Raising Caster Level

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I would like to compile a list of ways to boost caster level with minimal investment.

Items:
Agony +2 - 200 BoVD nonstacking, 1-use<br /> Ambrosia +2 - 200 BoED [good], nonstacking, 1-use<br /> Ankh of Ascension +4 - 9,000 MIC divine, costs spell slots, 3/day<br /> Arcanist's Gloves +2 - 500 MIC 1st level spell, 2/day<br /> Band of Spell Enhancement +2 - 10,080 RavenL 1/day<br /> Barbs of Hextor +1 - 350 CC [evil] or Evil domain, worship Hextor<br /> Bolt of Heironeous +1 - 350 CC [good] or Good domain, worship Heironeous<br /> Boots of Big Stepping +2 - 6,000 MIC [teleportation]<br /> Couatl Feather +2 - 10 BoED 35% chance, 1-use<br /> Domain Draught varies - 3,300 MIC grants a domain for 1 day<br /> Devastation of Nerull +1 - 350 CC Death domain or Necro, worship Nerull<br /> Feather of the Far Realms +1 - 95 CC Travel domain only, 1-use<br /> Game of Fate +1 - 550 CC 45% chance, 1-use<br /> Hero's Tears +2 - 675 CC [good], 1-use<br /> Humanoid Heart +2 - - BoVD 10% chance, 1-use<br /> Ioun Stone (Orange Prism) +1 - 30,000 DMG<br /> Kiss of Discord +2 - 310 CC [chaos], 1-use 350<br /> Mirror of Olidammara +1 - 350 CC Luck domain or [chaos], worship Olidammara<br /> Nugget of Garl Glittergold +1 - 350 CC Trickery domain or Illus, worship Garl<br /> Obad-Hai's Green Man +2 - 350 CC Animal or Plant domains, worship Obad-Hai<br /> Prayer Bead (Karma) +4 - 20,000 DMG must cast a divine spell first<br /> Ring of Arcane Might +1 - 20,000 MIC arcane<br /> Ring of Mystic Fire +1 competence 7,500 MIC [fire]<br /> Ring of Mystic Healing +1 competence 3,500 MIC cure spells<br /> Robe of Arcane Might +1 competence 21,000 MIC 1 school<br /> Rod of Elemental Might +2 - 9,600 CM 1 element, wu jen only<br /> Ruby Skull of Wee Jas +1 - 350 CC Death domain or Necro, worship Wee Jas<br /> Shawl of Bewitching +1 - 3,500 CV Ench[charm]<br /> Shieldstone Cavern (loc) +1 - 1,000 CM abjuration, 1 year<br /> Silver Badge of Larethian +1 - 350 CC Protection domain or Abjur, worship Correlan<br /> Skiurid Nugget +2 - 1,000 MM4 Necro, 50% chance, 1-use<br /> Talisman of Boccob +1 - 350 CC Knowledge domain or Divination, worship Boccob<br /> Talisman of the Twelve Moons +0-+3 - 4,500 RoE +1 outside at night, +2 in Wild Shape; shifter only<br /> Talon of Ehlonna +2 - 370 CC Animal domain or spell that targets animals<br /> Terran Brandy +2 alchemical 500 BoVD 1-use<br /> Tome of the Stilled Tongue +1 - 7,000 MIC lose hp, relic<br /> Tome of the Wyrm +1/more insight 15,000 DM when affecting enemy dragon<br /> Vanguard of Kord +1 - 350 CC Luck domain or Trans, worship Kord<br /> Vecna's Hand and Eye +1 - 350 CC Knowledge or Magic domain, worship Vecna<br /> Vial of the Last Gasp +1 - 2,200 CV 1-use<br /> War Cross of St. Cuthbert +1 - 350 CC [mind-affecting], worship Cuthbert<br /> Yondalla's Cornucopia +1 - 350 CC Law domain, [good], create food/water

Spells:
Abyssal Rift +2 - Wiz 9/Entropy 9 FC1 conj[evil]<br /> Adept Spirit +1 insight Clr 2/Wiz 3 MoI<br /> Channel the Mishtai +1 insight Wiz 2 MoI 1/6 chance, -1hp/HD<br /> Channel the Mishtai, Greater +1 insight Wiz 6 MoI -1 hp/HD <br /> Consumptive Field *1.5 - Clr 4 SC<br /> Consumptive Field, Greater *1.5 - Clr 4 SC<br /> Create Magic Tattoo +1 - Wiz 2 SC<br /> Death Knell +1 - Clr 2 PH<br /> Frostfell +1 - Wiz 9 FB [cold] only<br /> Harmonic Chorus +2 morale Brd 2 SC need concentration<br /> Hymn of Praise +2 - Brd 3 SC Good divine casters<br /> Infernal Threnody +2 - Brd 3 SC Evil divine casters<br /> Mystic Surge +1 - Wiz 4 PH2 one spell<br /> Spell Enhancer +2 - Wiz 4 SC one spell<br /> Suffer the Flesh +1-+5 - Wiz 2 MoE 2 con damage/bonus, 1 round, 250 gp

Feats:
Abyss-Bound Soul +1 - FC1 illusion, enchantment, [i]or[/i] necromancy only<br /> Aerenal Half-Life +1 - PGE necro only, Arenal elf only<br /> Arcane Thesis +2 - PH2 1 arcane spell <br /> Bloodline of Fire +2 - PGF [fire], regional<br /> Calishite Elementalist +1 - RoF listed spells<br /> Ceremonial Empowerment +1 sacred FoE cleric only, god's holy days only<br /> Dark Speech +1 - FC1 take 1d4 cha damage<br /> Demon Mastery +1 - FC1 when using Summon spells for demons<br /> Divine Spell Power Varies - CD divine; based on turning check<br /> Domain Focus +1 - CD 1 domain only<br /> Draconic Power +1 - CA 1 energy type<br /> Drift Magic +1 - SS [earth] and dessication damage<br /> Earth Spell Varies - RoS based on slot, not [fire], [air], [water]<br /> Elder Giant Magic +0-+3 - SX based on casting time<br /> Elemental Spellcasting +1 - Planar 1 element type<br /> Enchanting Song +1 - RoS ench only, [music] feat<br /> Fey Power +1 - CM enchantment<br /> Fiendish Power +1 - CM [evil]<br /> Frozen Magic +0-+2 - FB dep on environment<br /> Initiate of Selune +5 - PGF Augury and Divination (the spell) only<br /> Inspire Spellpower +1 - RoS Allies only, [music] feat<br /> Jester's Magic +1 - CoS:W Listed spells only<br /> Lunar Magic +1 - CoS:W In full moon (-1 in new moon)<br /> Master Spellthief stack - CS Spellthief and other arcane caster levels stack for CL<br /> Metamagic Vigor +1 - CM use same metamagic for 2 rounds<br /> Mighty Dragonmark +2 - DMk Dragonmark powers only<br /> Misleading Song +1 - RoS illus only, [music] feat<br /> Mutable Body +1 - RoE trans on self only<br /> Open Least Chakra, Hands +1 insight MoI Staff or Metamagic Rod<br /> Practiced Spellcaster +4 - CA Up to HD only<br /> Primitive Caster +0-+3 - FB depends on components<br /> Reckless Wand Wielder +2 - CA Wands only<br /> Reserves of Strength +1-+3 - DLCS stun/damage, breaks caps!<br /> Ship's Mage +1 - SW on 1 ship only<br /> Spell Thematics +1 - PGF One spell per CL<br /> Storm Magic +1 - FB in storm only<br /> Wand Mastery +2 - Eb Wands only<br /> Words of Creation +1 sacred BoED [good], verbal

Domains:
Artifice +1 - Eb Conj(creat)<br /> Chaos +1 - PH [chaos]<br /> Craft +1 - PGF Conj(creat)<br /> Creation +1 - SC Conj(creat)<br /> Envy +1 - SC negative levels, ability damage/drain<br /> Evil +1 - PH [evil]<br /> Gnome +1 - SC Illus<br /> Good +1 - PH [good]<br /> Healing +1 - PH Conj(heal)<br /> Illusion +1 - SC Illus<br /> Knowledge +1 - PH Div<br /> Law +1 - PH [law]<br /> Necromancy +1 - Eb Necro<br /> Oracle +2 - SC Div<br /> Purification +1 - SC Abj<br /> Summoner +2 - SC Conj(call/summ)<br /> Transformation +1 - RoE Trans<br /> Truth +1 - RoE Div

Classes: (adjustment listed is compared to normal +1/level)
Archmage 1-5 +1/lvl - costs slots DMG<br /> Blood Magus 1 +1 - take 1 damage CA<br /> Dark Scholar 3 +1 - 10 m/day, some schools Slaughtergarge<br /> Evoker (Energy Affinity) 1 +1 - 1 element UA<br /> Gnome Paragon 2,3 +1,+1 - illusion, bard only UA<br /> Hierophant 1-5 +1/lvl - no +casting DMG<br /> Master of Radiance 1 +2 - [light], minutes/day LM<br /> Master Specialist 6,9 +1 - specialist school CM<br /> Nightcloak 1 +2 - [darkness] CD-WE<br /> Noctumancer 1 varies - lvl of dispelled spell ToM<br /> Paragnostic Apostle +1/lvl - various criteria CC<br /> Red Wizard 2-10 +lvl/2 - DMG<br /> Sanctified One 1 +int - 1 round/day CC<br /> Spellguard of Silverymoon 5 +1 - PGF<br /> Tainted Scholar 1 +1 - take 1 damage HoH<br /> Ultimate Magus 1,4,7,10 +1 - arcane CM<br /> Unbound Scroll 2 +2-4 - max 2+HD, scroll DMk<br /> Unseen Seer 3,6,9 +1 - divination / -1 other CM<br /> Wizard of High Sorcery 1 +1 - specialized school DLCS<br /> Wizard of High Sorcery 1 +3 max - dep on moon phase DLCS<br /> Wild Mage 1 +1d6-3 - possible neg CA<br /> Wu Jen 6 +2 - 1 element CA

Reserve Feats: (number available in CM and CC for each spell type)
(competence bonus)<br /> abjuration 3<br /> acid 1<br /> air 3<br /> cold 1<br /> darkness 1<br /> death 1<br /> divination 1<br /> earth 1<br /> electricity 1<br /> enchantment 1<br /> fire 1<br /> force 3<br /> glamer 1<br /> healing 2<br /> light 1<br /> necromancy 1<br /> polymorph 1<br /> sonic 1<br /> summoning 2<br /> teleportation 1<br /> water 2

Races:
Name bonus HD/LA type source notes<br /> Dwarf, Dream +1 0/+0 - RoS divination<br /> Gloaming +1 0/+2 - Und Illus(shadow)<br /> Gnome, Chaos +1 0/+1 - RoS [chaos]<br /> Illumian (krau) +2 0/+0 - RoD Up to HD only<br /> Raptoran +1 0/+0 - RotW [air]

Other:
Bloodtouched Rite +1 - PgEb Necro<br /> Greater Rite of Passage +1 - RotD-WE sorc only; affects spell progression, kobold only<br /> Node Magic varies - Und,CoR dep on class of node<br /> Pelor's Shadow Guard +1 - CC requires affiliation score 22+; applies to Good, Healing, Law, Strength, Sun, War domains<br /> Spellgifted (trait) +1 - UA one school; -1 others

just get 1 level of marshall, add charisma as bonus to overcome SR, you wont need anything else
I allow it on my games but i really deslike it, its too unbalanced if you ask me
Uh, great contribution there, sparky.
Im not sure if its allowed but in plot and poison theres a spell addict class. 5 levels for 8 caster levels
DragonChildX, Plot and Poison isn't WotC, is it? I've never heard of it.

To clarify, I was looking for ways to increase effective caster level (for spell effects), not SR penetration. I added 2 more feats. Anyone have any more?
I hang my head in shame when I admit its a d20 source!
How about raising CL for specific schools. I know some 3rd party material that had something similar to spell focus but effected CL for 1 school.
I'm not including anything but official sources. No dragon mag, no 3rd party. I added some situational feats, but they aren't very useful. I'd like to be able to add more useful bonuses.

I'm also adding cleric domains. Cleric can even be a good 1-level dip for an arcane caster with the right domains.
Ankh of Ascension +4 item Races of FAerun
Death Knell +1 spell SRD
Create Magic Tattoo +1 spell/tattoo PGtF
I found one the other day that, to my knowledge, no one has ever used in a CO build.

The downside is that it's limited to a single staff or wand at a time.

Open Least Chakra (Hands) [Magic of Incarnum].

Seriously. Check out what happens when you bind a staff or wand to your hands chakra. The caster level for spells cast from that particular wand or staff improves by 1.

You can change the bind once per day, meaning that while you're able to use that staff at +1 CL for the day, it's ONLY that staff -- but the conditions for altering a bind are identical to those for preparing or readying spells, so it maps pretty easily onto any existing character.

I haven't reread the staff text since I found that, but I think this should stack with the use of your own caster level with the staff's spells. Not sure on that point, though.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

Feats:

Draconic Power (+1 to Element of your Draconic Hertitage) [Complete Aracne/Rases of the Dragon]
Added a few more.

Tempest Stormwind, I got the impression that chakra binds for existing items constituted a variant rule: "The DM can use these suggestions or set his own chakra bind effects as desired." If your DM lets you use the chart, also look at the chakra bind for Metamagic Rods - another +1 caster level. It's only usable 3/day, but it can apply to any spell you cast with the rod.
Added a few more.

Tempest Stormwind, I got the impression that chakra binds for existing items constituted a variant rule: "The DM can use these suggestions or set his own chakra bind effects as desired." If your DM lets you use the chart, also look at the chakra bind for Metamagic Rods - another +1 caster level. It's only usable 3/day, but it can apply to any spell you cast with the rod.

Psy4me: Doesn't that sound a hell of a lot like the item creation guidelines that we all take for granted as rules here? :p

As a result, I propose that we see that table as a "default effect" thing, much like the table in the DMG is the "default" price (though the DM may change it in specific cases, such as the Gauntlets of True Strike cheese thing; I hardly think that "just one extra CL" would set off as many alarms as "+20 to all attacks"). It's just easier to redefine an effect than a price, I find, so there may be slight variance.

I did note the metamagic rods, but figured that the staff would be the best investment of the bunch.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

Show
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

Added a few more obscure bonuses, including some unusually cost-efficient items.
Hmm, it would be nice to see which of these are plain bonuses to caster level and which are bonuses to caster level for the purpose of casting spells. For the artificer (and his dedicated wright) who is trying to meet caster level prerequisites.
What about PrCs? Sandshaper (from Sandstorm) loses a level of casting, but gets a +1 to caster level in waste enviornments (or when carrying 15lbs of sand as equipment). Wild Mage (from Compete Arcane) on average will gain caster levels with each casting of a spell (CL becomes 3 lower, but each time he casts he rolls 1d6 and adds it to his CL). With the practiced caster feat, the caster level will only ever go up.
For a slightly more common class than the Sandshaper - the Archmage and the Hierophant both can grant the class ability Spell-Power, which increases caster level by one. If you take all five levels of the class, you can net up to +5 caster levels, though you'll pay a hefty price (either in spell slots or actual spellcasting ability)
So... Actually, a Wizard... let's say 10 / cleric1/ Wild Mage1 Archmage5 ...With
Practiced Spellcaster, mind you,
would have a Caster Level of..

Wiz (10) + Cle (0 ( +1 on two domains ) ) +wild mage ( -3 +1d6 ) +Archmage (10) + Practiced Spellcaster (4)
Of..
24+1d6, minimum 25 on 17th level, min 26 on two domains. With the penalty of having a staggered caster progression.

But... what is a good use for all these caster levels?

----
Oh! Right. For the list, Wild Mage gives -3, +1d6!
Damage, SR, dispelling/dispellability ... also giant vermin is completely broken if you cast it at CL20 at level 7.
The Blood Magus PrC (CArcane) gives two ways to boost caster level:

(1) Blood Component
(2) Death Knell as a SLA
Which gives us a minimum CL of 28, at level 19, on the hypothetical build above.
(edit: well maybe. Depends on when you get Death Knell. still, there's Wizard levels we can lose...)
Then again, that SLA isn't very impressive. Still, combined with that lv4 spell and Ioun Stone, we're at CL 32 (+0-5) at level 20 without really even trying.

But, where are the uncapped spells to use/abuse this? >_<; (Poison)
Extend Spell does, give a second day with extra slots every other day with hour/level spells, though, which is nice. Also, extended 10min/lvl spells last for ten hours. Also nice.
A couple uncapped spells to consider - Death Throes (SpC) and Venomfire (SK). I'm currently AFB, but I seem to recall that Spiderskin (SpC) was also uncapped.

Anyways, Venomfire can be the nastiest spell on the block if you have a high caster level and you interpert the natural poison requirement liberally. 100d6 points of damage or higher each hit is simply ridiculous, especially since it doesn't offer the victims a save or SR.
What about holy word?
I'm not sure if this counts ("minimal investment"-requirement)
Gnome paragon +3 Cl for Illusions

cheers
Beestje
Thanks for all the contributions; I'll update the list soon.
Those all look good, except Sandshaper, which loses a caster level at level 1 and gains +1 caster level while carrying sand. The net effect is that you get fewer spell/day and you get to lug aroung 15 pounds of sand. That is not to say that the PrC is without its other benefits...
Green Star Adept (Complete Arcane) is a weird bug. It advances 5 caster levels, but also adds its class level to another class's caster level. Read as written a Wiz10/GSA10 would have a caster level of 25 (but only 15 actual levels of casting.)

Of course, a paragraph later the given example contradicts this with a build that doesn't even work (Wiz5/GSA4, but base attack bonus 4 is needed to enter the class!)

The best use for GSA seems to be advancing another arcane prestige class's 10-level progression, such as Nar Demonbinder, Suel Arcanamach, or for an epic character, Sublime Chord.
not to resurect a dead thread, But looking at the list, as an artificer using the crafter homonuclious(meaning that you just need the caster level for an hour)
what can you use to boost for caster level for crafting? sooo from what i see,
vial of the last gasp x6(or 7) to keep your caster level up for the hour needed to get the homonuclious to craft. (+1 to CL)
Oarnge ioun stone (+1 to CL)
persistfyed deathknell(+1 to CL)
PErsistfyed consumptive field(variable(max 10) to CL)

did i miss anything?


Edit:

On reading the green star adept RAW how ya want ROI i belive your wiz 10/GSA 10 would have a caster level of 20 for range dmge duration ect BUT would only be able to access spells as a wiz 15
Wiz (10) + Cle (0 ( +1 on two domains ) ) +wild mage ( -3 +1d6 ) +Archmage (10) + Practiced Spellcaster (4)

You might want to reread the faq to find out just how wild magic and practiced spellcaster interact. It's completely opposite to what you suggested.
The Adept Spirit spell (from Magic of Incarnum) provides a +1 to caster level, among other bonuses--not bad for a 2nd level cleric and 3rd level wizard spell.
the Spellguard of Silverymoon PrC in the Player's Guide to Faerun grants an extra spellcaster level at either 4th or 5th level. I got no books at the moment. :D
Thanks to Caelic and Dirty Dan the Laundry Man. Spellguard is a solid PrC in general.
Am I barking mad or do the "spells" and "classes" contain the same data?
Am I barking mad or do the "spells" and "classes" contain the same data?

Well if you are, then I must be too, I see the same thing.
Yea I see spells/classes as the same too. Probably an editing mistake, I seem to remember a real spells section the last time I checked out this thread.
How about red wizard? +5 CL over 10 levels for sacrificing 2 schools of magic (unless diviner for 1 more sacrificed school).

And mystic surge spell from phb2. +1 CL and +2 DC for one spell.

Elemental Savant also had some caster level boost on certain energy spells.
Yea I see spells/classes as the same too. Probably an editing mistake, I seem to remember a real spells section the last time I checked out this thread.

Copy/paste error. When I added Spellguard, I pasted the new classes section into the spells section. I kept a backup copy, so I'll repost that soon. The backup copy also had a few new things to be added.

Edit: I reposted it, with a few additions.
Also, added Red Wizard. Elemental Savant only adds to SR, not caster level, unless I am missing something.
Candle of Invocation

Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual so doing if the candle’s alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.

A cleric whose alignment matches the candle’s operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him, as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours.

In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn’t interfere with its magical properties.

Strong conjuration; CL 17th; Craft Wondrous Item, gate, creator must be same alignment as candle created; Price 8,400 gp;Weight ½ lb.


Taken from the SRD.
I'm not sure, but I think there may be 1 or 2 game mechanics in the Weapons of Legacy book that are not represented here.

It might be worthwhile to check it out and find it/them. My friend has my book until next month.
Ship's Mage from Stromwrack gives +1 CL for all spells cast on an attuned ship (ie, one you have spent at least a week on)

Calishite Elementalist form Races of Faerun (I think) gives +1 CL to a set of 9 spells, with two options for sets.

Edit: Still have not looked at books, but I remembered another feat from City of Splendors.

Moon Magic (I think the name is correct): +1 CL during full moon, -1 during new moon.

I think there may be more feats in FR material that give bonuses to a small set of spells; will check once I have access to my books.
Muir, those are both good. Calishite Elementalist is odd in that it can break damage caps.

MachinaDeus, Candle of Invocation affects spell slots, not caster level.

Dirty Dan the Laundry Man, WoL is a lot of material to check. I did not see any caster level increases in the ability menus, but I have not checked the weapons.
Minor typo in that list, Practiced Spellcaster is CD not CA. Great list otherwise though.
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