Abilities that increase effective Caster Level across the board?


Advice


There might have been a thread made about this, but I am lazy and don't know what it's called.

I am theorycrafting of generating characters, and one thing that caught my attention are classes and/or builds that end up lacking in the Caster Level department, such as Paladins, Rangers, Sorcerer/Wizard and Cleric/Oracle hybrids (for Mythic Theurge), etc.

Since I am limited in my searching ability (the best thing that comes to mind is a trait from the APG, which might not work), does anyone know all of the abilities that add to the Caster Level of something? (I am focusing in particular of an across-the-board Caster Level increase, i.e. affects all spells cast, but specific increases may be helpful as well.)


There's a super expensive ioun stone that gives you a caster level I think.... 30000 gold? (sorry, going off memory)


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+1 Esoteric Training (spellcasting guild membership perk)
+1 Orange prism ioun stone (wondrous item)
+2 Magical Knack (Magic trait)
+3 Esoteric Training (spellcasting guild membership perk)

Those are all the "across the board" ones I know of.

It's important to know that Magical Knack cannot increase your caster level over your hit dice, even with the ioun stone. Esoteric training cannot increase your caster level over your hit dice either, but DOES grant you extra spells known and spells per day. Magical knack only functions for one class while esoteric training functions for two (granting +3 to one, and +1 to the other). The ioun stone functions for ALL your spellcasting classes simultaneously.

I hope that helps.


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There's two "end of campaign" items that give a flat caster level bonus, the Crown of the Kobold King and the Robes of Xin-Shalast. Here's quite a few ways to get caster level boosts some of the time or to some spells:

Items:

Orange Prism Ioun Stone: +1 caster level
Anointing Oil: +1 CL for one "harmless divine spell with a range of touch"
Conduit Rod: +1 CL for electricity spells
Shadow Spike: +1 CL for shadow or darkness spells in area
Stormcaller: +1 CL for electricity spells (does not stack)
Shifter's Headband: +1 CL for polymorph spells
Strand of Prayer Beads (Bead of karma): +4 CL for 10 minutes. One-shot item.
Bastion Banner (Sarenrae): +1 CL for fire or light in area
Blazing Robe: +1 CL for fire spells
Candle Of Abaddon: +1 CL for evil spells in area
Crown of Heaven: +1 CL for good spells
Crown of the Kobold King: "If you are a sorcerer you cast spells at +1 caster level."
Hollywreath Band: +1 CL for plant spells
Orb of Foul Abaddon: +1 CL for evil spells
Prophetic Paraphernalia: +1 CL for divination spells. Takes 10 minutes.
Robes of Xin-Shalast: +1 CL
Shocking Robe: +1 CL for electricity spells
The Lymirin Discourses (Fourth Act): +1 CL for cure spells
Tome of Living Runes: +1 CL. 20 uses.

Classes/Archetypes:

Druid (Menhir Savant) 2: +1 CL for 3+Wis rounds/day
Witch (Dimensional Occultist) 2: +1 CL 1/2*level times/day. Greatly increases casting time.
Cleric (Forgemaster) 1: +1 CL to any "spell that targets a weapon, shield, or armor". Also reduces metamagic cost for those spells.
Paladin (Sacred Servant) 5: +1 CL for several minutes a day
Sorcerer (Wishcrafter) 1: +1 CL when granting wishes, once per person per day
Sorcerer (Accursed Bloodline) 1: can use aid another to grant another Accursed Bloodline Sorcerer or witch with the coven hex +1 CL for a round
Sorcerer (Aquatic Bloodline) 1: +1 CL for water spells
Sorcerer (Daemon Bloodline) 1: +1 CL per creature killed by your magic the previous round
Sorcerer (Maestro Bloodline) 1: +1 CL for spells "with a verbal component and no somatic or material component"
Sorcerer (Martyred Bloodline) 1: +1 CL after you take damage the previous round
Sorcerer (Starsoul Bloodline) 15: +3 CL for "spells of the teleportation subschool"
Sorcerer (Arial Wildblooded) 1: +2 CL when "outdoors during any form of precipitation"
Sorcerer (Sanguine Wildblooded) 1: +1 CL for necromancy spells
Sorcerer (Seaborn Wildblooded) 1: +1 CL when in "a body of water large enough to float in"
Sorcerer (Umbral Wildblooded) 1: +1 CL when in dim light or darkness
Oracle (Ancestor Mystery) 20: +4 CL for all divination spells
Coven Hex: can use aid another to grant another witch with the coven hex +1 CL for a round
Yuelral's Blessing (Wizard arcane discovery): +1 CL for "spells that appear on both the wizard and druid spell lists"

Feats:

Varisian Tattoo: +1 CL for "a school of magic (other than divination) in which you have Spell Focus"
Spell Specialization: +2 CL for "one spell of a school for which you have taken the Spell Focus feat". Spell can be changed at even levels, feat can be taken multiple times.
Allied Spellcaster (Teamwork): +1 CL if you are next to a caster with this feat and the same spell known or prepared
Angelic Flesh: +1 CL for spells from the "illusion (pattern) subschool or have the light descriptor"
Arisen (Story): "the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone"
Atheist Abjurations: "You gain a +2 bonus to your caster level whenever you use an abjuration spell to dispel or counter a divine spell, or send an extraplanar outsider summoned or called by a divine caster back to its home plane."
Bloatmage Initiate: +1 CL for a single school of magic
Earthtouched: +1 CL for "sorcerer spells with the earth descriptor"
Eldritch Researcher (Story): "When casting a spell you’ve created, add 1 to your caster level."
Eye of the Arclord: +1 CL for divination spells. 1 minute per day
Familiar Focus: "Whenever your master targets you with a harmless spell or spell-like ability, your master’s effective caster level for the effect is increased by 1."
Flame Heart: +1 CL for fire spells
Fortune Teller: +1 CL for divination spells
Green Faith Acolyte: "whenever you cast a spell that utilizes, heals, or enhances normal or magical plants (such as entangle or plant growth), you cast the spell at +1 caster level"
Irrisen Icemage: +1 CL cold spells, -1 CL other energies
Shadow Caster: increased duration for "spells of the shadow subschool or spells with the darkness descriptor"
Scaled Disciple: +1 CL for "spells included in the dragon domain or subdomains"
Outer Planes Traveler: +1 CL for spells with one of nine listed descriptors
Tapestry Traveler: +2 CL for "spells of the teleportation subschool"
Tenebrous Spell (Metamagic): +1 CL when cast in dim light or darkness
Theurgy: Sacrifice an arcane spell as a swift for +1 CL to a divine spell
True Love (Story): +1 CL for spells with the emotion descriptor
Whispered Knowledge (Faction): +1 CL after damaging something with a melee attack

Traits:

Beacon of Faith: +2 CL for a domain spell once per day
Boarded in Varisia (campaign): +1 CL for mind-affecting spells cast against creatures and natives of the jungle
Cross-Knowledge: +1 CL once per day for an extract that is also on the wizard spell list
Distance Aptitude: +1 CL for determining the maximum range of spells
Eldritch Delver: +1 CL for teleportation spells
Force for Good (faction): +1 CL for good spells
Genie-Caller: +1 CL for a summoning spell once per day
Gifted Adept: +1 CL to one spell
Harrow Chosen: +2 CL for divination spells
Inspired by Greatness: +1 CL to one spell
Magical Knack: +2 CL (up to hit dice)
Master of Pentacles (faction): "Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the duration of the spell."
Medic (faction: Shadow Lodge): +1 CL "when casting spells of the healing subschool with remove in the spell’s name"
Mother's Rage: +1 CL for summoning spells
Nidalese Shadowcaster: +1 CL to one shadow spell
Outlander (campaign): +1 CL to three spells
Precocious Spellcaster: +1 CL to a cantrip and a 1st-level spell
Priest-Blessed: "Three times per day when you are the target of a harmless divine spell, you may increase its caster level by 1 for purposes of its effect on you alone."
Second Tongue: "Any summoning or divination spell you cast to summon or contact a Great Old One or one of their minions is cast at +1 caster level."
Secret of the Impossible Kingdom: +1 CL to one spell
Star Reader: "While under starlight, the caster level of all your divination spells is increased by 1. If the target of your spell is a demon, the caster level is increased by 2."
Student of Faith (campaign): +1 CL for cure spells
Telekinetic Dependence: +1 CL for "spells that move objects through sheer will"
Transmuter of Korada: +1 CL for transmutation spells
Trickster: +1 CL for illusion spells

Races:

Dhampir Wizard Favored Class Bonus: +1/4 CL for necromancy spells
Half-Elf Wizard Favored Class Bonus: +1/3 CL for enchantment spells (duration only)
Halfling (Wanderlust): +1 CL for spells that provide or enhance movement"
Halfling Witch Favored Class Bonus: +1/4 CL for patron spells
Merfolk Sorcerer Favored Class Bonus: +1/2 CL for water spells (range only)
Undine (Water Affinity): +1 CL for Water domain spells
Aasimar (Heavenborn): +1 CL for good or light spells
Gnome (Pyromaniac): +1 CL for fire spells
Ifrit (Fire Affinity): +1 CL for Fire domain spells
Oread (Earth Affinity): +1 CL for Earth domain spells
Oread (Fertile Soil): +1 CL for Plant domain spells
Svirfneblin (Stoneseer): +1 CL for earth spells
Sylph (Air Affinity): +1 CL for Air domain spells
Changeling (Object of Desire): +1 CL for charm person and charm monster


Although it is limited in duration; "Repeat after me, Bead of Karma OP."

Also Death Knell is a +1 CL though you may need a wand. (and use magic device, but everyone should have that anyway.)

(And I see now that Bearded Ben beat me on Bead of Karma... still needs punctuated for emphasis. Also props for making such a fantastic list that I will now unashamedly copy for further reference.)

The Exchange Owner - D20 Hobbies

Beads of Karma are not one-shot


James Risner wrote:
Beads of Karma are not one-shot

Indeed. They are 1 use per Day for 10 minutes.

They are however only usable by someone capable of divine casting.

Sczarni

I don't think spell specialization should be in the "+2 CL" category... it only applys to level dependent variables of that spell, so if you say selected dispell you wouldn't get a +2 to the dispell check I don't think, although if you do that's pretty awesome =)


lantzkev wrote:
I don't think spell specialization should be in the "+2 CL" category... it only applys to level dependent variables of that spell, so if you say selected dispell you wouldn't get a +2 to the dispell check I don't think, although if you do that's pretty awesome =)

I would say your Caster Level is a Level variable effect part of Dispel Magic. It directly effects how powerful of a dispel you can accomplish.

Caster Level is most definitely Level Variable. It changes with each level. It is my belief that it also increases the spell's CL for piercing SR as well.

Sczarni

Quote:
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

If it is that's pretty sweet. but I think the lvl dependent variabls are duration, damage, range, etc... caster lvl isn't a level dependent variable of the spell.


Sure it is. Your dispel check is equal to a d20 roll plus your caster level for the spell. Which is +2 higher =)

dispel check (1d20 + your caster level) A Dispel check is a level variable effect of Dispel Magic.


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Scavion wrote:
James Risner wrote:
Beads of Karma are not one-shot

Indeed. They are 1 use per Day for 10 minutes.

They are however only usable by someone capable of divine casting.

They're usable by anyone capable of making a DC20 UMD check. What makes Prayer Beads of Karma reasonable, is that activating them requires a standard action!

Quote:
Command Word: If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it.... Activating a command word magic item is a standard action ....


Holy hell. I need some prayer beads.


Side question:

Are there any damage spells that give 1d6 (or whatever die) per caster level damage that aren't capped at something like 10d6, 15d6, or 20d6?

I can't think of any.


Can any of these caster level feats apply to crafting magic items? Like can you make certain weapons and armor much earlier than normal?


pibby wrote:
Can any of these caster level feats apply to crafting magic items? Like can you make certain weapons and armor much earlier than normal?

That I don't know. It's hard to say whether that's allowed or not, since it goes based off of casting certain spells.

I'd say that abilities which grant a static bonus to Caster Levels (AKA across the board) would constitute such an increase in regards to crafting, but other ones might not, since it only works with the spells you cast.


bfobar wrote:

Side question:

Are there any damage spells that give 1d6 (or whatever die) per caster level damage that aren't capped at something like 10d6, 15d6, or 20d6?

I can't think of any.

Intensify Metamagic +1 Spell Level. Increases the maximum spell level cap by 5.

Burning Hands for 10d4. Fireball for 15d6. Fire Snake for 20d6. Chain lightning 25d6. Polar Ray caps at 30d6 with Intensify.

Fireball is technically the best blast spell however, due to the number of metamagic you can apply to it.


MorganS wrote:
Scavion wrote:
James Risner wrote:
Beads of Karma are not one-shot

Indeed. They are 1 use per Day for 10 minutes.

They are however only usable by someone capable of divine casting.

They're usable by anyone capable of making a DC20 UMD check. What makes Prayer Beads of Karma reasonable, is that activating them requires a standard action!

Quote:
Command Word: If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it.... Activating a command word magic item is a standard action ....

Actually the Strand of Prayer Beads is a little weird this way. When you have them in your possession, the first time you cast a divine spell you suddenly know how to activate it. But it doesn't actually *require* divine casting to use; divine casting only gives you the *knowledge* of how to use it. Once you have the knowledge you can use it at will.

So I would say that without divine magic you would need to make the *first* UMD check to get the knowledge of how to use it. Once you know how you can use it no matter what your class. If there was some other way to learn how to activate it (like simply being told how by the crafter who made it) then you wouldn't even need a UMD check.


pibby wrote:
Can any of these caster level feats apply to crafting magic items? Like can you make certain weapons and armor much earlier than normal?

Permanent items can allow you to qualify for feats so I don't see why not (though if you lose the item you lose access to the feat until you get it back). However, it would be reasonable to say that only a caster level bonus that applies across the board would count. Something that gives you a bonus to spells of a specific school or subtype of spells probably wouldn't.

Shadow Lodge

A list of all widgets which raise you DC or lower the enemy's saves would be a splendid companion pierce.

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