1.5 Empowerment does not increase spell duration. The actual implementation varies. Some spells like Ray of Enfeeblement have a dice roll(1d6) and a level bonus (+5). In some cases the level bonus is empowered too(Ray of Enfeeblement, Combust) and in some cases only the dice roll is empowered(Finger of Death, Slay Living). Most of the time empower spell is implemented as: nDamage + nDamage / 2, using integer division that rounds down. This rounding effect is more pronounced with spells that use a single dice, such as Mirror Image, Cloudkill, Touch of Idiocy Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected. For a list of all spells which can be enhanced by this feat, see: .
  • All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected.
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