Extra "Caster-Levels"...


Rules Questions


Are there any spells (or items, or skills) that actually augment a caster's "Caster Levels" so it may become easier to affect targets with spells cast afterwards?

Ultradan

Dark Archive

Ultradan wrote:

Are there any spells (or items, or skills) that actually augment a caster's "Caster Levels" so it may become easier to affect targets with spells cast afterwards?

Ultradan

theres the ioun stone that gives +1 to caster level (and a cheesy argument that they can stack)


Robe of the Archmagi gives a +2 on CL checks to bypass SR, so in that respect it does. In fact, an elven wizard with Spell Penetration, Greater Spell Pen, the Robes and the Ioun Stone has a +9 on such checks, which is pretty phenomenal.


Bead of Karma, adds +4 to a cleric's caster level.


Great stuff guys... Are there any FEATS?


Can't think of any feats but in the spell compendium there is a magic tattoo that increases your CL by 1 for 24 hours (It's not a magic Item, it is a spell)

The Exchange

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber

In Complete Mage, they introduce reserve feats which grants a small ability as long as you have a spell of the appropriate type and level memorized or available. In addition, each one grants you a +1 competence bonus to caster level with spells of appropriate descriptor or school.

Example: Winter Blast is a reserve feat that needs a second level spell with the cold descriptor. As long as you have a cold descriptor spell memorized (wizard, cleric, witch, paladin, ranger, druid) or available slot of the appropriate level AND you have an appropriate (one with cold descriptor) spell known (sorcerer, oracle, bard, summoner, inquisitor) then you gain a small cone of cold that is usable at will and get stronger with the higher level spell of the appropriate type memorized or known and slot available. In addition to this nifty cone you would get a +1 caster level when it concerned spells with the cold descriptor.

There's a lot more available in Complete Mage and you can also check Complete Champion for a few more.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There is the trait Magical Knack, which adds +2 to the caster level for one class. However, it specifically states that the CL cannot exceed the character's HD.

Also, the Rise of the Runelords Player's Guide has the feat Varisian Tattoo, which could be used in Pathfinder even though it was designed for 3.5 D&D.

Quote:

Varisian Tattoo

You bear intricate tattoos which inspire and empower your natural magical abilities. These tattoos mark you as a worker of the ancient traditions of Varisian magic.
Prerequisite: Spell Focus in matching school.
Benefit: Select a school of magic other than Divination in which you have Spell Focus--you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell-like ability a number of times a day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and its Varisian name) are as follows:
Abjuration: Resistance
Conjuration: Acid splash
Enchantment: Daze
Evocation: Dancing lights
Illusion: Ghost sound
Necromancy: Touch of fatigue
Transmutation: Mage hand
A Varisian tattoo typically consists of a long string of characters in Thassilonian, the language found on ancient monuments of the land. Most are quite complex, running the entire length of an arm or leg.


In Unearthed Arcana their is a trait that lets you boost your caster level for 1 school of magic by 1, while lowering your caster level for all the others by 1. Called Spell Gifted.


Dragonchess Player wrote:
No feats, but there is the trait Magical Knack, which adds +2 to the caster level for one class. However, it specifically states that the CL cannot exceed the character's HD.

Which is similar to the 3.5 feat practiced caster which give you +4 caster level, but your caster level cannot exceed your hit dice.

Grand Lodge

Well there's always Spell Penetration and Greater Spell Penetration that increase your caster level for the purpose of overcoming Spell Resistance (+2 for each feat for a total of +4)

Dark Archive

Ultradan wrote:

Are there any spells (or items, or skills) that actually augment a caster's "Caster Levels" so it may become easier to affect targets with spells cast afterwards?

Ultradan

Also remember the feat Heighten Spell which allows you to cast a spell at a high spell level then it normally is, and raise the DC appropriately. Might not be the same thing that you are looking for, but is a great way to raise the DC for some spells.


Bloatmage Initiate is a feat in the campaign setting book. it improves your caster level for one school of magic, at some stiff penalties.

I have a character I'm toying with playing if I ever start a PFS game:

Human Wizard
Int 20 Cha 7

Spell Focus (evocation) -- class bonus
Varasian Tattoo (Evocation) -- 1st level feat
Bloatmage Initiate -- human bonus feat

This character will have a caster level of 3 (at first level!) for evocation spells, meaning (among other things) that I get 2 magic missiles from one casting at level 1 (or 3d4 for my burning hands spell).


Don't forget the bard!

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Emphasis mine.


knightofstyx wrote:

Don't forget the bard!

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Emphasis mine.

It is meant for wether you can be affected by a sleep or colorspray spell for example.

deathknell did give +1 CL though, think it still does.


Remco Sommeling wrote:
knightofstyx wrote:

Don't forget the bard!

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Emphasis mine.

It isn't really Hit Dice dependent though, it will have to be casterlevels or levels in a spellcasting class specifically, it would affect the DC for stunning fist though or wether you can be affected by a sleep or colorspray spell.

deathknell did give +1 CL though, think it still does.

But Magical Knack is capped by HD. Inspire greatness increases your HD.

So if you combine them, then a pure caster can effectively increase their caster level by 2.


I believe there's a trait or two that adds to your CL for a spell or two.

Scarab Sages

Mmm... I don't think that works. The bard thing I mean.

from the bolded section, they only count as regular hit dice for spell effects. Feats aren't spell effects, so the bonus hit dice wouldn't affect them.

Sovereign Court

Magicdealer wrote:

Mmm... I don't think that works. The bard thing I mean.

from the bolded section, they only count as regular hit dice for spell effects. Feats aren't spell effects, so the bonus hit dice wouldn't affect them.

The bard extra HD are for the purposes of spells like Blasphemy etc. that target you with different effects dependent on your HD. Not for improving caster level. HD does not equal CL.


Charender wrote:
Remco Sommeling wrote:
knightofstyx wrote:

Don't forget the bard!

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Emphasis mine.

It isn't really Hit Dice dependent though, it will have to be casterlevels or levels in a spellcasting class specifically, it would affect the DC for stunning fist though or wether you can be affected by a sleep or colorspray spell.

deathknell did give +1 CL though, think it still does.

But Magical Knack is capped by HD. Inspire greatness increases your HD.

So if you combine them, then a pure caster can effectively increase their caster level by 2.

I suppose.. it tastes too munchkin for me though, the Magical Knack is in my opinion meant to give multi-class casters a boost.

Sovereign Court

Remco Sommeling wrote:

I suppose.. it tastes too munchkin for me though, the Magical Knack is in my opinion meant to give multi-class casters a boost.

It is- thats all its intended to do. It cant raise caster level above total level.

And as i've already stated the extra HD from bardic music don't count for adding CL.


Alexander Kilcoyne wrote:
Remco Sommeling wrote:

I suppose.. it tastes too munchkin for me though, the Magical Knack is in my opinion meant to give multi-class casters a boost.

It is- thats all its intended to do. It cant raise caster level above total level.

And as i've already stated the extra HD from bardic music don't count for adding CL.

I am not saying that inspire greatness gives you CL, but inspire greatness with magical knack will.

A level 9 wizard.

Inspire greatness makes the level 9 wizard a level 9 caster with 11 hit dice.

Magical Knack increases your caster level by 2 up to a maximum of your hit dice. Since the wizard has 11 hit dice, MK will make him into a level 11 caster.

Nothing in inspire greatness says the extra hit dice doesn't work with feats and traits. RAW it works.

As for balance and RAI, I would personally never use this combination because as a pure caster, I would be wasting a trait on the hope that there is a bard around willing to use inspire competance on me. Without a level 9+ bard, magical knack doesn't really help a pure caster. Further, with the spells and abilities available at 9th level and above, 2 caster levels isn't really a big deal.


Alexander Kilcoyne wrote:
Remco Sommeling wrote:

I suppose.. it tastes too munchkin for me though, the Magical Knack is in my opinion meant to give multi-class casters a boost.

It is- thats all its intended to do. It cant raise caster level above total level.

And as i've already stated the extra HD from bardic music don't count for adding CL.

Actually, RAW, Magical Knack + Inspire Greatness = +2 CL.

Magical Knack- Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Inspire Greatness- A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.

Emphasis mine. Looks good to me.
Looks like it works to me.

Edit: Ninja'd by Charender.

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