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pabelfly
2023-03-08, 03:27 AM
This thread was based on the original "Raising Caster Level" thread made by psly4mne (archive here (https://web.archive.org/web/20121109053026/http://community.wizards.com/go/thread/view/75882/19872350/Raising_Caster_Level))

These threads are only as good as everyone else that assists in compiling them, so thank you for everyone for your help, no matter how minor.

Corrections and additions always welcome.

Quick Index
Races
Base Classes
Prestige Classes
Feats
Multiclassing Feats
Reserve Feats
Domains
Spells

Alphabetical
By Spell Level
Items, Permanent Bonus

Alphabetical
By Price
Items, Consumables

Alphabetical
By Price
Other Caster Level Boosts
Changing Spell Types
Spells with Uncapped Damage
Spell with Nonstandard Uncapped Effects
Overcoming Spell Resistance

Races
Aventi 0 LA, +1 Caster Level to Water spells (Stormwrack)
Chaos Gnome +1 LA, +1 Caster Level to Chaos spells (Races of Stone)
Dream Dwarf 0 LA, +1 Caster Level to Earth and Divination spells (Races of Stone)
Fire Gnome +1 LA, +2 Caster Level to Fire spells (Planar Handbook)
Gloaming +2 LA, +1 Caster Level to Illusion (Shadow) spells (Underdark)
Illumian (krau sigil), 0 LA, +2 Caster Level to all spells, up to HD only (Races of Destiny)
Mephling +1 LA, +1 Caster Level to Air, Fire, Earth or Water spells (Planar Handbook)
Raptoran 0 LA, +1 Caster Level to Air Spells (Races of the Wild)

Base Classes
Gnome Paragon 2, 3 – +1 to Illusion Spells each level (Unearthed Arcana)
Hexblade 4 (Aligned Spellcaster) – spells cast at opposite alignment gain +1 Caster Level (+2 Caster Level if opponent has opposite alignment as subtype) (Dragon Magazine #357)
Hexblade 4 (Disciple of Boccob) – craft at +1 Caster Level (Dragon Magazine #357)
Hexblade 4 (Focus Caster) (Divination) – Divination Spells +1 (Dragon Magazine #348)
Hexblade 4 (School Mastery) – Cast all spells from one chosen school at +1 Caster Level (Dragon Magazine #357)
Paladin 4 (Mystic Fire Knight) – treat caster levels as 1/2 Paladin level +2 (instead of 1/2 Paladin level). Can also add caster level from other arcane classes. (Champions of Valor)
Ranger 4 (Shooting Star) – treat caster levels as 1/2 Ranger level +2 (instead of 1/2 Paladin level). Can also add caster level from other arcane classes. (Champions of Valor)
Sorcerer 1 (Aligned Spellcaster) – spells cast at opposite alignment gain +1 Caster Level (+2 Caster Level if opponent has opposite alignment as subtype) (Dragon Magazine #357)
Sorcerer 1 (Blood of Khyber) – Conjuration (Summoning) and Transmutation +1 Caster Level (+2 Caster Level if opponent has opposite alignment as subtype) (Dragon Magazine #351)
Sorcerer 1 (Disciple of Boccob) – craft at +1 Caster Level (Dragon Magazine #357)
Sorcerer 1 (Focus Caster) (Divination) – Divination Spells +1 Caster Level (Dragon Magazine #348)
Sorcerer 1 (Focus Caster) (Illusion) – Illusion Spells +1 Caster Level (Dragon Magazine #348)
Sorcerer 13 (Githyanki Sorcerer) – Fire Spells +1 Caster Level (Dragon Magazine #348)
Sorcerer 1 (School Mastery) – Cast all spells from one chosen school at +1 Caster Level (Dragon Magazine #357)
Sorcerer 1 (Spheres) – Cast all spells from one chosen sphere at +1 Caster Level (Dragon Magazine #330)
Wizard 1 (Aligned Spellcaster) – spells cast at opposite alignment gain +1 Caster Level (+2 Caster Level if opponent has opposite alignment as subtype) (Dragon Magazine #357)
Wizard 1 (Disciple of Boccob) – craft at +1 Caster Level (Dragon Magazine #357)
Wizard (Domain Wizard) – +1 Caster Level for domain spells (Unearthed Arcana)
Wizard (Filidh Alternate Class) 5, 10, 15, 20 – Divination Spells +1/+2/+3/+4 at 20 (Dragon Magazine #324)
Wizard 1 (Focus Caster) (Divination) – Divination Spells +1 Caster Level (Dragon Magazine #348)
Wizard (Evoker) 1 – +1 Caster Level for Acid, Cold, Electric, Fire or Sonic (Unearthed Arcana)
Wizard (Focus Caster) (Illusion) 1 – +1 Caster Level Illusion Spells (Dragon Magazine #348)
Wizard 1 (School Mastery) – Cast all spells from one chosen school at +1 Caster Level (Dragon Magazine #357)
of Acid, Cold, Electric, Fire, or Sonic at +1 Caster Level (Unearthed Arcana)
Wu Jen 6 – casts spells from one element group (Earth, Fire, Wood, Metal, Water) at +2 Caster Level (Complete Mage)

Prestige Classes


Class
Spellcasting
ECL for Bonus Caster Level
Alignment
Spellcasting Progression
Bonus Caster Level Information
Sourcebook


Abjurant Champion 5
Arcane


5/5
Sets Caster Level to BAB
Complete Mage


Archmage 1-5
Arcane
ECL 13-17

5/5
+1 Caster Level, progression returns to standard at cost of 5th-level spell slot
Complete Arcane


Blood Magus 1
Arcane
ECL 6
Not LG
8/10
+1 Caster Level for one spell, does 1 damage to casters
Complete Arcane


Dark Scholar 1, 3-6, 8-10
Arcane
ECL 8, 10-13,15-17

9/10
+1 Caster Level for Divination and Illusion OR Conjuration OR Evocation OR all spells within 10-minute period
The Shattered Gates of Slaughtergarde


Geomancer 1, 3-6, 8-10
Arcane or Divine
ECL 8, 11, 14

10/10
+1 to +3 Caster Level depending on terrain
Complete Divine


Geometer 5
Arcane
ECL 11

5/5
+1 to Caster Level when using Spellglyphs
Complete Arcane


Halruaan Elder 5
Arcane
ECL 12

10/10
+X Caster Level, Circle Leader, allows to be centre of Circle Magic ritual
Shining South


Hathran 5
Arcane or Divine
ECL 12
LG, LN, or NG
10/10
+X Caster Level, Circle Leader, allows to be centre of Circle Magic ritual
Shining South


Hierophant 1-5
Divine
ECL 14-19

0/5
+1 Caster Level per level, Optional extra +1 Caster Level per level
Dungeon Master's Guide


Knight of the Weave
Arcane
ECL 6

Standalone casting, 6th-level arcane over 10 levels
Add arcane caster levels to calculate CL of Knight class
Champions of Valor


Master Specialist 6, 9
Arcane
ECL 9, 12

0/5
+1/+2 Caster Level for Specialist School
Complete Mage


Nightcloak 1
Divine
ECL 6
Evil
10/10
+2 Caster Level for Darkness Spells
Complete Divine Web Enhancement


Noctumancer 1
Mysteries + Arcane
ECL 6
Evil
10/10 + 10/10
Half Caster Level of dispelled spell
Tome of Magic


Paragnostic Apostle 1-5
Any
ECL 6-11

5/5
+1 Caster Level Domain Spell List OR One of Acid, Cold, Electricity, Fire OR Conjuration (Healing) or Transmutation spells that grant ability bonuses or penalties OR spells that change character form
Complete Champion


Rage Mage 1
Arcane
ECL 7
Nonlawful
5/10
Set Caster Level to character level, certain spell schools
Complete Warrior


Red Wizard 2, 4, 6, 8, 10
Arcane
ECL 7, 9, 11, 13, 15
Nongood
5/5
+1 to +5 Caster Level all spells
Dungeon Master’s Guide


Red Wizard 5
Mysteries + Arcane
ECL 12
Nongood
5/5
+X Caster Level, Circle Magic, allows to be centre of Circle Magic ritual
Dungeon Master’s Guide


Sanctified One 1, 3, 5
Any
ECL 8, 10, 12

2/5
1 + INT to Caster Level for one round per day
Complete Champion


Sandshaper 1
Arcane
ECL 6
Any Neutral
8/10
+1 Caster Level when casting in wasteland
Sandstorm


Silver Pyromancer 1
Arcane
ECL 6
LG
4/5
Set Caster Level to character level for Fire spells
Five Nations


Sublime Chord 1
Arcane
ECL 7
Any Nonlawful
10/10
Add caster level of Sublme Chord to an arcane caster class and vice versa.
Complete Arcane


Sublime Chord 2
Arcane
ECL 8
Any Nonlawful
10/10
+1 to +4 Caster Level depending on Perform Check
Complete Arcane


Tainted Scholar 1
Arcane Spells or Least Invocations
ECL 6

10/10
+1 Caster Level, take 1 damage
Heroes of Horror


True Necromancer 3, 6, 9, 12
Spontanteous and Prepared Arcane Spells
ECL 9, 12, 15, 18

12/14+12/14
+1 to +4 Caster Level
Libris Mortis


Ultimate Magus 1, 4, 7, 10
Spontanteous and Prepared Arcane Spells
ECL 6, 9, 12, 15

10/10+7/10
+1 to +4 Caster Level
Complete Mage


Unbound Scroll 2
Arcane or Infusions
ECL 7

4/5
+2 to +4 Caster Level for Scroll Use
Dragonmarked


Unseen Seer 3, 6, 9
Arcane
ECL 8, 11, 14

10/10
+1, +2, +3 Caster Level for arcane Divination spells
Complete Mage


Visionary Seeker 1
Any
ECL 6

5/10
+1 to +10 Caster Level for Divination spells, scales off Visionary Seeker levels
Planar Handbook


Wild Mage 1
Arcane
ECL 6
Chaotic
10/10
-2 to +3 Caster Level for each spell cast
Complete Arcane


Wizard of High Sorcery 1
Arcane
ECL 5
Evil (Black Robe), Good (White Robe), Neutral (Red Robe)
10/10
+1 Caster Level for specialized school
Dragonlance Campaign Setting


Wizard of High Sorcery 1
Arcane
ECL 5
Evil (Black Robe), Good (White Robe), Neutral (Red Robe)
10/10
+0 to +3 Caster Level depending on moon phases
Dragonlance Campaign Setting


Yathrinshee
Arcane and Divine
ECL 7

6/10+6/10
Combine Caster Level of all spellcasting classes to calculate CL for Necromancy
Player's Guide to Faerun



Feats
Abyss-Bound Soul (Fraz-Urb-luu) – +1 Caster Level boost for Illusion, Evil (Fiendish Codex I)
Abyss-Bound Soul (Malcanthet) – +1 Caster Level boost for Enchantment, Evil (Fiendish Codex I)
Abyss-Bound Soul (Orcus) – +1 Caster Level boost for Necromancy, Evil (Fiendish Codex I)
Aerenal Half-Life – +1 Caster Level boost for Necromancy (Player’s Guide to Eberron)
Arcane Thesis – +2 Caster Level any one spell (Player’s Handbook 2)
Bloodline of Fire – +2 Caster Level Fire spells (Player’s Guide to Faerϋn)
Cali****e Elementalist (Air) – +1 Caster Level for listed Air spells, breaks cap (Races of Faerϋn)
Cali****e Elementalist (Fire) – +1 Caster Level for listed Fire spells, breaks cap (Races of Faerϋn)
Ceremonial Empowerment – +1 Sacred Caster Level once per sixteen days (Faiths of Eberron)
Dark Speech – +1 Profane Caster Level, take 1d4 CHA damage (Book of Vile Darkness)
Defiler – +1 Caster Level, increase casting time (Dragon Magazine #331)
Demon Mastery – +1 Caster Level for effects relating to summoning demons (Fiendish Codex I)
Divine Spell Power – +1-4 Caster Level boost, based on Turning Check, Divine Spellcasting (Complete Divine)
Domain Focus – +1 Caster Level for one domain, out of domain spell slots (Complete Divine)
Draconic Power – +1 Caster Level for draconic heritage energy type (Acid, Cold, Charm, Earth Electric, Fire, Force, Light, Poison or Disease, Sonic) (also +1 DC for associated arcane spells) (Races of Dragon)
Drift Magic – +1 Caster Level for Earth magic or magic that deals dessication damage (Sandstorm)
Earth Focus – +1 Caster Level for spells that do not allow a save (Dragon Magazine #314)
Earth Spell – Bonus Caster Level based on spell slot, not Fire, Air or Water (Races of Stone)
Elder Giant Magic – +1 to +3 Caster Level based on casting time (Secrets of Xen’drik)
Elemental Spellcasting – +1 to Caster Level for one of Air, Earth, Fire or Water (Planar Handbook)
Enchanting Song – +1 Caster Level for Enchantment Spells, costs one Bardic Music use (Races of Stone)
Fey Power – +1 Caster Level for Enchantment Spells, Warlock Incantations (Complete Mage)
Fiendish Power – +1 Caster Level for Evil Spells, Warlock Incantations (Complete Mage)
Focused Specialist – +1 Caster Level for next spell when you expend arcane focus (Dragon Magazine #351)
Frozen Magic – 0 to +2 Caster Level for Cold Spells, depends on temperature (Frostburn)
Initiate of Selune – +5 Caster Level for Augury and Divination Spells (Player's Guide to Faerϋn)
Initiate of Boccob – +1 Caster Level for Divination Spells (Dragon Magazine #342)
Inspire Spellpower – +1 Caster Level Allies Only, costs one Bardic Music use (Races of Stone)
Inspired Master – +1 Caster Level on the effects of magic items, only applies to character with feat. (Dragon Magazine #339)
Jester's Magic – +1 Caster Level for listed spells (City of Splendors: Waterdeep)
Lunar Magic – +1 Caster Level in full moon (-1 Caster Level in new moon) (City of Splendors: Waterdeep)
Metamagic Vigor – +1 Caster Level when using the same metamagic for two rounds (Complete Mage)
Mighty Dragonmark – +2 Caster Level for dragonmarks (Complete Mage)
Misleading Song – +1 Caster Level for Illusion spells, requires Bardic Music use (Races of Stone)
Open Least Chakra, Hands – +1 Insight Bonus to Caster Level when binding a Rod, Staff or Wand, only applies to user and only applies to bound item (Magic of Incarnum)
Pious Spellsurge – add 1d6 to caster level check (Complete Divine)
Pious Soul – add 1d6 to caster level check (Complete Divine)
Planar Touchstone – Mausoleum of Icy Fear, +1 Caster Level, lasts 10 mins/HD of a killed creature, 8 uses (Planar Handbook)
Primitive Caster – +0 to +3 Caster Level by adding extra components to spells that do not have them (Frostburn)
Reckless Wand Wielder – +2 Caster Level wands only (Complete Adventurer)
Reserves of Strength – +1 to +3 Caster Level, stuns or damages, breaks cap (Dragonlance Campaign Setting)
Ship’s Mage – +1 Caster Level on ship only (Stormwrack)
Spell Thematics – +1 Caster Level for a single spell per spell level (Player’s Guide to Faerun)
Storm Magic – +1 Caster Level while in Storm (Frostburn)
Truebond – +1 Caster Level after performing Ritual of Magic or Ritual of Song, must be holding/wearing bonded item (Dungeon Master's Guide II)
Wand Mastery – +2 Caster Level for wands (Eberron Campaign Setting)
Words of Creation – +1 Sacred Bonus to Caster Level (Book of Exalted Deeds

Multiclassing Feats
Aligned Theurgy - Can combine caster levels for multiple classes for an alignment you have as a character with an alignment-based domain. (Dragon #325)
Druidic Theurgy – Can combine druid class levels and a second caster’s levels to determine caster level (Dragon Magazine #325)
Elemental Theurgy – Can combine arcane spell level with spell level of a class that grants an elemental domain (Air, Earth, Fire, Water) (Dragon Magazine #325)
Master Spellthief – Stack spellthief and arcane casting classes to calculate Caster Level
Mystic Companion – +4 Caster Level for Ranger, cannot have higher caster level than Ranger levels (Dragon Magazine #339)
Practiced Spellcaster – +4 Caster Level, up to HD (Complete Divine)
Psiotheurgist – Add manifester level and arcane caster level to calculate caster level when casting from specialist school. Add manifester level and arcane caster level to calculate manifester level from the related psionic discipline (Dragon Magazine #325)
Theurgic Creationist – When crafting add caster levels of different classes when creating an item (Dragon Magazine #325)
Theurgic Specialist – Add caster levels of all classes to calculate Caster Level when using spells from Specialist School
(Dragon Magazine #325)


Reserve Feats
All reserve feats provide +1 competence bonus to caster level.

Alphabetical
Acidic Splatter – Level 2 spellcasting, Acid spells (Complete Mage)
Aquatic Breath – Level 3 spellcasting, Water spells (Complete Mage)
Blade of Force – Level 3 spellcasting, Force spells (Complete Mage)
Borne Aloft – Level 5 spellcasting, Air spells (Complete Mage)
Channel Miasma – Level 2 spellcasting, Death spells (Complete Champion)
Clap of Thunder – Level 3 spellcasting, Sonic spells (Complete Mage)
Clutch of Earth – Level 2 spellcasting, Earth spells (Complete Mage)
Dimensional Jaunt – Level 4 spellcasting, Teleport spells (Complete Mage)
Dimensional Reach – Level 3 spellcasting, Conjuration (summoning) spells (Complete Mage)
Drowning Glance – Level 4 spellcasting, water spells (Complete Mage)
Face Changer – Level 3 spellcasting, glamer spells (Complete Mage)
Fiery Burst – Level 2 spellcasting, fire spells (Complete Mage)
Holy Warrior – Level 4 spellcasting, force spells (Complete Champion)
Hurricane Breath – Level 2 spellcasting, air spells (Complete Mage)
Invisible Needle – Level 3 spellcasting, force spells (Complete Mage)
Magic Disruption – Level 3 spellcasting, abjuration spells (Complete Mage)
Magic Sensitive – Level 3 spellcasting, divination spells (Complete Mage)
Minor Shapeshift – Level 4 spellcasting, polymorph spells (Complete Mage)
Mitigate Suffering – Level 2 spellcasting, conjuration (healing) spells (Complete Champion)
Mystic Backlash – Level 5 spellcasting, abjuration spells (Complete Mage)
Protective Ward – Level 1 spellcasting, abjuration spells (Complete Champion)
Shadow Veil – Level 2 spellcasting, darkness spells (Complete Mage)
Sickening Grasp – Level 3 spellcasting, necromancy spells (Complete Mage)
Storm Bolt – Level 3 spellcasting, electricity spells (Complete Mage)
Summon Elemental – Level 4 spellcasting, conjuration (summoning) spells (Complete Mage)
Sunlight Eyes – Level 4 spellcasting, light spells (Complete Mage)
Touch of Distraction – Level 3 spellcasting, enchantment spells (Complete Mage)
Touch of Healing – Level 2 spellcasting, healing spells (Complete Champion)
Wind-Guided Arrows – Level 3 spellcasting, wind spells (Complete Mage)
Winter’s Blast – Level 2 spellcasting, cold spells (Complete Mage)

By Spell Type
Abjuration – Protective Ward, Level 1 spellcasting (Complete Champion), Magic Disruption, Level 3 spellcasting (Complete Mage), Mystic Backlash, Level 5 spellcasting (Complete Mage)
Acid Spells – Acid Splatter, Level 2 spellcasting (Complete Mage)
Air Spells – Hurricane Breath, Level 2 spellcasting (Complete Mage), Borne Aloft, Level 5 spellcasting (Complete Mage)
Cold Spells – Winter’s Blast, Level 2 spellcasting (Complete Mage)
Conjuration (Healing) – Mitigate Suffering, Level 2 spellcasting (Complete Champion)
Conjuration (Summoning) – Dimensional Reach, Level 3 spellcasting (Complete Mage), Summon Elemental, Level 4 spellcasting, (Complete Mage)
Darkness Spells – Shadow Veil, Level 2 spellcasting, darkness spells (Complete Mage)
Death Spells – Channel Miasma, Level 2 spellcasting (Complete Champion)
Divination Spells – Magic Sensitive, Level 3 spellcasting (Complete Mage)
Earth Spells – Clutch of Earth, Level 2 spellcasting (Complete Mage)
Electricity Spells – Storm Bolt, Level 3 spellcasting (Complete Mage)
Enchantment Spells – Touch of Distraction, Level 3 spellcasting (Complete Mage)
Fire Spells – Fiery Burst, Level 2 spellcasting (Complete Mage)
Force Spells – Blade of Force, Level 3 spellcasting (Complete Mage), Invisible Needle, Level 3 spellcasting (Complete Mage), Holy Warrior, Level 4 spellcasting (Complete Champion)
Glamer spells – Face Changer, Level 3 spellcasting (Complete Mage)
Healing Spells – Touch of Healing, Level 2 spellcasting (Complete Champion)
Light Spells – Sunlight Eyes, Level 4 spellcasting (Complete Mage)
Necromancy Spells – Sickening Grasp, Level 3 spellcasting, (Complete Mage)
Polymorph Spells – Minor Shapeshift, Level 4 spellcasting (Complete Mage)
Sonic Spells – Clap of Thunder – Level 3 spellcasting (Complete Mage)
Teleport Spells – Dimensional Jaunt, Level 4 spellcasting, (Complete Mage)
Water Spells – Aquatic Breath, Level 3 spellcasting (Complete Mage), Drowning Glance, Level 4 spellcasting (Complete Mage)
Wind Spells – Wind-Guided Arrows, Level 3 spellcasting (Complete Mage)

Domains
Information taken from this (https://web.archive.org/web/20191219065916/http://ftm3.altervista.org/ASMoNM/domains.html/) thread. See also Ways to Expand A Spell List ( https://forums.giantitp.com/showthread.php?646021-Ways-to-Expand-a-Spell-List/) for information about how to gain domains.

Artifice +1 Caster Level Creation spells (Eberron Campaign Setting)
Beguilement +1 Caster Level Compulsion spells (Dragon #312, p50)
Chaos +1 Caster Level Chaos spells (Player’s Handbook)
Craft +1 Caster Level Conjuration spells (Player’s Guide to Faerϋn)
Creation +1 Caster Level Conjuration (Creation) spells (Spell Compendium)
Envy +1 Caster Level spells that damage or drain ability scores or bestow negative levels (Spell Compendium)
Evil +1 Caster Level Evil spells (Player’s Handbook)
Ghost +1 Caster Level Divination spells (Ghostwalk)
Gnome +1 Caster Level Illusion spells (Spell Compendium)
Good +1 Caster Level Good spells (Player’s Handbook)
Healing +1 Caster Level Conjuration (Healing) spells (Player’s Handbook)
Humility +1 Caster Level Compulsion spells (Dragon #355, p28)
Illusion +1 Caster Level Illusion spells (Spell Compendium)
Knowledge +1 Caster Level Divination spells (Player’s Handbook)
Law +1 Caster Level Law spells (Player’s Handbook)
Necromancy +1 Caster Level Necromancy spells (Eberron Campaign Setting)
Oracle +2 Caster Level Divination spells (Spell Compendium)
Purification +1 Caster Level Abjuration spells (Spell Compendium)
Summoner +2 Caster Level Conjuration (summoning, calling) spells (Spell Compendium)
Transformation +1 Caster Level Transmutation spells (Races of Eberron)
Truth +1 Caster Level Divination spells (Races of Eberron)

Spells

Alphabetical
Abyssal Rift – Wizard 9, Entropy 9, +2 Caster Level for Conjuration (Evil) Spells (Fiendish Codex I)
Adept Spirit – Cleric 2, Wizard 3, +1 Insight Bonus to Caster Level (Magic of Incarnum)
Adept Spirit, Mass – Cleric 6, Wizard 7, +1 Insight Bonus to Caster Level (Magic of Incarnum)
Channel the Mishtai – Wizard 2, 1/6 chance to get +1 Insight Bonus to Caster Level, lose -1hp/HD (Magic of Incarnum)
Channel the Mishtai, Greater – Wizard 6, 1/6 chance to get +1 Insight Bonus to Caster Level, lose -1hp/HD (Magic of Incarnum)
Consumptive Field – Cleric 4, Varied Caster Level Boost (Spell Compendium)
Consumptive Field, Greater – Cleric 7, Varied Caster Level Boost (Spell Compendium)
Create Magic Tattoo – Wizard 2, +1 Caster Level Boost (requires a Caster Level of 13 and Craft DC 20) (Spell Compendium)
Death Knell – Cleric 2, +1 Caster Level Boost (Player Handbook)
Frostfell – Druid 8, Wizard 9, +1 Caster Level Boost (Frostfell)
Harmonic Chorus – Bard 2, +2 Morale Bonus Caster Level Boost (Requires Concentration Check) (Spell Compendium)
Hymn of Praise – Bard 3, +2 Caster Level Good-Aligned Divine Spellcasters (Spell Compendium)
Infernal Threnody – Bard 3, +2 Caster Level Evil-Aligned Divine Spellcasters (Spell Compendium)
Mystic Surge – Wizard 4, +1 Caster Level one spell (Player’s Handbook 2)
Spell Enhancer – Wizard 4, +2 Caster Level one spell (and +1 DC for saving throw) (Spell Compendium)
Suffer the Flesh – Wizard 2, +1 to +5 Caster Level Boost, , -2 CON damage per level increase, great persisted, costs 250gp (Magic of Eberron)

Spell Level
Spell Level 2
Adept Spirit – Cleric 2, +1 Insight Bonus to Caster Level (Magic of Incarnum)
Channel the Mishtai – Wizard 2, 1/6 chance to get +1 Insight Bonus to Caster Level, lose -1hp/HD (Magic of Incarnum)
Create Magic Tattoo – Wizard 2, +1 Caster Level Boost (requires a Caster Level of 13 and Craft DC 20) (Spell Compendium)
Death Knell – Cleric 2, +1 Caster Level Boost (Player Handbook)
Harmonic Chorus – Bard 2, +2 Morale Bonus Caster Level Boost (Requires Concentration Check) (Spell Compendium)
Suffer the Flesh – Wizard 2, +1 to +5 Caster Level Boost, , -2 CON damage per level increase, great persisted, costs 250gp (Magic of Eberron)

Spell Level 3
Adept Spirit – Wizard 3, +1 Insight Bonus to Caster Level (Magic of Incarnum)
Hymn of Praise – Bard 3, +2 Caster Level Good-Aligned Divine Spellcasters (Spell Compendium)
Infernal Threnody – Bard 3, +2 Caster Level Evil-Aligned Divine Spellcasters (Spell Compendium)

Spell Level 4
Consumptive Field – Cleric 4, Varied Caster Level Boost (Spell Compendium)
Mystic Surge – Wizard 4, +1 Caster Level one spell (Player’s Handbook 2)
Spell Enhancer – Wizard 4, +2 Caster Level one spell (and +1 DC) (Spell Compendium)

Spell Level 6
Adept Spirit, Mass – Cleric 6, +1 Insight Bonus to Caster Level (Magic of Incarnum)
Channel the Mishtai, Greater – Wizard 6, 1/6 chance to get +1 Insight Bonus to Caster Level, lose -1hp/HD (Magic of Incarnum)

Spell Level 7
Adept Spirit, Mass – Wizard 7, +1 Insight Bonus to Caster Level (Magic of Incarnum)
Consumptive Field, Greater – Cleric 7, Varied Caster Level Boost (Spell Compendium)

Spell Level 8
Frostfell – Druid 8, +1 Caster Level Boost (Frostfell)

Spell Level 9
Abyssal Rift – Wizard 9, Entropy 9, +2 Caster Level for Conjuration (Evil) Spells (Fiendish Codex I)
Frostfell – Druid 8, Wizard 9, +1 Caster Level Boost (Frostfell)

Items, Permanent Bonus
Alphabetical
Ankh of Ascension – 9,000gp, +4 Caster Level, costs spell slots, divine only, 3/day (Magic Item Compendium)
Arcanist's Gloves – 500gp, +2 Caster Level. 1st level arcane spells only, 2/day (Magic Item Compendium)
Band of Spell Enhancement – 10,080gp, +2 Caster Level 1/day (Expedition to Castle Ravenloft)
Barbs of Hextor – 350gp, +1 Caster Level Evil spells or Evil domain, worship Hextor. (Complete Champion)
Bead of Karma – 20,000gp, +4 Caster Levels for 10 mins, Divine Casters, 1/day (Dungeon Master’s Guide)
Bolt of Heironeous – 350, +1 Caster Level Good spells or Good domain, worship Heironeous (Complete Champion)
Boots of Big Stepping – 6000gp, +2 Caster Level for Teleportation spells
Brilliant Jewel – 24,500gp, +2 Caster Level of one school (can change schools) (Dragon #356, p68)
Devastation of Nerull – 350gp, +1 Caster Level to Death domain or Necromany Spells, worship Nerull (Complete Champion)
Ioun Stone (Orange Prism) – 30,000gp, +1 Caster Level (Dungeon Master Guide)
Libram of Flesh – 178,500gp, +2 Caster Level when creating Golems (Arms and Equipment Guide)
Mirror of Olidammara – 350gp, +1 Caster Level for Luck Domain spells or Chaos Spells, worship Olidammara (Complete Champion)
Moradin’s Forge – 350gp, +1 Caster Level for Earth Domain or Earth spells, worship Moradin (Complete Champion)
Nature’s Children – 350gp, +1 Caster Level for Animal Domain or spells that aid, protect, speak with or summon animals (Complete Champion)
Nature’s Sickle – 350gp, +1 Caster Level for Earth, Plant or Sun Domain spells. (Complete Champion)
Nugget of Garl Glittergold – 350gp, +1 Caster Level for Trickery Domain or Illusion spells, worship Garl Glittergold. (Complete Champion)
Obad-Hai's Green Man – 350gp, +2 Caster Level for Animal or Plant domains, worship Obad-Hai (Complete Champion)
Raistlin’s Frog – 1000gp, +5 Caster Levels for 5 rounds, 1/day (WOTC Online (http://web.archive.org/web/20060628101950/http://wizards.com/default.asp?x=books/dl/magicitems) )
Ring of Arcane Might – 20,000gp, +1 Caster Level, Arcane Casting. (Magic Item Compendium)
Ring of Mystic Healing – 3,500gp, +1 Competence Bonus to Caster Level, Cure Spells. (Magic Item Compendium)
Ring of Mystic Fire – 7,500gp, +1 Competence Bonus to Caster Level, Fire Spells. (Magic Item Compendium)
Ring of Mystic Lightning – 7,500gp, +1 Competence Bonus to Caster Level, Electric Spells. (Magic Item Compendium)
Robe of Arcane Might – 21,000gp, +1 Competence Bonus to Caster Level, 1 School. (Magic Item Compendium)
Rod of Elemental Might – 9,600gp, +2 Caster Level, 1 School, Wu Jen Only. (Complete Mage)
Ruby Skull of Wee Jas – 350gp, +1 Caster Level Death Domain or Necromancy, worship Wee Jas. (Complete Champion)
Shawl of Bewitching – 3,500gp, +1 Caster Level Enchant (Charm) Spells. (Complete Adventurer)
Silver Badge of Larethian – 350gp, +1 Caster Level Protection Domain or Abjuration, worship Corellon Larethian. (Complete Champion)
Staff of Shadow Maiming – (Price Unlisted) +2 Caster Level Necromancy Spells (Dungeon #112, P91)
Talisman of Boccob – 350gp, +1 Caster Level Knowledge Domain or Divination, worship Boccob. (Complete Champion)
Talisman of the Twelve Moons – 4,500gp, +1 when outside at night. Add an extra +1 to spells you can cast while Wild Shaping. Shifter Only. (Races of Eberron)
Tome of the Stilled Tongue – 7000gp, +1 Caster Level for 24 hours for HP (Magical Item Compendium)
Tome of the Wyrm – 15,000gp, +1 to +9 Insight Bonus to Caster Level when targeting Dragons (Dragon Magic)
Vanguard of Kord – 350gp, +1 Caster Level Luck Domain or Transmutation, worship Kord. (Complete Champion)
Vecna’s Hand and Eye – 350gp, +1 Caster Level Knowledge and Magic Domain, worship Vecna. (Complete Champion)
War Cross of St. Cuthbert – 350gp, +1 Caster Level Mind-Affecting Spells, worship Cuthbert. (Complete Champion)
Yondalla’s Cornucopia – 350gp, +1 Caster Level Law Domain, Good Spells, and Create Food and Water, worship Yondalla. (Complete Champion)

By Price
Staff of Shadow Maiming – (Price Unlisted) +2 Caster Level Necromancy Spells (Dungeon #112, P91)
Barbs of Hextor – 350gp, +1 Caster Level Evil spells or Evil domain, worship Hextor. (Complete Champion)
Bolt of Heironeous – 350, +1 Caster Level Good spells or Good domain, worship Heironeous (Complete Champion)
Devastation of Nerull – 350gp, +1 Caster Level to Death domain or Necromany Spells, worship Nerull (Complete Champion)
Mirror of Olidammara – 350gp, +1 Caster Level for Luck Domain spells or Chaos Spells, worship Olidammara (Complete Champion)
Moradin’s Forge – 350gp, +1 Caster Level for Earth Domain or Earth spells, worship Moradin (Complete Champion)
Nature’s Children – 350gp, +1 Caster Level for Animal Domain or spells that aid, protect, speak with or summon animals (Complete Champion)
Nature’s Sickle – 350gp, +1 Caster Level for Earth, Plant or Sun Domain spells. (Complete Champion)
Nugget of Garl Glittergold – 350gp, +1 Caster Level for Trickery Domain or Illusion spells, worship Garl Glittergold. (Complete Champion)
Obad-Hai's Green Man – 350gp, +2 Caster Level for Animal or Plant domains, worship Obad-Hai (Complete Champion)
Ruby Skull of Wee Jas – 350gp, +1 Caster Level Death Domain or Necromancy, worship Wee Jas. (Complete Champion)
Silver Badge of Larethian – 350gp, +1 Caster Level Protection Domain or Abjuration, worship Corellon Larethian. (Complete Champion)
Talisman of Boccob – 350gp, +1 Caster Level Knowledge Domain or Divination, worship Boccob. (Complete Champion)
Vanguard of Kord – 350gp, +1 Caster Level Luck Domain or Transmutation, worship Kord. (Complete Champion)
Vecna’s Hand and Eye – 350gp, +1 Caster Level Knowledge and Magic Domain, worship Vecna. (Complete Champion)
War Cross of St. Cuthbert – 350gp, +1 Caster Level Mind-Affecting Spells, worship Cuthbert. (Complete Champion)
Yondalla’s Cornucopia – 350gp, +1 Caster Level Law Domain, Good Spells, and Create Food and Water, worship Yondalla. (Complete Champion)
Arcanist's Gloves – 500gp, +2 Caster Level. 1st level arcane spells only, 2/day (Magic Item Compendium)
Raistlin’s Frog – 1000gp, +5 Caster Levels for 5 rounds, 1/day (WOTC Online (http://web.archive.org/web/20060628101950/http://wizards.com/default.asp?x=books/dl/magicitems) )
Ring of Mystic Cure – 3,500gp, +1 Competence Bonus to Caster Level, Cure Spells. (Magic Item Compendium)
Shawl of Bewitching – 3,500gp, +1 Caster Level Enchant (Charm) Spells. (Complete Adventurer)
Talisman of the Twelve Moons – 4,500gp, +1 to 3 Caster Level. +1 outside at night. +2 in Wild Shape, Shifter Only. (Races of Eberron)
Boots of Big Stepping – 6000gp, +2 Caster Level for Teleportation spells
Tome of the Stilled Tongue – 7000gp, +1 Caster Level for 24 hours for HP (Magical Item Compendium)
Ring of Mystic Fire – 7,500gp, +1 Competence Bonus to Caster Level, Fire Spells. (Magic Item Compendium)
Ring of Mystic Lightning – 7,500gp, +1 Competence Bonus to Caster Level, Electric Spells. (Magic Item Compendium)
Ankh of Ascension – 9,000gp, +4 Caster Level, costs spell slots, divine only, 3/day (Magic Item Compendium)
Rod of Elemental Might – 9,600gp, +2 Caster Level, 1 School, Wu Jen Only. (Complete Mage)
Band of Spell Enhancement – 10,080gp, +2 Caster Level 1/day (Expedition to Castle Ravenloft)
Tome of the Wyrm – 15,000gp, +1 to +9 Insight Bonus to Caster Level when targeting Dragons (Dragon Magic)
Bead of Karma – 20,000gp, +4 Caster Levels for 10 mins, Divine Casters, 1/day (Dungeon Master’s Guide)
Ring of Arcane Might – 20,000gp, +1 Caster Level, Arcane Casting. (Magic Item Compendium)
Robe of Arcane Might – 21,000gp, +1 Competence Bonus to Caster Level, 1 School. (Magic Item Compendium)
Brilliant Jewel – 24,500gp, +2 Caster Level of one school (can change schools) (Dragon #356, p68)
Ioun Stone (Orange Prism) – 30,000gp, +1 Caster Level (Dungeon Master Guide)
Libram of Flesh – 178,500gp, +2 Caster Level when creating Golems (Arms and Equipment Guide)

Dragonbone Golem Manual – 28,000gp, +1 Caster Level when creating a Dragonbone Golem (Draconomicon)
Drakestone Golem Manual – 40,000gp, +3 Caster Level when creating a Drakestone Golem (Draconomicon)
Ironwyrm Golem Manual – 50,000gp, +4 Caster Level when creating a Ironwyrm Golem (Draconomicon)

Items, Consumables
Alphabetical
Agony (Liquid Pain) – 200gp, +2 Caster Level, 1-use, nonstacking (Book of Vile Darkness)
Ambrosia (Distilled Joy) – 200gp, +2 Caster Level for good spells, 1-use, non-stacking (Book of Exalted Deeds)
Crypt Powder – Unknown Price, +1 Caster Level spells that target corpses or undead, 1-use (Complete Champion)
Couatl Feather – Unknown Price, 35% chance of +2 Caster Level for good spells, 1-use (Book of Exalted Deeds)
Domain Draught – 3,300gp, grants a domain for 1 day, 1-use (see domain section) (Magic Item Compendium)
Feather of the Far Reaches – 95gp, +1 Caster Level Travel Domain, 1-use (Complete Champion)
Game of Fate – 550gp, 45% chance of +1 Caster Level for spells that give bonuses to attack, damage, saves or checks, 1-use (Complete Champion)
Hero’s Tears – 675gp, +2 Caster Level for Good spells, 1-use (Complete Champion)
Humanoid Heart – 2s, 25% chance of +2 Caster Level for Evil spells, 1-use (Book of Vile Darkness)
Kiss of Discord – 310gp, +2 Caster Level for Chaos spells, 1-use (Complete Champion)
Skiurid Nugget – 1000gp, 50% chance of +2 Caster Level for Necromancy spells, 1-use (Monster Manual IV)
Talon of Ehlonna – 370gp, +2 Caster Level for Animal Domain spells or spells that target animals, 1-use (Complete Champion)
Terran Brandy – 500gp, +2 Alchemical Bonus to Caster Level for 1d20 + 20 minutes (Book of Vile Darkness)
True Divine Focus – 500gp, all druid spells, 1-use (Planar Handbook)
Vial of the Last Gasp –310gp, 2,200gp, +1 Caster Level all spells, 10 minutes, (Complete Adventurer)

By Price
Crypt Powder – Unknown Price, +1 Caster Level spells that target corpses or undead, 1-use (Complete Champion)
Couatl Feather – Unknown Price, 35% chance of +2 Caster Level for good spells, 1-use (Book of Exalted Deeds)
Humanoid Heart – 2s, 25% chance of +2 Caster Level for Evil spells, 1-use (Book of Vile Darkness)
Feather of the Far Reaches – 95gp, +1 Caster Level Travel Domain, 1-use (Complete Champion)
Agony (Liquid Pain) – 200gp, +2 Caster Level, 1-use, nonstacking (Book of Vile Darkness)
Ambrosia (Distilled Joy) – 200gp, +2 Caster Level for good spells, 1-use, non-stacking (Book of Exalted Deeds)
Kiss of Discord – 310gp, +2 Caster Level for Chaos spells, 1-use (Complete Champion)
Talon of Ehlonna – 370gp, +2 Caster Level for Animal Domain spells or spells that target animals, 1-use (Complete Champion)
Terran Brandy – 500gp, +2 Alchemical Bonus to Caster Level for 1d20 + 20 minutes (Book of Vile Darkness)
True Divine Focus – 500gp, all druid spells, 1-use (Planar Handbook)
Skiurid Nugget – 1000gp, 50% chance of +2 Caster Level for Necromancy spells, 1-use (Monster Manual IV)
Game of Fate – 550gp, 45% chance of +1 Caster Level for spells that give bonuses to attack, damage, saves or checks, 1-use (Complete Champion)
Hero’s Tears – 675gp, +2 Caster Level for Good spells, 1-use (Complete Champion)
Vial of the Last Gasp – 2,200gp, +1 Caster Level all spells, 10 minutes, (Complete Adventurer)
Domain Draught – 3,300gp, grants a domain for 1 day, 1-use (see domain section) (Magic Item Compendium

Other Caster Level Boosts
Bloodtouched Rite (Ritual) +1 Caster Level to Necromancy Spells (Player's Guide to Eberron)
Bloodlines +1 to caster level for every bloodline level taken, doesn't progress spells per day (Unearthed Arcana)
Circle Magic (Feat, Ritual) Up to Caster Level 40, requires multiple people with Circle Magic or associated feat (Ghostwalk, Player's Guide to Faerun)
Greater Rite of Passage (Ritual) +1 to Sorcerer Level (includes caster level and spells known)
(https://web.archive.org/web/20060423212350/http://wizards.com/default.asp?x=dnd/we/20060420a)
Node Magic (Location) varies – gives bonus to caster level depending on class of node, promixity and check, can be improved with Node Magic feats and spells. (Underdark, Champions of Ruin)
Pelor’s Shadow Guard (Affiliation) – +1 Caster Level to Good, Healing, Law, Strength, Sun and War domains (Complete Champion)
Shieldstone Cavern (Location) – 1,000gp, +1 Caster Level to Abjuration (Complete Mage)
Spark (Location) – +3 Caster Level for any spell. (Magic of Faerun)
Spellgifted (Trait) – +1 Caster Level for chosen school, -1 Caster Level for all other schools (Unearthed Arcana)
Superior Summons (Spell, Spell Template) – +1 Caster Level for Conjuration Spells (Dragon Magazine #311)

pabelfly
2023-03-08, 03:29 AM
Changing Spell Types
Changing the type of spell cast can influence caster level. Here's a list of different ways to do that.

Aligned Spellcaster - (Sorcerer 1, Wizard 1, Hexblade 4) Adds either Good, Evil, Law or Chaos to spell descriptions. (Dragon Magazine #357)
Alternative Source Spell - Cast Arcane spells as Divine Spells, or Divine Spells as Arcane Spells. Need Arcane and Divine spellcasting. (Dragon #325)
Born of Three Thunders (Metamagic) - adds sonic descriptor to electric spells, or electric to sonic descriptor spells, leaves you dazed for turn. (Complete Arcane)
Consecrate Spell (Metamagic) - adds Good descriptor to spells. (Book of Exalted Deeds)
Corrupt Spell (Metamagic) - adds Evil descriptor to spells. (Book of Vile Darkness)
Elemental Savant (ECL 6) (Prestige Class) automatically turns elemental spells into spells of a specific Energy Substitution element (Complete Arcane)
Energy Affinity (Metamagic) - change an energy spell with Acid, Cold, Electric or Fire type to another type. (Miniatures Handbook)
Energy Substitution (Metamagic) - change an energy spell with Acid, Cold, Electric or Fire type to another type. (Complete Arcane)
Mark of the Enlightened Soul (Spell) - (Cleric 4, Wizard 4) Adds the Good Tag to spells (Dragon Magic)
Planar Wizard (Substitution Level) - Adds either Good, Evil, Law or Chaos to spell descriptions. (Planar Handbook)
Purify Spell (Metamagic) - adds Good descriptor to spells. (Book of Exalted Deeds)
Shadow Conjuration (Spell) - (Bard 4, Wizard 4) Adds the Illusion Tag to spells (Player's Handbook)
Shadow Evocation (Spell) - (Bard 5, Wizard 5) Adds the Illusion Tag to spells (Player's Handbook)
Snowcasting (Feat) - Adds the Cold Tag to spells, sucks (Frostburn)
Song of the Dead (Metamagic) - Makes spells Necromancy spells, adds +1 to spell level. (Dragon Compendium)
Southern Magician (Feat) - Cast Arcane spells as Divine Spells, or Divine Spells as Arcane Spells. (Races of Faerun)
Touch of the Blackened Soul (Spell) - (Cleric 4, Wizard 4) Adds the Evil Tag to spells (Dragon Magic)
Violate Spell (Metamagic) - adds Evil descriptor to spells. (Book of Vile Darkness)


Spell with Uncapped Damage or similar
Algid Enhancement (Cleric 6) - Creatures with the cold subtype gain a +1 deflection bonus to AC, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus on saving throws against fire effects. This increases by +1 every 3 caster levels. (Frostburn)
Death Throes (Cleric 5, Sorcerer 5, Wizard 5) 1d8 per caster level (Necromancy, Force) (Spell Compendium) .
Erupt (Cleric 9), 10 fire damage per caster level, fort half (Transmutation, Fire) (Serpent Kingdoms)
Fire Seeds (Druid 6, Fire Domain 6, Sun Domain 6) 1d8 + 1 fire damage per caster level, reflex half (Conjuration, Fire) (Player's Handbook)
Force Missiles (Sorcerer 4, Wizard 4) 2d6 per four caster levels (Evocation, Force) (Spell Compendium)
Hammer of Righteousness (Sanctified 3) 1d6 per caster level, 1d8 per caster level if evil. (Evocation, Force, Good) (Book of Exalted Deeds)
Maw of Chaos (Sorcerer 9, Wizard 9) 1d6 per caster level and per turn, (Abjuration, Chaos) (Spell Compendium)
Venomfire (Cleric 3, Druid 3, Ranger 4) 1d6 per caster level, only works on venemous opponents (Transmutation, Acid) (Serpent Kingdoms)
Wings of Flurry (Sorcerer 4), 1d6 per caster level (Evocation, Force) (Races of the Dragon)

Spell with Nonstandard Uncapped Effects
Many spells have scaling range and/or duration based on caster level. Here's a list of stuff outside of that.

Animate Dead (Cleric 3, Wizard 4, Sorcerer 4) Caster level dictates amount of undead and how many HD they can have. (Necromancy, Evil) (Player's Handbook)
Animate Objects (Urban Druid 6, Cleric 6, Bard 6) Caster level dictates how many objects can be animated (Transmutation) (Player's Handbook)
Blasphemy (Cleric 7, Nar Demonbinder 7, Death Master 7, Hades 7, Hatred 7, Orc 7, Mysticism 7, Dragon Below 7) - effect based on how much higher your caster is compared to your opponent's HD. (Player's Handbook)
Black Tentacles (Sorcerer 4, Wizard 4) - grapple based off caster level check (Conjuration, Creation) (Player's Handbook)
Body Outside Body (Wu Jen 7) - create one duplicate of you for every five caster levels (Conjuration) (Complete Arcane)
Cloud of Knives (Cleric 2, Sorcerer 2, Wizard 2) Attack bonus based on caster level (and casting stat) (Player's Handbook II)
Control Winds (Druid 5, various domains at 5-6) Caster level dictates area of effect (Transmutation, Air) (Player's Handbook)
Earthen Grasp (Sorcerer 2, Wizard 2) - BAB of grappling hand based on caster level (Transmutation, Earth) (Spell Compendium)
Divine Power (Cleric 4, War 4) - bonus HP equals Caster Level (Player's Handbook)
Ferocity of Sanguine Rage (Sorcerer 3, Wizard 3, Spellthief 3, Assassin 4, Initiate of Garyx (Feat) 4) - gain morale bonus to melee damage equal to half caster level. (Transmutation/Divination) (Dragon Magic)
Holy Word (Cleric 7, Good 7, Elysium 7, Mysticism 7, Exorcism 7) - effect based on how much higher your caster is compared to your opponent's HD. (Good, Sonic) (Player's Handbook)
Hunter's Eye (Ranger 2) - Damage equal to caster level / 3. (Player's Handbook II)
Mind Poison (Sorcerer 2, Wizard 2) 1d10 WIS damage, DC equals caster level / 2 + (Spell Compendium)
Otiluke's Suppressing Sphere - spells of a particular school or subtype need to meet a caster level check of 11 + caster Level (Abjuration) (Complete Mage)
Phantasmal Thief (Wizard 5, Sorcerer 5, Greed 8) - steal objects, weight dictated by caster level, disarm check dictated by caster levels (Spell Compendium)
Regal Procession (Paladin 3, Sorcerer 3, Wizard 3) Caster level dictates how many horses can be summoned (Conjuration, Summoning) (Spell Compendium)
Shrink Item (Sorcerer 3, Wizard 3, etc) Caster level dictates size of item that can be shrunk (Transmutation) (Player's Handbook)
Steeldance (Sorcerer 3, Wizard 3) Attack with dagger, attack bonus equal to caster level + ability modifier (Spell Compendium)
Suspension (Sorcerer 4, Wizard 4) Caster level dictates size of item that can be suspended (Transmutation) (Shining South)
Sword of Deception Creates a Sword, BAB based on Caster Level (Evocation) (Complete Arcane)

Overcoming Spell Resistance
Feats that raise caster level assist in overcoming spell resistance. The feats, items, etc. listed here specifically overcome spell resistance but don't otherwise raise caster level.

Arcane Mastery (Feat) take 10 on caster level checks (Complete Arcane)
Assay Spell Resistance (Spell) (Sorcerer 4) +10 for caster level check against one enemy (Spell Compendium)
Draconic Aura (Power) (Dragon Magic) +1 bonus to caster level checks to overcome spell resistance, scales if you have Dragonblood subtype to +4 at level 20.
Dragondoom Sceptre (Item, 18K gold) +2 competence bonus to overcome dragon spell resistance (Magic Item Compendium)
Fortified Spell (Metamagic) Prepare spells in higher levels to gain +2 for each level higher for penetrating spell resistance (Complete Arcane)
Determined Caster (Marshall Class Feature) Add CHA to rolls to overcome spell resistance (Miniatures Handbook, p11)
Elemental Savant (ECL 8, ECL 13) (Prestige Class) +2, +4 to caster level to overcome spell resistance (Complete Arcane)
Magical Fortune (Luck, Feat) Spend two luck rerolls to reroll a caster level check (Complete Scoundrel)
Named Spell (Metamagic) +2 to caster level to overcome spell resistance (Dragon 346, p88)
Named Spell, Greater (Metamagic) +2 to caster level to overcome spell resistance, stacks with Named Spell (Dragon 346, p88)
Pious Spellsurge – add 1d6 to caster level check (Complete Divine)
Pious Soul – add 1d6 to caster level check (Complete Divine)
Raging Spell Penetration gain +2 to spell penetration when trying to overcome spell resistance. (Dragon #310, p32)
Reserves of Strength (Feat) +1 to +3 caster level for one spell, stunned or take damage. (Dragonlance Campaign Setting)
Robe of the Archmagi (Item, 150K gold) +2 enhancement to caster level to overcome spell resistance (SRD)
Sorcerer 9 (Planar ACF) Add CHA bonus to caster level checks against extraplanar creatures 3/day (Planar Handbook)
Spell Penetration (Feat) +2 to caster levels to overcome spell resistance (Player's Handbook)
Spell Penetration, Greater (Feat) +2 to caster levels to overcome spell resistance (Player's Handbook)
Suffer the Flesh (Spell) (Sorcerer 2) +1 to +5 caster level, take CON damage (Magic of Eberron)
Third Eye Penetrate (Item, 8K gold) +2 to caster levels to overcome spell resistance, relies on psionics/magic transparency (SRD)
Tomebound Eye of Boccob (Item, 7,500 gold) three charges, gain +4/+6/+8 competence on caster level check to overcome spell resistance (Magic Item Compendium)
True Casting (Spell) (Sorcerer 1) +10 caster level for one spell (Complete Mage)

pabelfly
2023-03-08, 03:29 AM
Last post reserved. Post away.

Khedrac
2023-03-08, 06:27 AM
Nice start to a useful list.

The so-called "Ring of Mystic Cure" is actually a "Ring of Mystic Healing" in the MIC.
The "Ring of Mystic Lightening" in the MIC you have listed twice with two prices, 7,500gp is the correct price but the bonus is to spells with the electricity descriptor.

Most items from the first 4 complete books have been reprinted in the MIC so that is now the authorative source for them (e.g. Ring of Arcane Might).

Cali****e feats - you are allowed to circumvent the "rude word" filter to cover legitimate (non-swearing) uses such as the term for male birds (quote my post to see how).

pabelfly
2023-03-08, 07:05 AM
Nice start to a useful list.

The so-called "Ring of Mystic Cure" is actually a "Ring of Mystic Healing" in the MIC.
The "Ring of Mystic Lightening" in the MIC you have listed twice with two prices, 7,500gp is the correct price but the bonus is to spells with the electricity descriptor.

Most items from the first 4 complete books have been reprinted in the MIC so that is now the authorative source for them (e.g. Ring of Arcane Might).

Cali****e feats - you are allowed to circumvent the "rude word" filter to cover legitimate (non-swearing) uses such as the term for male birds (quote my post to see how).

Thank you for the tips, should have fixed them except the sourcebook one. Which sourcebooks should I be looking to update to MIC? I've already fixed Ring of Arcane Might.

Anthrowhale
2023-03-08, 08:32 AM
You may want to go into more detail on node magic. It is a location, as listed, but also a feat (Node Spellcasting) and a spell (Node Genesis).

Technically, it's possible to benefit from a node without Node Spellcasting, but converting from an ability DC check to a skill DC check provides at least +4 to the maximum caster level benefit by ECL 20.

The benefit of Node Genesis is dependent on how long you are ready to wait. For PCs, that's typically 'not' limiting to a +1, but for a lich in a lair or as (say) the legacy of a cathedral it might be significantly higher.

Inevitability
2023-03-08, 08:34 AM
Hierophant 1-5 – +1 Caster Level per level, does not advance spell progression. Optional extra +1 Caster Level per level (Libris Mortis: The Book of Undead)

The hierophant is just from the DMG, isn't it?

Beni-Kujaku
2023-03-08, 08:35 AM
Would it be better as a table, something like

Magic items per price:
Name |bonus| purpose | use restrictions | # of uses | price | Source | other comments |
Ankh of Ascension | +4 | all | costs spell slots, | 3/day | 9,000gp | MIC | -----
Arcanist's Gloves | +2 |1st level spells| --- | 2/day | 500gp | MIC | ----

Biggus
2023-03-08, 08:44 AM
Domain: Inquisition, +4CL for dispelling (SpC p.275)
Item: Dispelling Cord, +2CL for dispelling 5/day (MIC p.94)
Feat: Devil's Favor, +2CL for caster level checks, limited uses (FCII p.81)
Spell: Spellcaster's Bane, +2CL for caster level checks to dispel or counterspell (CM p.117)
Feat: Elven Spell Lore, +2CL for dispelling (PHBII p.78)
Prestige Class: Master Specialist (Abjuration) 4th level, bonus on dispel checks equal to half your class level (CM p.70)
Prestige Class: Red Wizard, Hathran, possibly others, Circle Magic, can boost caster level up to 40 (DMG p.193/PGtF p.59)

Looking at what's on your list, I'm guessing it's specifically caster level for spellcasting, so for example boosts to CL for SLAs or to defend against dispel/counterspell don't count?

Anthrowhale
2023-03-08, 08:48 AM
You might also want to add the CIrcle Magic feat from ghostwalk.

Biggus
2023-03-08, 09:04 AM
You might also want to add the CIrcle Magic feat from ghostwalk.

Is it explained anywhere in the book how this works? I've just been having a look and couldn't find it.

YellowJohn
2023-03-08, 09:14 AM
Wow, thanks; this is an excellent resource that taught me a few tricks.

Two pieces of feedback:
Firstly, a few items only work with arcane or divine spells but this limitation is not listed. For example: the Arcanist's Gloves only work for Arcane, and the Ankh of Ascension only works for Divine.
Secondly, the insight boost for binding a metamagic rod to your hands chakra only applies to spells cast using the rod. You can also bind a staff or wand to your hands chakra for +1 caster level for spells cast by the item (MoI 109).

Thanks again :smallsmile:

YellowJohn
2023-03-08, 09:17 AM
Is it explained anywhere in the book how this works? I've just been having a look and couldn't find it.
It's in the sidebar on page 28

Troacctid
2023-03-08, 12:25 PM
The Storm Magic feat has a typo in its name.

Truebond from DMG2 should be added. At least one version of it boosts CL.

Khedrac
2023-03-08, 12:53 PM
Domain: Inquisition, +4CL for dispelling (SpC p.275)

Very specifically not true - it's a +4 untyped bonus to the caster level check which means it evades dispel magic's cap of 10 for the caster level for the check. If it was a bonus to caster level it would be a lot less useful as the caps would still apply.


Thank you for the tips, should have fixed them except the sourcebook one. Which sourcebooks should I be looking to update to MIC? I've already fixed Ring of Arcane Might.
You have a spelling mistake for the second cali.. elementalist.

In theory it's all 3.5 books published before it - so the first 4 completes, miniatures handbook, libris mortis and lords of madness, not sure on the rest.

pabelfly
2023-03-08, 01:45 PM
You may want to go into more detail on node magic. It is a location, as listed, but also a feat (Node Spellcasting) and a spell (Node Genesis).

Technically, it's possible to benefit from a node without Node Spellcasting, but converting from an ability DC check to a skill DC check provides at least +4 to the maximum caster level benefit by ECL 20.

The benefit of Node Genesis is dependent on how long you are ready to wait. For PCs, that's typically 'not' limiting to a +1, but for a lich in a lair or as (say) the legacy of a cathedral it might be significantly higher.

Added a bit of an extra note about the feat and spells, thank you.


The hierophant is just from the DMG, isn't it?

Fixed with thanks.


Would it be better as a table, something like

Magic items per price:
Name |bonus| purpose | use restrictions | # of uses | price | Source | other comments |
Ankh of Ascension | +4 | all | costs spell slots, | 3/day | 9,000gp | MIC | -----
Arcanist's Gloves | +2 |1st level spells| --- | 2/day | 500gp | MIC | ----

For this thread, I didn't think I really needed to go to the effort of dealing with tables, since everything seemed pretty legible as it was. Thanks for the suggestion though.


Domain: Inquisition, +4CL for dispelling (SpC p.275)
Item: Dispelling Cord, +2CL for dispelling 5/day (MIC p.94)
Feat: Devil's Favor, +2CL for caster level checks, limited uses (FCII p.81)
Spell: Spellcaster's Bane, +2CL for caster level checks to dispel or counterspell (CM p.117)
Feat: Elven Spell Lore, +2CL for dispelling (PHBII p.78)
Prestige Class: Master Specialist (Abjuration) 4th level, bonus on dispel checks equal to half your class level (CM p.70)
Prestige Class: Red Wizard, Hathran, possibly others, Circle Magic, can boost caster level up to 40 (DMG p.193/PGtF p.59)

Looking at what's on your list, I'm guessing it's specifically caster level for spellcasting, so for example boosts to CL for SLAs or to defend against dispel/counterspell don't count?

The list was made primarily with offensive purposes in mind - caster level boosts can increase damage and range - and the original list only had those boosts in mind. I'm happy to add this as a separate section though, will do later.


Wow, thanks; this is an excellent resource that taught me a few tricks.

Two pieces of feedback:
Firstly, a few items only work with arcane or divine spells but this limitation is not listed. For example: the Arcanist's Gloves only work for Arcane, and the Ankh of Ascension only works for Divine.
Secondly, the insight boost for binding a metamagic rod to your hands chakra only applies to spells cast using the rod. You can also bind a staff or wand to your hands chakra for +1 caster level for spells cast by the item (MoI 109).

Thanks again :smallsmile:

Okay, fixed both of these suggestions, thank you.


You have a spelling mistake for the second cali.. elementalist.

Thanks for this, fixed.


In theory it's all 3.5 books published before it - so the first 4 completes, miniatures handbook, libris mortis and lords of madness, not sure on the rest.

This one is going to take a bit more time to fix, so will get onto later. Thank you.


The Storm Magic feat has a typo in its name.

Truebond from DMG2 should be added. At least one version of it boosts CL.

Okay, will add Truebond. Thanks.


You might also want to add the CIrcle Magic feat from ghostwalk.

Added, thanks.

Anthrowhale
2023-03-08, 07:28 PM
The Red Wizard 5 Circle Leader (DMG), Hathran 5 Circle Leader (PGtF), and Halruaan Elder 5 Circle Link (Shining South) are all very potent as far as caster level adjustments for offensive spells. The worst is Hathran in some ways since they can use Holy Word to autokill enemies as an area of effect at level 13.

Fero
2023-03-08, 08:51 PM
This is an amazing list. Good job! The only thing I can think to add is the Sandshaper Prc:

Sandshaper +1 CL when in or carrying waste terrain.

pabelfly
2023-03-08, 09:46 PM
The Red Wizard 5 Circle Leader (DMG), Hathran 5 Circle Leader (PGtF), and Halruaan Elder 5 Circle Link (Shining South) are all very potent as far as caster level adjustments for offensive spells. The worst is Hathran in some ways since they can use Holy Word to autokill enemies as an area of effect at level 13.

Added, thanks.


This is an amazing list. Good job! The only thing I can think to add is the Sandshaper Prc:

Sandshaper +1 CL when in or carrying waste terrain.

Thank you for the addition. Glad you find the thread useful.

Inevitability
2023-03-09, 03:16 AM
Geomancer also gets a terrain-based CL boost, up to +3.

pabelfly
2023-03-09, 04:14 AM
Would it be better as a table, something like

Magic items per price:
Name |bonus| purpose | use restrictions | # of uses | price | Source | other comments |
Ankh of Ascension | +4 | all | costs spell slots, | 3/day | 9,000gp | MIC | -----
Arcanist's Gloves | +2 |1st level spells| --- | 2/day | 500gp | MIC | ----

Okay, I did the prestige classes as a table. Figured it would be useful to add information like how much it progresses casting, alignment, and ECL.

Hope people find that useful.


Geomancer also gets a terrain-based CL boost, up to +3.

Added, thank you.

YellowJohn
2023-03-09, 08:41 AM
The 'Mausoleum' location listed in the 'Other' section is The Mausoleum of Icy Fear.
It effectively allows you to use Death Knell as an SLA 1/day, eight times. Since gaining this benefit requires the (Planar) Touchstone feat, it should probably be listed under Feats.

pabelfly
2023-03-09, 01:11 PM
The 'Mausoleum' location listed in the 'Other' section is The Mausoleum of Icy Fear.
It effectively allows you to use Death Knell as an SLA 1/day, eight times. Since gaining this benefit requires the (Planar) Touchstone feat, it should probably be listed under Feats.

Okay, fixed with thanks.

Frostmoon
2023-03-09, 06:03 PM
I love these sorts of lists. :D They're so utterly useful!!

Visionary Seeker's "Divination Expertise" boosts the CL for Divination spells per each level taken in the class, allowing for a nice +10 Div. CL increase at max. (Plus, of course, the CL boost from progressing the original spellcaster class via VS, so it works out to a +15 boost in the end.)

pabelfly
2023-03-09, 06:56 PM
I love these sorts of lists. :D They're so utterly useful!!

Visionary Seeker's "Divination Expertise" boosts the CL for Divination spells per each level taken in the class, allowing for a nice +10 Div. CL increase at max. (Plus, of course, the CL boost from progressing the original spellcaster class via VS, so it works out to a +15 boost in the end.)

Thanks for the tip, added.

Anthrowhale
2023-03-10, 11:37 PM
There are a few prestige classes which manipulate caster level in a manner which supports caster level > character level in theurge builds which may be worth mentioning.

Knight of the weave caster level = sum of arcane caster levels + KotW class level

Mystic Fire Knight caster level = arcane caster level + Paladin class level/2+2

Shooting Star Ranger caster level = arcane caster level + Ranger class level/2+2

Yathrinshee necromany caster level = sum of caster levels (wording is ambiguous but example supports this)

Gruftzwerg
2023-03-11, 03:40 AM
New Junkyard Challenge is up: Spellcasting + Rage - Rage Mage

Seems we have missed Rage Mage so far^^. While in a Spell Rage he can raise his caster lvl up to character lvl.

Fero
2023-03-11, 07:44 AM
Seems we have missed Rage Mage so far^^. While in a Spell Rage he can raise his caster lvl up to character lvl.

Silver Pyromancer does something similar for [fire] spells.

pabelfly
2023-03-11, 02:42 PM
There are a few prestige classes which manipulate caster level in a manner which supports caster level > character level in theurge builds which may be worth mentioning.

Knight of the weave caster level = sum of arcane caster levels + KotW class level

Mystic Fire Knight caster level = arcane caster level + Paladin class level/2+2

Shooting Star Ranger caster level = arcane caster level + Ranger class level/2+2

Yathrinshee necromany caster level = sum of caster levels (wording is ambiguous but example supports this)

Thanks for the contribution.


Seems we have missed Rage Mage so far^^. While in a Spell Rage he can raise his caster lvl up to character lvl.

Added, thank you.


Silver Pyromancer does something similar for [fire] spells.

Added and appreciated.

pabelfly
2023-03-19, 02:38 AM
A question occurs to me, related to this thread: what feats, metamagic and so forth can change the type of spell cast to another type? For example, Energy Substitution can change a fire, cold, electric or acid spell to another type of those elements. Aligned Spellcaster can let you change a spell to Law, Chaos, Good or Evil. What other options exist like this?

I'll work on adding the list to this thread, since changing a spell to another type can let characters more efficiently use caster level boosts.

Gruftzwerg
2023-03-19, 03:16 AM
A question occurs to me, related to this thread: what feats, metamagic and so forth can change the type of spell cast to another type? For example, Energy Substitution can change a fire, cold, electric or acid spell to another type of those elements. Aligned Spellcaster can let you change a spell to Law, Chaos, Good or Evil. What other options exist like this?

I'll work on adding the list to this thread, since changing a spell to another type can let characters more efficiently use caster level boosts.

While Shadow Evocation/Conjuration are spells themselves, they effectively add the Illusion tag to the selected spell.



And dunno if these fit into your request..

Southern Magician and Alternate Source Spell can switch arcane spells to divine and back.

Sculpt Spell lets you change the area type of a spell (cone / cubes / sphere..)



Are you sole looking for [Tags] or any kind of "type" categories (e.g. shape as mentioned)?

pabelfly
2023-03-19, 03:53 AM
While Shadow Evocation/Conjuration are spells themselves, they effectively add the Illusion tag to the selected spell.



And dunno if these fit into your request..

Southern Magician and Alternate Source Spell can switch arcane spells to divine and back.

Sculpt Spell lets you change the area type of a spell (cone / cubes / sphere..)



Are you sole looking for [Tags] or any kind of "type" categories (e.g. shape as mentioned)?

Those all fit since some caster level boosts only apply to arcane and divine spells and so forth.

Finished adding all of those except Sculpt Spell - I don't think changing the spell shape can alter the caster level.

Anthrowhale
2023-03-19, 07:05 AM
Mark of the Enlightened Soul adds [good]. Touch of the Blackened Soul adds [evil]. Wizard 10 Planar Spellcasting ACF allows adding any alignment descriptor. Alignment adding techniques notably work with Abyssal Specialist (the "school") and Theurgic Specialist.

There are also a few ways to change school which may affect caster level. Song of the Dead makes spells Necromancy. Spell Versatility from the Transmuter variant makes spells count as Transmutation for you.

Edit: You might want to tweak the description of Mystic Fire Knight and Shooting Star Ranger since they can get more than +2. Consider:
Ranger[Shooting Star] 4/Wizard 1/Mystic Theurge 10. Wizard caster level is 10 while Ranger caster level is 14/2(base)+2(shooting star)+10(wizard caster level)=19, which is 4 higher than ECL.

Fero
2023-03-19, 09:42 AM
A question occurs to me, related to this thread: what feats, metamagic and so forth can change the type of spell cast to another type? For example, Energy Substitution can change a fire, cold, electric or acid spell to another type of those elements. Aligned Spellcaster can let you change a spell to Law, Chaos, Good or Evil. What other options exist like this?

I'll work on adding the list to this thread, since changing a spell to another type can let characters more efficiently use caster level boosts.

Black Lore of Moil adds damage to any necromancy spell and Blistering Spell does the same fore [fire] spells allowing any of a litany of damage linked effects (entangling Spell etc.) to be added. Snowcasting adds the [cold] descriptor. Along with energy Affinity and Blistering Spell you can add damage and damage linked effects to any spell.

Magic of the Land can add healing.

Mastery of the Dead lets your [death] spells create ghosts. On a similar note, Fell Animate lets any damage spell create zombies.

Archmage can modify spell AoEs by excluding squares and add range to touchspells. Recaster can also change AoEs and add range to touch spells as well as change some targeting parameters.

Bracers of Blast Barrier let you turn some spells into energy walls.

The Fang of Inhabitation from Ravenloft does some fairly crazy stuff to Magic Jar specifically.

Dread Witch can add [fear] descriptor

Spell Sovereign can turn spells into Arcane Oozes.

One of the Astaroth vestiges can turn part of a [fire] spells damage vile. The Sanctified One (Kord) and Silver Pyromancer do something similar.

Spellwarp Sniper can turn some spells into rays. Enlightened Fist can turn Ray's into touch spells.

I seem to recall that the old Mind Mage and/or some of the feats printed with it on Mind's Eye can do some cool things to spells but don't have an archived link.

Swiftblade makes some big changes to haste.

Gruftzwerg
2023-03-19, 10:50 AM
You could use the "Locate City Bomb" mechanics to give any spell any element type.


1. snowcasting
2. flash frost
3. energy substitution

Chronos
2023-03-19, 12:43 PM
One note on Archmage: This probably isn't intended, but as written, it can't raise your caster level any more than if you had just kept taking wizard (or whatever base class) levels:

Spells per Day/Spells Known

When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.
The class does not, by itself, grant an increase in caster level. So if you take the High Arcana that gives caster level, it's only just keeping up with what you would have gotten from the base class (but at the cost of a spell slot).

pabelfly
2023-03-19, 01:39 PM
Mark of the Enlightened Soul adds [good]. Touch of the Blackened Soul adds [evil]. Wizard 10 Planar Spellcasting ACF allows adding any alignment descriptor. Alignment adding techniques notably work with Abyssal Specialist (the "school") and Theurgic Specialist.

There are also a few ways to change school which may affect caster level. Song of the Dead makes spells Necromancy. Spell Versatility from the Transmuter variant makes spells count as Transmutation for you.

Edit: You might want to tweak the description of Mystic Fire Knight and Shooting Star Ranger since they can get more than +2. Consider:
Ranger[Shooting Star] 4/Wizard 1/Mystic Theurge 10. Wizard caster level is 10 while Ranger caster level is 14/2(base)+2(shooting star)+10(wizard caster level)=19, which is 4 higher than ECL.

Okay, added these. Thanks.


Black Lore of Moil adds damage to any necromancy spell and Blistering Spell does the same fore [fire] spells allowing any of a litany of damage linked effects (entangling Spell etc.) to be added. Snowcasting adds the [cold] descriptor. Along with energy Affinity and Blistering Spell you can add damage and damage linked effects to any spell.

Magic of the Land can add healing.

Mastery of the Dead lets your [death] spells create ghosts. On a similar note, Fell Animate lets any damage spell create zombies.

Archmage can modify spell AoEs by excluding squares and add range to touchspells. Recaster can also change AoEs and add range to touch spells as well as change some targeting parameters.

Bracers of Blast Barrier let you turn some spells into energy walls.

The Fang of Inhabitation from Ravenloft does some fairly crazy stuff to Magic Jar specifically.

Dread Witch can add [fear] descriptor

Spell Sovereign can turn spells into Arcane Oozes.

One of the Astaroth vestiges can turn part of a [fire] spells damage vile. The Sanctified One (Kord) and Silver Pyromancer do something similar.

Spellwarp Sniper can turn some spells into rays. Enlightened Fist can turn Ray's into touch spells.

I seem to recall that the old Mind Mage and/or some of the feats printed with it on Mind's Eye can do some cool things to spells but don't have an archived link.

Swiftblade makes some big changes to haste.

I've added Snowcasting, thanks for the suggestion.

I see that these are various modifications to spells, but which of these would I be able to directly or indirectly use to modify that spell's caster level?


You could use the "Locate City Bomb" mechanics to give any spell any element type.

1. snowcasting
2. flash frost
3. energy substitution

I see the exploit but this is only about raising caster level, which is what the "Energy Substitution" metamagic does. Was interesting reading though, thanks.


One note on Archmage: This probably isn't intended, but as written, it can't raise your caster level any more than if you had just kept taking wizard (or whatever base class) levels:

The class does not, by itself, grant an increase in caster level. So if you take the High Arcana that gives caster level, it's only just keeping up with what you would have gotten from the base class (but at the cost of a spell slot).

Okay, will edit this in. Thanks.

Gruftzwerg
2023-03-20, 12:25 AM
A question occurs to me, related to this thread: what feats, metamagic and so forth can change the type of spell cast to another type? For example, Energy Substitution can change a fire, cold, electric or acid spell to another type of those elements. Aligned Spellcaster can let you change a spell to Law, Chaos, Good or Evil. What other options exist like this?

I'll work on adding the list to this thread, since changing a spell to another type can let characters more efficiently use caster level boosts.






I see the exploit but this is only about raising caster level, which is what the "Energy Substitution" metamagic does. Was interesting reading though, thanks.





dunno if you did get my intention here. You asked also for things like engergy substitution as side question (to raise caster lvl).

My point was, the mentioned part of the Locate City Bomb combo will help you to give any spell any energy type. If you have a caster lvl bonus to a specific kind of element, you could always profit from it when using offensive spells (even those that normally don't do any dmg).

Imho if you go for Energy Substitution (e.g. because you get caster lvl bonuses to an energy type), you could add snowcasting and Flash Frost on top to always profit from your caster lvl bonuses to an energy type.

St Fan
2023-03-23, 11:14 AM
I don't see Geometer (Complete Arcane) in the list of Prestige Classes. Geometer 5 gains the "Powerful Spellglyph" class feature, which gives a +1 caster level to any spell cast with a spellglyph.

Also, the Domain Wizards from Unearthed Arcana all gain a +1 caster level for the spells of their domains (whether cast with the domain spell slots or not).

Very impressive list otherwise.

pabelfly
2023-03-23, 01:14 PM
dunno if you did get my intention here. You asked also for things like engergy substitution as side question (to raise caster lvl).

My point was, the mentioned part of the Locate City Bomb combo will help you to give any spell any energy type. If you have a caster lvl bonus to a specific kind of element, you could always profit from it when using offensive spells (even those that normally don't do any dmg).

Imho if you go for Energy Substitution (e.g. because you get caster lvl bonuses to an energy type), you could add snowcasting and Flash Frost on top to always profit from your caster lvl bonuses to an energy type.

Sorry, read this and meant to respond later, but life got in the way and it slipped my mind. I am sorry.

I think I will limit the scope of this to a set of lists that people can refer to if it helps them build their own caster with extra caster levels. If I start getting into various exploits you can do by changing what type of spells you can cast my work will never end.


I don't see Geometer (Complete Arcane) in the list of Prestige Classes. Geometer 5 gains the "Powerful Spellglyph" class feature, which gives a +1 caster level to any spell cast with a spellglyph.

Also, the Domain Wizards from Unearthed Arcana all gain a +1 caster level for the spells of their domains (whether cast with the domain spell slots or not).

Very impressive list otherwise.

Added them to the list. The list is only as good as everyone who contributes, so I appreciate you and everyone else for taking the time to see what is missing and let me know.

YellowJohn
2023-03-23, 01:45 PM
In Magic of Faerun (p.43) you will find the magical location 'Sparks'.

"A spark augments all magical effects triggered or active
inside the spark’s range of influence. It gives +3 caster levels
to any such effect."

It doesn't specify what happens if you cast a spell in the spark and then leave, and Sparks do not have a listed 'price' like some magical locations. But for the sake of completeness, they're there.

Any suggestions on how to create one within RAW are appreciated :smallamused:

pabelfly
2023-03-23, 02:03 PM
In Magic of Faerun (p.43) you will find the magical location 'Sparks'.

"A spark augments all magical effects triggered or active
inside the spark’s range of influence. It gives +3 caster levels
to any such effect."

It doesn't specify what happens if you cast a spell in the spark and then leave, and Sparks do not have a listed 'price' like some magical locations. But for the sake of completeness, they're there.

Any suggestions on how to create one within RAW are appreciated :smallamused:

Added, thank you very much.

Been playing around with the various caster level boost options, and my current favourite is "Reserves of Strength" from Dragonlance Campaign Setting. If you're immune to stunning (easy enough to do), you can spend 1d6, 3d6 or 5d6 HP to get +1, +2, or +3 caster level to any spell. Oh, and you can break caster level caps too. Seems to work best with Stalwart Battle Sorcerer, since it has the equivalent of a d12 hit dice.

Anthrowhale
2023-03-23, 04:02 PM
Been playing around with the various caster level boost options, and my current favourite is "Reserves of Strength" from Dragonlance Campaign Setting. If you're immune to stunning (easy enough to do), you can spend 1d6, 3d6 or 5d6 HP to get +1, +2, or +3 caster level to any spell. Oh, and you can break caster level caps too. Seems to work best with Stalwart Battle Sorcerer, since it has the equivalent of a d12 hit dice.

RoS is also just a 1 feat tax if you are using the Otyugh Hole.

A few others:
1) Elder Giant Magic gives caster level+3 for out-of-combat buffing.
2) Persistent Suffer the Flesh can double your caster level at ECL 5.
3) Bloodline of Fire gives+2 to Fire spells and there are several non-feat/non-spell approaches which add additionally.

pabelfly
2023-03-23, 04:19 PM
RoS is also just a 1 feat tax if you are using the Otyugh Hole.

A few others:
1) Elder Giant Magic gives caster level+3 for out-of-combat buffing.
2) Persistent Suffer the Flesh can double your caster level at ECL 5.
3) Bloodline of Fire gives+2 to Fire spells and there are several non-feat/non-spell approaches which add additionally.

Had all of those but added a note to "Suffer the Flesh" about spell persisting, because that's a pretty good idea.

If you come up with anything else that you think should be added, let me know. I want this list to be as comprehensive as possible.

pabelfly
2023-03-24, 01:10 PM
Related list idea - what spells do not have a damage cap?

Maw of Chaos (Sorcerer 9, Wizard 9)
Venomfire (Cleric 3, Druid 3, Ranger 4)
Wings of Flurry (Sorcerer 4)

Are there any other spells like these?

loky1109
2023-03-24, 01:53 PM
Related list idea - what spells do not have a damage cap?

Maw of Chaos (Sorcerer 9, Wizard 9)
Venomfire (Cleric 3, Druid 3, Ranger 4)
Wings of Flurry (Sorcerer 4)

Are there any other spells like these?

I made some research about this topic for one my VC (https://forums.giantitp.com/showsinglepost.php?p=25441612&postcount=24) entry (https://forums.giantitp.com/showsinglepost.php?p=25441614&postcount=25).

Anthrowhale
2023-03-24, 04:02 PM
Related list idea - what spells do not have a damage cap?

Maw of Chaos (Sorcerer 9, Wizard 9)
Venomfire (Cleric 3, Druid 3, Ranger 4)
Wings of Flurry (Sorcerer 4)

Are there any other spells like these?

Erupt (Cleric 9) is what I used in the best nuke thread (https://forums.giantitp.com/showthread.php?621105-The-best-nuke).

St Fan
2023-03-26, 02:05 PM
I missed this one, despite being one of my favorites:

The Bloodlines (https://www.d20srd.org/srd/variant/races/bloodlines.htm) from Unearthed Arcana allows a character to gain up to 3 "bloodline levels", depending on the strength of the bloodline. For a Major Bloodline, it's right before ECL 3, 6 and 12. Each bloodline level grants a +1 to all level-dependent abilities from all classes, including caster levels.



Related list idea - what spells do not have a damage cap?

Maw of Chaos (Sorcerer 9, Wizard 9)
Venomfire (Cleric 3, Druid 3, Ranger 4)
Wings of Flurry (Sorcerer 4)

Are there any other spells like these?

The death throes (Planar Handbook / Spell Compendium) spell (Cleric 5, Sorcerer/Wizard 5) is another damaging spell with no level cap.
There are some... issues with its use, though.

Anthrowhale
2023-03-26, 03:21 PM
In terms of uncapped damage spells, Force Missiles (2d6 force / 4 caster levels), Hammer of Righteousness (1d6 or 1d8 force/caster level), and Fire Seeds (8d8+8 fire/caster level) are also available.

There are many other many other non-damaging / non-range caster level scaling spells as well.

pabelfly
2023-03-26, 06:47 PM
I made some research about this topic for one my VC (https://forums.giantitp.com/showsinglepost.php?p=25441612&postcount=24) entry (https://forums.giantitp.com/showsinglepost.php?p=25441614&postcount=25).

Had a quick glance through this and saw a lot of cheese and a lot of spells that benefited from having a huge number of caster levels, but most spells do due to caster level dictating duration and range. Are there any specific spells you think are worth mentioning?


Erupt (Cleric 9) is what I used in the best nuke thread (https://forums.giantitp.com/showthread.php?621105-The-best-nuke).

Added, thanks.


I missed this one, despite being one of my favorites:

The Bloodlines (https://www.d20srd.org/srd/variant/races/bloodlines.htm) from Unearthed Arcana allows a character to gain up to 3 "bloodline levels", depending on the strength of the bloodline. For a Major Bloodline, it's right before ECL 3, 6 and 12. Each bloodline level grants a +1 to all level-dependent abilities from all classes, including caster levels.

The death throes (Planar Handbook / Spell Compendium) spell (Cleric 5, Sorcerer/Wizard 5) is another damaging spell with no level cap.
There are some... issues with its use, though.

Added these, thank you very much.


In terms of uncapped damage spells, Force Missiles (2d6 force / 4 caster levels), Hammer of Righteousness (1d6 or 1d8 force/caster level), and Fire Seeds (8d8+8 fire/caster level) are also available.

Added these spells, thank you.
There are many other many other non-damaging / non-range caster level scaling spells as well.

I know there are plenty of spells whose duration and/or range are based on caster level. If there are other spells with effects based on level, I'd be interested in seeing if they were worth listing.

Fero
2023-03-26, 08:17 PM
I know there are plenty of spells whose duration and/or range are based on caster level. If there are other spells with effects based on level, I'd be interested in seeing if they were worth listing.

Are you interested in AoE by CL? If so, Control Winds and Blizzard are worth noting. On the same note, the size of an item that can be shrunk by Shrink Item scales by CL. Suspension can target an object up to 1,000 lbs per CL, no limit. Animate Objects and Animate Undead are also uncapped (although skeleton and zombie HD are capped due to the template restrictions). The number of horses from Regal Procession is also, i believe, uncapped.

Several other spells are capped at high levels but would nonetheless benefit tremendously from CL boosts during lower levels. Phantom Steed, Phantom Stag, Control Winds windspeed, and Giant Vermin come to mind

Anthrowhale
2023-03-26, 09:47 PM
I know there are plenty of spells whose duration and/or range are based on caster level. If there are other spells with effects based on level, I'd be interested in seeing if they were worth listing.

Well, {Holy Word, Blasphemy, Dictum, Word of Chaos, Word of Balance, Leonal's Roar, Words of the Kami} autokill based on caster level.

Kelpstrand, Earthen Grasp, Bigby's Grasping Hand, Bigby's Crushing Hand, Black Tentacles, Daltim's Fiery Tentacles, and Kyristan's Malevolent Tentacles all grapple based on caster level check.

Bigby's Striking Fist scales the Bull Rush with caster level

Algid Enhancement scales AC, attacks, and hit points with caster level.

Deflect scales AC with caster level.

Hardening scale hardness with caster level

Improvisation scales skill, ability, attack, and initiative checks with caster level.

Dragonsight scales Darkvision and Blindsense with caster level.

Owl's Insight scales Wisdom with caster level.

(Greater) Consumptive Field scales caster level with caster level.

pabelfly
2023-03-26, 09:50 PM
Nice, it looks like I have some work to do later. Thanks fo the suggestions, I'll add them when I can.

St Fan
2023-03-27, 02:22 PM
The True Necromancer prestige class (Libris Mortis: The Book of the Dead) gains a +1 caster level for every 3 class level (up to level 12) to all necromancy spells and spell-like abilities.

pabelfly
2023-04-17, 02:41 AM
Yet another thread idea: how do you raise your caster level check? There are the various feats and items that raise your caster level for specific spell types, but what other options are there?

So far, I have:
Arcane Mastery (Feat) take 10 on caster level checks (Complete Arcane)
Assay Spell Resistance (Spell) (Sorcerer 4) +10 for caster level check against one enemy (Spell Compendium)
Draconic Aura (Power) (Dragon Magic) +1 bonus to caster level checks to overcome spell resistance, scales if you have Dragonblood subtype to +4 at level 20.
Dragondoom Sceptre (Item, 18K gold) +2 competence bonus to overcome dragon spell resistance (Magic Item Compendium)
Fortified Spell (Metamagic) Prepare spells in higher levels to gain +2 for each level higher for penetrating spell resistance (Complete Arcane)
Determined Caster (Marshall Class Feature) Add CHA to rolls to overcome spell resistance (Miniatures Handbook, p11)
Named Spell (Metamagic) +2 to caster level to overcome spell resistance (Dragon 346, p88)
Named Spell, Greater (Metamagic) +2 to caster level to overcome spell resistance (Dragon 346, p88)
Reserves of Strength (Feat) +1 to +3 caster level for one spell, stunned or take damage. (Dragonlance Campaign Setting)
Robe of the Archmagi (Item, 150K gold) +2 enhancement to caster level to overcome spell resistance (SRD)
[I]Spell Penetration (Feat) +2 to caster levels to overcome spell resistance (Player's Handbook)
[I]Spell Penetration, Greater (Feat) +2 to caster levels to overcome spell resistance (Player's Handbook)
Suffer the Flesh (Spell) (Sorcerer 2) +1 to +5 caster level, take CON damage (Magic of Eberron)
Third Eye Penetrate (Item, 8K gold) +2 to caster levels to overcome spell resistance, relies on psionics/magic transparency (SRD)
Tomebound Eye of Boccob (Item, 7,500 gold) three charges, gain +4/+6/+8 competence on caster level check to overcome spell resistance (Magic Item Compendium)
True Casting (Spell) (Sorcerer 1) +10 caster level for one spell (Complete Mage)

Fero
2023-04-17, 08:29 AM
Yet another thread idea: how do you raise your caster level check? There are the various feats and items that raise your caster level for specific spell types, but what other options are there?

So far, I have:
Arcane Mastery (Feat) take 10 on caster level checks
Assay Spell Resistance (Spell) (Sorcerer 4) +10 for caster level against one enemy
Greater Spell Penetration (Feat) +2 to caster levels to overcome spell resistance
Reserves of Strength (Feat) +1 to +3 caster level for one spell, take damage.
Spell Penetration (Feat) +2 to caster levels to overcome spell resistance
]Suffer the Flesh[/B] (Spell) (Sorcerer 2) +1 to +5 caster level, take CON damage
Third Eye Penetrate (Item, 8K gold) +2 to caster levels to overcome spell resistance
True Casting (Spell) (Sorcerer 1) +10 caster level for one spell

Vest of the Archmagic
Tomebound Eye of Baccob
Souls as a power component
Liquid Agony
Distilled Joy
Dragondoom Scepter
Fortified Spell
Draconic Auras
Marshal Aura

Anthrowhale
2023-04-17, 08:36 AM
Dweomerkeeper's Supernatural Spell is something like +infinity for penetrating spell resistance.

Anthrowhale
2023-04-29, 06:08 PM
W.r.t. changing spell type, Geomancer n plausibly allows you to change the arcane<->divine status for spells of level n-1.

BradyReign
2023-04-29, 09:12 PM
You have Tainted Scholar as an 8/10 spellcasting progression PRC, but it's actually a 10/10 spellcasting progression. Just a small thing to note.



Great guide, and glad to see this up! I've ben looking to see if I've missed any ways to increase CL for my current caster.

Anthrowhale
2023-06-27, 02:14 AM
I found one more uncapped damage spell. It's:

Serpent Storm (Cleric 6, Druid 5) For level rounds in 20' radius, 1d6 per two caster levels Refl 1/2 + 1d4 Con damage Fort neg + difficult terrain (Evocation) (Dragon 330)

Separately, I believe venomfire is typically applied to venomous allies who then deal acid damage when they attack.

truemane
2023-06-29, 07:40 AM
Metamagic Mod: Thread re-opened

Pezzo
2023-06-30, 07:59 PM
sublime chord has the song of arcane power for up to +4 caster level

pabelfly
2023-06-30, 09:47 PM
Okay, Truemane was kind enough to re-open this thread after it was necroed, so thanks very much.

If you have additions you want me to make to the thread, please feel free to DM me and I'll edit them in. I can still edit the thread as long as it is not closed, and have been slowly updating this thread with new resources as I find them in other threads.


sublime chord has the song of arcane power for up to +4 caster level

Added, thanks.