Very High Caster Level - What Spells benefit?


Advice


If you have a very high caster level, say 50-200, what spells really benefit?

Obviously many spells benefit from spell penetration and increased ranges etc. but many are capped - like 10d6 for Fireball.

So Destruction isn't capped, Dispel Magic will just work, Swarm Skin becomes more interesting, Summon Monster has minutes durations, You can Animate a lot of big things. Slay Living and Finger of Death pack a might punch on a passed save. - what else is there lurking out there? Cunning and clever!

Not so worried about which class the spells come from at this point.


Durations are significantly longer. In some cases, as long as you cast the spell once per day it would become practically permanent.


You could haste (or slow) an entire army!

Shadow Lodge

disintigrate is fun for a bunch of things too. so is prismatic sphere


Ciaran Barnes wrote:
Durations are significantly longer. In some cases, as long as you cast the spell once per day it would become practically permanent.

72nd level --> 72 turns + Extend is a 1 day duration.

Or 144th level --> 144 turns for 1 day duration.

Personally I'd cap effects that don't specifically say otherwise at 25th (such as Slay Living). But then introduce Epic feats and abilities that would allow those to be surpassed (and probably in successive stages with additional feats etc.)

I Hate Nickelback wrote:
You could haste (or slow) an entire army!

Gives me a vision of a clown car or phone booth full of people all packed in (the " no two of which can be more than 30 ft. apart" portion of the duration of the spell).


Just to clarify, 144 rounds would not be 1 day duration. 1 day is 24 hours which is 1440 mins, which would be 14400 rounds. 140 rounds would be 14 minutes only.


I think by turns Kayerloth was referring to the old First Edition 'Turn' which was 10 minutes long - or in Pathfinder the 10 min/level spells.

As for the Haste I guess you just need an army of Stirges!


Holy Word


Greater Dispel basically becomes a Mage's Disjunction. Mage Armor becomes something you do every other day. Fly gives you immense bonuses to the Fly skill, meaning you can do anything you want. Regular teleport effectively becomes greater teleport. The range on any close spell becomes obscene, so Reach Spell could be very useful metamagic.


VoodooHoodoo wrote:

I think by turns Kayerloth was referring to the old First Edition 'Turn' which was 10 minutes long - or in Pathfinder the 10 min/level spells.

As for the Haste I guess you just need an army of Stirges!

Yep my bad in the translation.


Glutton wrote:
Holy Word

Yeah I can recall thinking about using it in connection with an Advanced version of a demon ... then realizing that the spell effects at that time was linked to the user/target HD (not caster level per se). Note that PF changed that but pushing the caster level way up does the same thing. Just presumable the foes HD have similarly increased (unlike when I was thinking of 'advancing' the creatures HD)

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