Spells that profit from increase in DC and CL


Advice


Hey there!

I am looking for good spells (level doesnt matter) that profit from both, +1 DC and +1 CL and which are not evocations!

Do you guys have some nice ideas?

Wasum!


Pellet Blast comes to mind if you are into conjuration.


Do you mean good aligned spells? Good in the spell description? Good as in powerful? What are your criteria?


I just meant "effective" spells. I am looking for spells to pick for my Outlander trait (RotR) which gives me +1 DC/CL on 3 spells in my list.

As I'm playing a wizard I picked evocation as my opposed school.

Yea, that's where I'm coming from.


Necromancy spells such as Cause Fear benefit from the increased DC, while spells like Animate Dead enjoy the increased Caster Level.

Illusion has the All-powerful Color spray and goodies like Invisibilty that are worth increasing Caster Level for.

Enchantment is full of Save or Suck spells worth raising the DC for.


Ok. Then necromancy spells are great. They have rays (such as the Ray of Enfeeblement) that deal 1d6 strength plus 1 per 2/CL. So a tenth level caster is doing 6-11 strength. Not bad for a first level spell (only usable once per enemy, if I'm not mistaken, but still). Vampiric Touch, 1d6 damage per 2/CL, that heals you that amount; no save, but still. Boneshatter. 1d6/CL, exhaussted for 1 min/CL, with a save for half and just fatiqued.

I usually recommend someone forgoing evocation to stack up on necromancy or plan on using a lot of control elements. There's not a lot of direct damage outside of evocation, but it's there if you look for it. Conjuration with metamagic feats can also be valid (Snowball 1d6 cold/CL ranged touch plus stagger; add in Heighten Spell and Intensified Spell).


Abjuration spells are harder to dispel if their caster level is high(and Dispel/Greater Dispel Magic also benefits from high CL).


Okay, so now that I've looked up Outlander trait...

Do you have a specialized school? Are you wanting a specific play style? (IE: controlling opponents, debuffing enemies, etc)


Outside of evocations it's easy to find spells that benefit from +1 DC or +1 caster level, not so easy to find spells that benefit from both.

Chill touch, glitterdust, hold person.

EDIT: Wow, that Outlander/Lore Seeker trait would have been perfect for my Varisian witch in the Serpent's Skull campaign. Too bad I wasn't aware of it.


I'm playing a conjurer (teleportation subschool) who is focussing on summons and control spells. I plan to let him be curious, starting to find interest in necromancy spells as the game proceeds, getting a little crazy about finding out the depth of magic, starting more and more dangerous experiments and so on....

I like snowball for that, but to really make it worth it, I'd have to pick rime spell and maybe intensify spell and somehow that sounds like too much of an investment. On the other hand - if I just used a rod for rime spell, maybe thats worth it.

Of course I'd prefer spells that I will be casting throughout my whole career quiet often.

Grand Lodge

Shadow Spells, especially shadow evocation (yes you can work around your opposition school this way) benefits from both the DC and CL bump.

Sticking with conjuration, the pit line benefits from both. Deeper pit=more fall damage and higher DC means more falling in on first cast. Just have the issue of flying foes (no clue how common they are in RotR).


Shadow Evocation sounds nice, but are those spells viable in actual gameplay?

Grand Lodge

Disentigrate, magic jar, ray of enfeeblement, glitterdust, slow, pit line of spells, fleshworm infestation, bone shatter, fear, telekinisis.

Names of just a few 6th level and lower.


I’ll assume you’re looking for spells where extra CL scales more than range, area of effect and duration.

Acidic Spray, Bloatbomb, Scourge of the Four Horsemen, Transmute Blood to Acid. Circle of Death, Finger of Death, Undeath to Death, Wail of the Banshee, Banshee Blast. Wracking Ray.

This is just a smattering. There's lots.

Grand Lodge

Wasum wrote:
Shadow Evocation sounds nice, but are those spells viable in actual gameplay?

That are as viable as Evocation spells get. They are 100% real unless the foe makes their will save (which will be at least 16 if you have minimum casting stat) and still do damage (20%) on passed will.


silent image is, properly played, one of the most powerful low-level spells, and benefits from both caster level ("The kraken has been unleashed! Run for your lives!") and DC increases.


You also have those obvious ones: burning arc, fireball.
Snapfire dragon and burning sphere are also good for duration+dc

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