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pabelfly
2024-04-03, 07:29 PM
This thread was based off this (https://forums.giantitp.com/showsinglepost.php?p=25799074&postcount=5) original post by Morof Stonehands.

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
Ability Score Boosts
Races
Base Classes
Prestige Classes

Arcane
Divine
Feats
Domains
Spells
Items, Permanent Bonus

Alphabetical
By Price
Items, Consumables

Alphabetical
By Price
Other Spell DC Boosts
Spells with Nonstandard DCs

Ability Score Boosts
See here (https://minmaxforum.com/index.php?topic=19943.0) for a comprehensive guide to ways to boost ability scores, which also boosts spell DCs.

Races
Gnome (ECL 0) – +1 DC to illusion spells (Player’s Handbook)
Illumian (ECL 0) – The naenkrau sigil lets you leave up to two spell slots open to give +1 DC to all other spells of that level (Races of Destiny)
Spellscale (ECL 0) – Has the option of heightening spells 3/day (Races of the Dragon)

Jaebrin (1HD, 1LA) – +1 DC enchantment spells (Monster Manual V)
Svirfneblin (1HD, LA 3) – +1 DC illusion spells (Monster Manual)
Arkamoi (4HD, 4LA) – +1 DC to arcane spells for 1 minute after casting first arcane spell in encounter. Stacking +1, to max of +5 for each subsequent spell cast in that minute. All dissappear at end of minute. (Monster Manual V)
Hobgoblin Warsoul (10HD, 4LA) – Soul Tyrant to draw life out of hobgoblin ally, add +2 DC to next spell cast (Monster Manual V)
Zern (8HD, 7LA) +4 DC transmutation spells (Monster Manual IV)

Base Classes
Bard (Golarion Variant) – treated as being two levels higher for Bardic Music effects and save DCs (Pathfinder Campaign Setting)
Bard 6 (Spellscale) +2 save DC for Suggestion bardic music ability (Races of the Dragon)
Beguiler 2 , 14 – +1 DC to spells vs foes denied Dex to AC (Player’s Handbook II)
Druid 1 (Wind Walker Variant) – Zephyr Spellcasting, air spells cast with +1 DC (Dragon Magazine #311)
Druid 1 (Winter Warden Variant) – Cold Casting, Cold spells cast with +1 DC (Dragon Magazine #311)
Hexblade 1 (School Mastery ACF, Transmutation) +1 DC whenever you cast a spell that alters a creature’s form, kind or type. (Dragon Magazine #357)
Hexblade 4 (Dark Companion) (Player's Handbook II) - -2 to save DCs to enemies adjacent to your Dark Companion.
Hexblade 15 (Focus Caster, Enchantment ACF) – +2 DC to enchantment spells (Dragon Magazine #348)
Paladin of Tyranny 3 – Aura of Despair lowers saves by 2 (Unearthed Arcana)
Shugenja 1 – Gain Spell Focus, +1 DC for element type (Complete Divine)
Sorcerer 1 (School Mastery ACF, Transmutation) +1 DC whenever you cast a spell that alters a creature’s form, kind or type. (Dragon Magazine #357)
Sorcerer 5 (Dwarf Sorcerer ACF) – +1 DC to spell when both character and opponent are touching the ground (Races of Stone)
Sorcerer 15 (Focus Caster, Enchantment ACF) – +2 DC to enchantment spells (Dragon Magazine #348)
Wizard 1 (Arcane Duellist) – can increase a spell’s DC by 1, among other effects a number of times per day equal to INT bonus. (Pathfinder Campaign Setting)
Wizard 1 (High Diviner ACF) – give up familiar to gain +1 DC to divination spells (Unearthed Arcana)
Wizard 5, 15 (High Conjurer ACF) – +2/+4 DC to dispel conjured creatures (Unearthed Arcana)
Wizard 10 (Illusionist ACF) – give up bonus feat and gain +1 DC to illusion spells (Unearthed Arcana)
[B][I]Wizard 10 (Planar Wizard ACF) – +1 DC to spells when cast against creatures of the opposed alignment of her chosen one. +2 DC if the spell normally has the chosen alignment (Planar Handbook)
Wizard 15 (Focus Caster, Enchantment ACF) – +2 DC to enchantment spells (Dragon Magazine #348)
Wizard 15 (Fleshcrafter ACF) – +1 DC to spellcs cast on living creatures (Dragon Magazine #312)

[I]Prestige Classes
[B]Arcane Prestige Classes


Class
ECL for Bonus to DCs
Alignment
Spellcasting Progression
Bonus Description
Sourcebook


Cataclysm Mage 7


9/10
+1 DC enchantment (charm) spells
Explorer's Handbook


Dancer of Sharess 7
ECL 13

10/10
+2 DC enchantment spells
Dragon #290


Divine Oracle 1
ECL 6

10/10
+1 DC scrying spells
Complete Divine


Dragon Mystic 3
ECL 8

5/5
+2 DC enchantment spells or spells same type of energy damage as damaging breath weapon
Dragon #297


Dread Witch
ECL 4, 7

4/5
+1/+2 DC for Fear spells
Heroes of Horror


Dungeon Lord 5
ECL 10

0/5
+1 DC while in your dungeon against intruders
Complete Scoundrel


Elemental Savant 5, 10
ECL 10, 15

8/10
+1/+2 DC for chosen energy descriptor
Complete Arcane


Eunuch Warlock 1
ECL 11
Any Evil
See Class
+4 DC from any Spell Focus feat (can include multiple feats)
Dragon #297


Fatespinner 1
ECL 8

4/5
Add fatespin bonus of 1-5 to spell DC
Complete Arcane


Fatespinner 2
ECL 9

4/5
Make an enemy reroll, including a save reroll
Complete Arcane


Fatespinner 5
ECL 12

4/5
Make enemy to take -10 on next saving throw
Complete Arcane


Halruaan Elder 1
ECL 12

10/10
Circle Link - Add Heighten Spell to spell
Shining South


Hathran 5
ECL 12
LG, LN, NG
10/10
Circle Leader, Great Circle Leader - Add Heighten Spell to spell
Player's Guide to Faerun


Insidious Corruptor 6
ECL 13
Nonlawful
5/10
Release a subject to increase save DC of Charm spell by Cha modifier
Drow of the Underdark


Insidious Corruptor 7
ECL 14
Nonlawful
5/10
Makes subject cast spell at +2 DC at target you indicate

Drow of the Underdark


Insidious Corruptor 9
ECL 16
Nonlawful
5/10
Release a subject to increase save DC of Compulsion spell by Cha modifier
Drow of the Underdark


Keeper of the Cerulean Sign 2
ECL 7

10/10
+6 DC to spells that deal damage to aberrations, half class levels/day
Lords of Madness


Knight of the Chalice 4
ECL 12
LG
Independent, 4ths
+2 DC against evil outsiders
Complete Mage


Lifedrinker 3
ECL 6
Any Evil

Heighten Spell by using Lifepool points
Book of Vile Darkness


Magical Trickster 3
ECL 8

2/3
+1 DC on spell in same round you perform a skill trick
Complete Scoundrel


Master Specialist 4
ECL 7

10/10
+ 2 DC on " will disbelief" illusion spells
Complete Mage


Mind Mage 3, 9, 10


8/10, 8/10
3 - Increase spell DC by +1 if PP is 5 or higher
9 - Increase spell DC by +2 if PP is 10 or higher
10 - Add the key modifier to psionic and spellcasting together to psi-spell abilities (if it's the same modifier, double it).
Dragon Magazine 313


Paragnostic Apostle 1-5
ECL 6-10

5/5
Backhanded Attack, spells with extra save against nondamaging effect, add 1 to DC
Complete Champion


Paragnostic Apostle 1-5
ECL 6-10

5/5
Discern Weakness Attack, +1 DC for spells against specific enemy type
Complete Champion


Paragnostic Apostle 1-5
ECL 6-10

5/5
Noble Prescence, +1 DC for spells that affect the subject’s emotions but don’t specify actions
Complete Champion


Paragnostic Apostle 1-5
ECL 6-10

5/5
See through the Veil, +1 DC for necromancy spells that target undead
Complete Champion


Rage Mage 5, 10

Nonlawful
5/10
Angry Spell +2/+4 DC when raging for abujuration, conjuration, evocation, necromancy, transmutation
Complete Warrior


Red Wizard 5
ECL 10
Nongood
10/10
Circle Leader - Add Heighten Spell to spell
Dungeon Master's Guide


Soulcaster 1, 7
ECL 6, 12

10/10, 10/10
Invest 1/2 essential in a spell to boost CL and DC by 1/2
Savage Species


Sybil 1
ECL 8

0/10
Add Sybil class level to WIS for spell DC for divine casters
Savage Species


Thrall of Fraz-Urb'luu 1, 3, 5, 7, 9
ECL 8, 10, 12, 14, 16
CE
7/10
+1 DC profane bonus for Illuision spells 1/day to 5/day
Dragon #333 p32


Thrall of Dagon
ECL 10
CE
8/10
+1 DC from Language-Dependent spells
Dragon #349 p36


Thrall of Malcanthet 4, 8
ECL 10, 14
CE
7/10
+1, +2 DC profane bonus for Language-Dependent spells
Dragon #353 p30


Wild Soul 8
ECL 13
Nonlawful
9/10
+1 DC illusion spells
Complete Mage


Wild Soul 10
ECL 15
Nonlawful
9/10
+1 DC enchantment spells
Complete Mage



Divine Prestige Classes


Class
ECL for Bonus to DCs
Alignment
Spellcasting Progression
Bonus Description
Sourcebook


Divine Oracle 1
ECL 6

10/10
+1 DC scrying spells
Complete Divine


Divine Prankster 2
ECL 7

10/10
Spend Turn/rebuke attempt to add 10 to DC to disbelieve illusion spells
Races of Stone


Dread Witch
ECL 4, 7

4/5
+1/+2 DC for Fear spells
Heroes of Horror


Dungeon Lord 5
ECL 10

0/5
+1 DC while in your dungeon against intruders
Complete Scoundrel


Elemental Savant 5, 10
ECL 10, 15

8/10
+1/+2 DC for chosen energy descriptor
Complete Arcane


Fatespinner 1
ECL 8

4/5
Add fatespin bonus of 1-5 to spell DC
Complete Arcane


Fatespinner 2
ECL 9

4/5
Make an enemy reroll, including a save reroll
Complete Arcane


Fatespinner 5
ECL 12

4/5
Make enemy to take -10 on next saving throw
Complete Arcane


Hathran 5
ECL 12
LG, LN, NG
10/10
Circle Leader, Great Circle Leader - Add Heighten Spell to spell
Player's Guide to Faerun


Insidious Corruptor 6
ECL 13
Nonlawful
5/10
Release a subject to increase save DC of Charm spell by Cha modifier
Drow of the Underdark


Insidious Corruptor 7
ECL 14
Nonlawful
5/10
Makes subject cast spell at +2 DC at target you indicate

Drow of the Underdark


Insidious Corruptor 9
ECL 16
Nonlawful
5/10
Release a subject to increase save DC of Compulsion spell by Cha modifier
Drow of the Underdark


Keeper of the Cerulean Sign 2
ECL 7

10/10
+6 DC to spells that deal damage to aberrations, half class levels/day
Lords of Madness


Knight of the Chalice 4
ECL 12
LG
Independent, 4ths
+2 DC against evil outsiders
Complete Mage


Magical Trickster 3
ECL 8

2/3
+1 DC on spell in same round you perform a skill trick
Complete Scoundrel


Paragnostic Apostle 1-5
ECL 6-10

5/5
Backhanded Attack, spells with extra save against nondamaging effect, add 1 to DC
Complete Champion


Paragnostic Apostle 1-5
ECL 6-10

5/5
Discern Weakness Attack, +1 DC for spells against specific enemy type
Complete Champion


Paragnostic Apostle 1-5
ECL 6-10

5/5
Noble Prescence, +1 DC for spells that affect the subject’s emotions but don’t specify actions
Complete Champion


Paragnostic Apostle 1-5
ECL 6-10

5/5
See through the Veil, +1 DC for necromancy spells that target undead
Complete Champion


Planar Shepherd 5
ECL 10

10/10
Planar Bubble - Allows you to cast a bubble of the Negative Energy Plane, which bestows negative levels, no save
Complete Champion


Sybil 1
ECL 8

0/10
Add Sybil class level to WIS for spell DC for divine casters
Savage Species


Thrall of Fraz-Urb'luu 1, 3, 5, 7, 9
ECL 8, 10, 12, 14, 16
CE
7/10
+1 DC profane bonus for Illuision spells 1/day to 5/day
Dragon #333 p32


Thrall of Dagon
ECL 10
CE
8/10
+1 DC from Language-Dependent spells
Dragon #349 p36



Feats
See “Changing Spell Types” in this thread (Raising Caster Level ( https://forums.giantitp.com/showthread.php?654710-Raising-Caster-Level)) for information about ways to change or add new spell descriptors to take advantage of some options here.

Aberration Banemagic – +2 DC to spells that deal damage to aberrations (Lords of Madness)
Arcane Consumption – +4 bonus to spell DC on next spell you cast, become fatigued with -4 penalty to Con (Player’s Handbook II)
Battle Magic Tactics – for every spell with a saving throw cast on an enemy, that enemy takes a -1 against anyone you or else with Battle Magic Tactics until the end of the round. (Monster Manual 5, p. 84)
Battlecaster Offense – deal combat damage to foe for +1 DC to spells targeting that foe next round (Complete Mage)
Blood Sorcerer – +3 DC to all Maho-Tsukai spells cast (Oriental Adventure)
Captivating Melody – sacrifice bardic music for +2 DC on enchantment and illusion spells (Complete Mage)
Charmer – +1 DC to all spells from Enchantment (Charm) subschool. Stacks with Spell Focus. (Dragon #325)
Circle Magic – allows multiple casters to add Heighten Spell to cast spell (Ghostwalk)
Cold Focus – +1 DC cold descriptor spells (Frostburn)
Cold Focus, Greater – +1 DC cold descriptor spells ( Frostburn)
Commanding – +1 DC to all spells from Enchantment (Compulsion) subschool. Stacks with Spell Focus. (Dragon Compendium)
Cooperative spell (metamagic) – add 2 to the DC when cast with another person, additional +1 for each extra person (Complete Arcane)
Corrupt Arcane Studies – +1 DC for Sorcerer or Wizard spells, some drawbacks (Ghostwalk)
Demonic Conduct – +1 DC against lawful or good targets, or +2 DC against lawful good targets (Fiendish Codex)
Draconic Power – +1 DC to spells of Draconic Heritage Energy Type (Acid, Cold, Charm, Electric, Fire, Force, Light, Poison or Disease, Sonic) (also increases caster level by 1)
Draconic Aura (Energy) – +1 to +4 to DC of spells of acid, cold, electricity or fire. Various ways to increase this bonus. See also Dragonblooded feat. (Dragon Magic)
Earth Spell – Heighten Spell adds a further +1 DC to heightened spells
Enchanting Song – spend bardic music use to add +1 to DC of enchantment spell (Races of Stone)
Enemy of Good – +2 DC to saves against good subtype creatures, or creatures with aura of good (Elder Evils)
Fey Power – +1 DC to enchantment spells (Complete Mage)
Fiendish Power – +1 DC evil descriptor spells (Complete Mage)
Giant Banemagic – +2 DC against giants (Secrets of Xen'drik)
Heighten Spell (Metamagic) Increase spell level to increase spell DC (Player’s Handbook)
Hellsworn – +1 DC to evil descriptor spells 1/ encounter (Exemplars of Evil)
Heroes of Horror – Corrupt Spell Focus: feat, +1 DC for spells with corrupt component
Heroes of Horror – Greater Corrupt Spell Focus: feat, +1 DC for spells with corrupt component
Holy Potency – +Cha bonus to save against cure or inflict spell (Complete Champion)
Malign Spell Focus – +2 DC of evil descriptor spells (Book of Vile Darkness)
Manifest Druid – +1 DC of spells involving disease or poison (Player's Guide to Eberron)
Metamagic Vigor – feat, cast two spells enchanced by metamagic in consecutive rounds, +1 DC for second spell (Complete Mage)
Misleading Song - spend bardic music use to add +1 to DC of illusion spell (Races of Stone)
Named Spell (Metamagic) +2 to save DC of spells with Truespeak check that target a single enemy (Dragon 346, p88)
Named Spell, Greater (Metamagic) +2 to save DC of spells with Truespeak check that target a single enemy, stacks with Named Spell (Dragon 346, p88)
Nocturnal Caster – +1 DC to specific school of magic when casting at night (Tome of Magic)
Pious Spellsurge – +1d6 DC with 2 faith points spent (Complete Divine)
Planar Touchstone feat (Stormvault site), +1 DC to spells involving rain, wind, lightning or clouds (Planar Handbook)
Sanctum Spell – raises spell level by 1 when cast in your sanctum (Complete Arcane)
Shadow Trickster – +2 DC illusion spells when in Shadow Hand stance (Tome of Battle)
Spell Focus (Good, Evil, Chaos, Law) – feat, +1 DC to alignment descriptor spells, does not stack with other spell focus feats (Complete Divine)
Spell Focus Good – (likely superseded by Complete Divine feat of same name) by +2 DC of good descriptor spells (Book of Exalted Deeds)
Spell Focus – +1 DC to chosen spell school (Player’s Handbook)
Spell Focus, Greater – +1 DC to chosen spell school (Player’s Handbook)
Spell Rehersal – cumulative +1 DC to spell cast in succesion 2 or more times
Tattoo Focus – +1 DC on specialized school spells (Dungeon Master’s Guide)
Vow of Non-violence – +4 DC for non-damaging spells (Book of Exalted Deeds)

Spells
Breath of the Jungle (Druid 1) – creates a mist, DC increases by 2 within mist (Spell Compendium)
Harmonic Chorus (Bard 3) – +2 morale bonus to spell DC (Spell Compendium)
Mystic Surge (Sorcerer 4, Wizard 4) – +2 DC to next spell cast by subject (Player's Handbook 2)
Spell Enhancer (Sorcerer 4, Wizard 4) – swift action, the next
spell you cast has +1 DC (and 2 CL) (Spell Compendium)

Items, Permanent
Alphabetical
Amulet of Fearsome Might 11K gold, +2 DC to fear spells, does not stack with Spell Focus (Dragon Magic)
Blood Face of Erythnul 100G, focus, +1 DC to illusion spells or spells with the Chaos descriptor (Complete Champion)
Greater Crystal of Arcane Steel 6K gold, Weapon Augment Crystal, +1 DC for touch channeled through weapon (Magic Item Compendium)
Icemail Armor 52K gold, +2 DC to Cold spells (Web (https://web.archive.org/web/20030417030108/http://www.wizards.com/default.asp?x=dnd/fw/20030323a))
Moradin's Forge 100G focus, +1 DC earth domain or earth descriptor spells (Complete Champion)
Regalia of Evil Unpriced, Artifact set, +2 DC to spells (Book of Vile Darkness)
Vecna's hand and eye 100G focus, +1 DC knowledge and magic domain spells (Complete Champion)
Veil of Allure: 14K gold, Item, +2 DC to enchantment spells (Magic Item Compendium )
Vest of Master Evoker 10K gold, +2 to spell DCs 3/day (Magic Item Compendium)
Wrymbane Helm Unpriced, Legacy Item, +2 DC to spells targeting dragons (Dragon Magic)

By Price
Blood Face of Erythnul 100G, focus, +1 DC to illusion spells or spells with the Chaos descriptor (Complete Champion)
Icemail Armor 52K gold, +2 DC to Cold spells (Web (https://web.archive.org/web/20030417030108/http://www.wizards.com/default.asp?x=dnd/fw/20030323a))
Moradin's Forge 100G focus, +1 DC earth domain or earth descriptor spells (Complete Champion)
Vecna's Hand and Eye 100G focus, +1 DC knowledge and magic domain spells (Complete Champion)
Greater Crystal of Arcane Steel 6K gold, Weapon Augment Crystal, +1 DC for touch channeled through weapon (Magic Item Compendium)
Vest of Master Evoker 10K gold, +2 to spell DCs 3/day (Magic Item Compendium)
Amulet of Fearsome Might 11K gold, +2 DC to fear spells, does not stack with Spell Focus (Dragon Magic)
Veil of Allure: 14K gold, Item, +2 DC to enchantment spells (Magic Item Compendium )

Regalia of Evil Unpriced, Artifact set, +2 DC to spells (Book of Vile Darkness)
Wrymbane Helm Unpriced, Legacy Item, +2 DC to spells targeting dragons (Dragon Magic)


Items, Consumables
Alphabetical
Angel Radiance 20G, +1 DC spell component, for spells of dismissal, banishment, dispel evil or to drive out evil fiends (Book of Exalted Deeds)
Angel's Blood 85GP, +1 DC component, evil desrciptor spells (Complete Champion)
Coutl Scale 16GP, possible +1 DC spell component, 30% chance of raising DC by 1 (Book of Exalted Deeds)
Crypt Powder 150GP, +1 DC component, spells targeting undead (Complete Champion)
Essence of Order 300GP component, +1 DC law descriptor spells (Complete Champion)
Lillend Scale 15GP, possible +L1 DC spell component, if spell requires a will save, 40% chance, 60% if caster is bard (Book of Exalted Deeds)
Metallic Dragon Heart 7GP, possible +1 DC component, 30% chance to increase DC by 1 (Book of Vile Darkness)
Soul in Larva Form 250GP, +2 DC component (Book of Vile Darkness)
Unicorn Blood 500G, possible +1 DC spell component, if spell requires a fort save, 40% chance to raise DC by 1 (Book of Exalted Deeds)

By Price
Metallic Dragon Heart 7GP, possible +1 DC component, 30% chance to increase DC by 1 (Book of Vile Darkness)
Lillend Scale 15GP, possible +L1 DC spell component, if spell requires a will save, 40% chance, 60% if caster is bard (Book of Exalted Deeds)
Coutl Scale 16GP, possible +1 DC spell component, 30% chance of raising DC by 1 (Book of Exalted Deeds)
Angel Radiance 20G, +1 DC spell component, for spells of dismissal, banishment, dispel evil or to drive out evil fiends (Book of Exalted Deeds)
Angel's Blood 85GP, +1 DC component, evil desrciptor spells (Complete Champion)
Crypt Powder 150GP, +1 DC component, spells targeting undead (Complete Champion)
Soul in Larva Form 250GP, +2 DC component (Book of Vile Darkness)
Essence of Order 300GP component, +1 DC law descriptor spells (Complete Champion)
Unicorn Blood 500G, possible +1 DC spell component, if spell requires a fort save, 40% chance to raise DC by 1 (Book of Exalted Deeds)

Other Spell DC Boosts
Energy (Draconic Aura) – +1 to +4 to DC of spells of acid, cold, electricity or fire. Various ways to increase this bonus. See also the Draconic Aura feat and Dragonblooded. (Dragon Magic)
Gnome Chanting Circle Rune circle, gives +1 DC to illusion spells cast by gnomes inside circle (Races of Stone)
Illusion Veil (brow soulmeld) – +1 DC to illusion spells (Magic of Incarnum)
Magestone (material) – +1 DC (Dungeonscape)
Monster of Legend (template) – +4 DC (Monster Manual II)
Necropolis of Dread (location) – +1 DC fear spells (Dungeon Master's Guide II)
Ocrus-Blooded (template) – +1 DC for Necromancy spells (Monster Manual V)
Planar Bubble (combo) – Cast Planar Bubble on a Xeg-Yi, which is an outsider native to the Negative Energy Plane. The area for 20 feet around it then behaves like the Negative Energy Plane, i.e. bestows negative levels once per round (no save) on anything standing in it.
Saint (Template) – +2 DC to all spells (Book of Exalted Deeds)
Sharulhensa, the Alabaster Towers (affiliation) – +1 DC to enchantment spells, (score 15-22) (Player’s Handbook II)
Spell Barrage (teamwork benefit) – when a team member casts a spell needing a reflex save, all enemies take a -2 on subsequent reflex saves made due to other team members, and functions whether or not opponent makes save.
Temptation (domain) – +1 DC to mind affecting spells against a chosen gender (Fiendish Codex)
Tyranny (domain) – +1 DC compulsion descriptor spells (Complete Warrior)
Unnatural Aura (trait) – +2 to spells with Fear descriptor (Dragon Magazine 356, p89)
Unseelie Fey (template) – Living, nonfey creatures within 5ft suffer a morale penalty to saves equal to character's CHA bonus. (Dragon Compendium).
Vale of Smoke and Fog (location), +1 DC illusion spells (Complete Mage)

Spells with Nonstandard DCs
These spells scale with Casting Level. Here (https://forums.giantitp.com/showthread.php?654710-Raising-Caster-Level) is a thread about how to boost Caster Level.

Kiss of Death (Druid 5) – Does 1d10 Constitution damage, and second 1d10 Constitution damage a minute later. DC is 10 + 1/2 Caster level + WIS Modifier
Mind Poison (Sorcerer 3, Wizard 3) – Does 1d10 Wisdom damage, and second 1d10 Wisdom damage a minute later. DC is 10 + 1/2 Caster Level + INT or CHA Modifier)
Poison (various 3) – Does 1d10 Constitution damage, and second 1d10 Constitution damage a minute later. DC is 10 + 1/2 Caster level + WIS Modifier
Poison Thorns (Druid 5) – Does 1d4 Strength damage, and second 1d4 Strength damage a minute later. DC 10 + 1/2 Caster Level + WIS Modifier)
Spider Poison (Assassin 3, Sorcerer 3, Wizard 3) – Does 1d6 Strength damage, and second 1d6 Strength damage a minute later. DC is 10 + 1/2 Caster level + INT or CHA Modifier

pabelfly
2024-04-03, 07:30 PM
Reserving this post.

Post away. Any suggestions are appreciated.

EDIT: Have to trawl through this to add anything I've missed in my initial search, will do this in a day or two
https://forums.giantitp.com/showthread.php?647286-Increasing-Spell-DC-Mini-Handbook

Anthrowhale
2024-04-03, 08:02 PM
All the Circle Magic classes (Red Wizard, Halruaan Elder, Hathran) can circle magic heighten up to level 20.

The Circle Magic feat from Ghostwalk can heighten up to level 10.

I'm not sure how you want to handle indirect DC increasers, but:
a) Anything that increases your stats also increases spell save DC. This is particularly potent for Owl's Insight which can translate caster level into save DC at a 4-to-1 ratio.
b) There seems to be a dispute about whether DMM[Heighten] works, although in my understanding it should work.

Saintheart
2024-04-03, 09:48 PM
Aa) Anything that increases your stats also increases spell save DC.

Maybe that's best handled by linking to a reasonably comprehensive ability score handbook, like this one. (https://minmaxforum.com/index.php?topic=19943.0)


Also, if Fatespinner 2-5 is going to be in there, that seems to invite whether indirect methods of raising spell DC (i.e. by nerfing saving throws) need to be mentioned. That's a very big subject on its own. Still, if Fatespinner 5 is up for consideration because it smashes saves by -10, then Doomspeak (Champions of Ruin) is probably worth noting too since it does the same thing for 1 round anyway.


Also also, there's the nonstandard spell DCs thing, where the operative DC works on a different formula to that of the standard 10+spell level+casting stat. e.g. Poison calculates its DC as 10+0.5*caster level+Wis mod. DC-raising effects will work for these, obviously, but there's at least a different mechanism to access, i.e. boosting caster level, which I seem to remember you had some notes on (https://forums.giantitp.com/showthread.php?654710-Raising-Caster-Level) :).

A quick and dirty list of the spells I've seen that have this mechanic:

Kiss of Death (MoTW, Drd 5): As Poison (below), but druid-only and a fifth level spell.
Mind Poison (SpC, Sor/Wiz 3): Fort save is DC 10+0.5*caster level+Int/Cha for Sor/Wiz respectively
Poison (SRD, Clr 4, Drd 3): Fort save is DC 10+0.5*caster level+Wis
Poison Thorns (SpC, Drd 5): Fort save is DC 10+0.5*caster level+Wis. Druid-exclusive spell.
Spider Poison (SpC, Ass 3, Sor/Wiz 3): Fort save is DC 10+0.5*caster level+caster’s Int/Cha for wizards/sorcerers respectively (no love for the Assassin who can also cast the damn spell ☹ )

pabelfly
2024-04-03, 11:33 PM
Maybe that's best handled by linking to a reasonably comprehensive ability score handbook, like this one. (https://minmaxforum.com/index.php?topic=19943.0)


Also, if Fatespinner 2-5 is going to be in there, that seems to invite whether indirect methods of raising spell DC (i.e. by nerfing saving throws) need to be mentioned. That's a very big subject on its own. Still, if Fatespinner 5 is up for consideration because it smashes saves by -10, then Doomspeak (Champions of Ruin) is probably worth noting too since it does the same thing for 1 round anyway.


Also also, there's the nonstandard spell DCs thing, where the operative DC works on a different formula to that of the standard 10+spell level+casting stat. e.g. Poison calculates its DC as 10+0.5*caster level+Wis mod. DC-raising effects will work for these, obviously, but there's at least a different mechanism to access, i.e. boosting caster level, which I seem to remember you had some notes on (https://forums.giantitp.com/showthread.php?654710-Raising-Caster-Level) :).

A quick and dirty list of the spells I've seen that have this mechanic:

Kiss of Death (MoTW, Drd 5): As Poison (below), but druid-only and a fifth level spell.
Mind Poison (SpC, Sor/Wiz 3): Fort save is DC 10+0.5*caster level+Int/Cha for Sor/Wiz respectively
Poison (SRD, Clr 4, Drd 3): Fort save is DC 10+0.5*caster level+Wis
Poison Thorns (SpC, Drd 5): Fort save is DC 10+0.5*caster level+Wis. Druid-exclusive spell.
Spider Poison (SpC, Ass 3, Sor/Wiz 3): Fort save is DC 10+0.5*caster level+caster’s Int/Cha for wizards/sorcerers respectively (no love for the Assassin who can also cast the damn spell ☹ )

Ability score link added in. Good suggestion, thank you.

So for lowering save DCs, I'll only include ways that do it without requiring a saving throw (or similar). For the intent of wanting to be a more effective spellcaster, boosting your spell DC is nearly the same as lowering the opponent's saving throw with no save allowed, but if the effect can miss that's not nearly as consistent (or something I'm interested in cataloging). It is a bit arbitrary, but sometimes you have to put limits on what you'll include in these miniature handbooks, otherwise I'll never have the motivation to finish it.

Oh, and I'll include the list of spells with a nonstandard DC score like you give. It's definitely interesting enough to include if you're intent on boosting save DCs.

Saintheart
2024-04-04, 01:23 AM
Ability score link added in. Good suggestion, thank you.

So for lowering save DCs, I'll only include ways that do it without requiring a saving throw (or similar). For the intent of wanting to be a more effective spellcaster, boosting your spell DC is nearly the same as lowering the opponent's saving throw with no save allowed, but if the effect can miss that's not nearly as consistent (or something I'm interested in cataloging). It is a bit arbitrary, but sometimes you have to put limits on what you'll include in these miniature handbooks, otherwise I'll never have the motivation to finish it.

Noted and I get the desire to not blow out scope more than is needed.

In that vein, then, one rough category is bestowing negative levels, since amongst other effects, negative levels nerf a target's saving throws by 1. That said not many methods of bestowing negative levels come as no-save or no-roll options. (Enervation I think is the best all-round method for doing this since it can do 1d4 negative levels at a time, doesn't allow a saving throw to the negative levels, but of course it takes a ranged touch attack to hit.)

If one were looking for no-save methods of bestowing negative levels, there's two pretty situational methods I can think of:
(1) Cast Planar Bubble on a Xeg-Yi, which is an outsider native to the Negative Energy Plane. The area for 20 feet around it then behaves like the Negative Energy Plane, i.e. bestow negative levels once per round (no save) on anything standing in it.
(2) Be a Planar Shepherd 5, do exactly the same thing, only on yourself.

Anthrowhale
2024-04-04, 10:23 AM
In terms of save penalties, Unseelie Fey's "Winter Chill" option imposes the Fey's Cha bonus as a morale penalty to all saves of non-fey within 5'. The range is limiting but could be effective on a sorcadin build.

Saintheart
2024-04-04, 08:39 PM
In terms of save penalties, Unseelie Fey's "Winter Chill" option imposes the Fey's Cha bonus as a morale penalty to all saves of non-fey within 5'. The range is limiting but could be effective on a sorcadin build.

In a similar vein: the Paladin of Tyranny (SRD) has an Aura of Despair that does an untyped no-roll -2 to saving throws within 10'.

I could've sworn the Hexblade's hex was the same, but it unfortunately does come with a Will save.

ExLibrisMortis
2024-04-05, 01:16 PM
Edit: Of course I meant to lead with "This is a very good list, thanks!". So, uh, that.

The Mind Mage (Dragon 313) has some DC-increasing abilities.
At level 3, you get +1 to spell save DCs as long as you have at least 5 pp remaining.
At level 9, you get +2 to spell save DCs as long as you have at least 10 pp remaining. Overlaps with the third-level ability.
At level 10, you can add your casting and manifesting ability modifier together when casting psi-spells (that is, spells cast and powers manifested with a psi-spell feat applied). That can increase the DC quite a bit, especially if you have the same casting and manifesting stat (which is pretty common).

You also get the ability to Heighten a psionic power by one, class level times per day. 3.0 still had Heighten Power, and the mind mage was written with the EPH in mind but without a clear picture of what all was going to get changed. It turned out pretty great, but it has some 3.0isms in there.

Anthrowhale
2024-04-06, 05:14 AM
Earth Spell adds +1 DC to spells that are heightened when standing on the earth.

Troacctid
2024-04-06, 10:02 AM
I could've sworn the Hexblade's hex was the same, but it unfortunately does come with a Will save.
You're probably thinking of the dark companion variant from PH2.

Inevitability
2024-04-06, 10:05 AM
Prophet of the Divine, Power of Faerun. +4 to the DC of compulsion spells (and SLAs and SUs) if you cast them within 3 rounds of a spell that lets you communicate with your deity (like Augury, or, more cheaply and practically, Omen of Peril). Not too practical in combat, but great when casting something like Zone of Truth in a social situation or trying to Dominate a helpless prisoner.

ShurikVch
2024-04-06, 03:26 PM
Base Classes
Druid, Wind Walker 1 (Dragon #311): Zephyr Spellcasting - +1 DC and CL for [air] spells
Druid, Winter Warden 1 (Dragon #311): Cold Casting - +1 DC and CL for [cold] spells
Wizard, Fleshcrafter 15 (Dragon #312): Master of Life and Death - +1 DC vs living creatures

Prestige Classes
Cataclysm Mage 7 (Explorer's Handbook): Ashtakalan Secret - +1 DC to spells of Enchantment (charm) subschool
Dancer of Sharess 7 (Dragon #290): Wiles of the Pleasure Queen - +2 DC to spells of Enchantment school
Dragon Mystic ? (Dragon #296): Draconic Spell Focus - +2 DC to spells which do the same type of energy damage as your Breath Weapon
Eunuch Warlock 1 (Oriental Adventures): Greater Spell Focus - +4 DC for spells of all schools for which you have Spell Focus (including those for which you would take Spell Focus later)
Thrall of Dagon 4 (Dragon #349): Voice of Rapture - +1 DC for language-dependent spells
Thrall of Fraz-Urb'luu 1+ (Dragon #333): Deception - +1 DC for spell of Illusion school; limited times/day - from 1/day at 1st level to 5/day at 9th
Thrall of Malcanthet 4 & 8 (Dragon #353): Charming Voice - +1 DC for language-dependent spells; Dominating Voice - +2 DC for language-dependent spells

Feats
Blood Sorcerer (Oriental Adventures) - +3 DC to all Maho-Tsukai spells
Bloodline of Fire (Player's Guide to Faerûn) - +2 DC on [fire] spells
Charmer (Dragon #325) - +1 DC to spells of Enchantment (charm) subschool (stacks with Spell Focus)
Commanding (Dragon Compendium) - +1 DC to spells of Enchantment (compulsion) subschool (stacks with Spell Focus and Greater Spell Focus)
Corrupt Arcane Studies (Ghostwalk) - +1 DC to all Sorcerer and Wizard spells
Elemental Focus (Dragon #319) - +1 DC to all [air], [earth], [fire], or [water] spells (stacks with Spell Focus and Greater Spell Focus)
Genie Lore (Races of Faerûn) - chose one energy descriptor, get +1 DC for Sorcerer spells with this descriptor (stacks with Spell Focus)
Heir of Lendore (Dragon #319) - +2 DC for spells of Divination school
Jinnbond (Dragon #319) - +2 DC on spell with a selected descriptor (Dao - [earth], Djinni - [air], Efreeti - [fire], Marid - [water])
Lore of the Ur‐Flan (Dragon #315) - +2 DC for all [Evil] Necromancy spells
Reverberation (Savage Species) - +2 DC on [sonic] Special Attack; since spells are Special Attacks...
Sacred Tattoo (Races of Faerûn) - +1 DC for spells you cast in an area Consecrated/Desecrated or Hallowed/Unhallowed to your deity
Shadow Weave Magic (Player's Guide to Faerûn) - +1 DC on spells of Enchantment, Illusion, or Necromancy school
Spellcaster Support (Oriental Adventures) - +2 DC on spells of allied Shugenja

Items, Permanent
Archmage's Hat (Dragon #314) - by casting a spell as a Full-Round Action, add 150% or 200% of your Int mod to the spell's DC (doesn't works for non-Int-based spellcasting); Unpriced
Dagger of the Fireheart (Dragon #350) - +4 DC on (charm), [fire], and Necromancy spells; [Relic]; Unpriced
Gems (Magic of Faerûn) - +1 or +2 DC for a spell from a Wand (depending on the gem and spell); 1,000 or 5,000 gp
Might Stone (Dragon #356) - invest your Spell Known into the Stone (temporary "losing" it), get +2 DC for spells of the same school for times/day equal to the invested spell's level; 28,800 gp
Rings of the Spider (Dragon #318) - Drow with this ring get +1 DC for their Enchantment, Evocation, or Necromancy spells; 6,000 gp
Robe of Transmutation (Dungeon #124) - +1 DC for all spells which change the target's shape; 140,000 gp
Tasha's Grinning Idol (Dragon #359) - +2 DC to spells of Enchantment school; 28,000 gp

Items, Consumables
Oil of the Lamia (Book of Vile Darkness) - when applied to a magic item which produces an effect requiring a foe to make a saving throw, +2 DC vs Good creatures for 1 hour; 2,000 gp
Panaeolo (Lords of Darkness) - +2 DC of arcane spells for 1d4 hours; 250 gp

Other Spell DC Boosts
Saint template (Book of Exalted Deeds): Holy Power - +2 DC for all spells, SLA, Su, and Ex Special Abilities

Saintheart
2024-04-06, 09:40 PM
Runecaster 10 (Players Guide to Faerun): +3 to DC of any spell you cast, added by tracing a rune in the air, becomes a somatic component of the spell. However, increases the casting time of the spell to a minimum full round action.


EDIT: Also...


Reverberation (Savage Species) - +2 DC on [sonic] Special Attack; since spells are Special Attacks...

By this reasoning, Ability Focus (feat) (Savage Species) also gives you +2 DC to all spells, since spells are Special Attacks :)


EDIT: Also also...

Giant Banemagic (Secrets of Xen'Drik) - as Aberration Banemagic from Lords of Madness, but against giants. +2 to DC.



EDIT: Also also also on no-roll nerfs to saving throws:

Battle Magic Tactics (Monster Manual 5, p. 84): Summing up, for every spell with a saving throw that you cast on a target, that target takes a -1 to their saves against your spells (or anyone else who's got this feat) until the end of the round. Best use if you can gatling-gun a lot of spells, or you've got a bunch of spellcasting friends together.

Daisy
2024-04-07, 06:31 AM
Do any of these methods raise the DC of an SLA, e.g. a Warlock's invocations? I realise that anything affecting a specific school is unlikely to, but what about the others?

Saintheart
2024-04-07, 07:15 AM
Do any of these methods raise the DC of an SLA, e.g. a Warlock's invocations? I realise that anything affecting a specific school is unlikely to, but what about the others?

There's Heighten SLA in C.Arcane if it helps...

Daisy
2024-04-07, 07:35 AM
There's Heighten SLA in C.Arcane if it helps...

Yeah, I considered that. Quite "expensive" for what it does. I was hoping for something a bit more universal, like the Veil of Allure. But Warlocks just don't get the love that Wizards do.

ShurikVch
2024-04-07, 07:55 AM
By this reasoning, Ability Focus (feat) (Savage Species) also gives you +2 DC to all spells, since spells are Special Attacks
The important detail there is "Special Attacks": every spell is a separate Special Attack (and thus - legal for Ability Focus feat)

pabelfly
2024-04-07, 08:18 AM
Do any of these methods raise the DC of an SLA, e.g. a Warlock's invocations? I realise that anything affecting a specific school is unlikely to, but what about the others?

I'd have to comb through each ability to check the wording. Maybe I'll do a separate section on it, seems like it would be worth doing.

Specifically for SLAs, Boost Spell-Like Ability gives you +2 to three of your spell-like abilities three times a day. You can pick three of the same ability for that day, or three different abilities for that day, and you can take the feat repeatedly

As for the other suggestions, will try to add them to the thread tomorrow. Had work to catch up on and wanted to catch up on the reading for PHB II. Thanks for your patience.

Saintheart
2024-04-07, 09:16 AM
One more, this one on nerfing saving throws with no-roll options: a Teamwork Benefit.

Spell Barrage (Dungeon Master's Guide 2, p. 193): Leader needs Spellcraft 8 ranks, team members 2 ranks. When a team member casts a spell needing a Reflex save, all enemies take a -2 on subsequent Reflex saves for each subsequent Reflex save made during that round due to other team members. Functions whether or not an opponent makes a save. The benefit itself suggests cheesing this by having UMD rogues cast reflex-drawing spells from wands in order to nerf targets’ saves before the mage comes in with his big blasty spell.

EDIT: Also, while trawling around in Caedrus' Fear Handbook for nerfs to saves, I found a couple of surprises:

Unnatural Aura (Dragon Magazine, Issue 356, Page 89). Taken at 1st level, this trait costs you a -2 penalty for all interactions with animals and vermin. The (untyped) bonus is a +2 on all Intimidate checks and to +2 DC of all spells with the [Fear] Descriptor.

Amulet of Fearsome Might (Dragon Magazine, Issue 332, Page 70). Doubles the radius of the wearer’s innate frightful presence, and increases the DC to save against it by +2. In addition, any spells (or spell-like abilities) with the [Fear] descriptor cast by the wearer have their DC increased by +2. It doesn’t stack (explicitly) with the feats Spell Focus or Greater Spell Focus. This item has a CL of 7, costs 11,100 g.p, weighs 1 lb. and takes up the throat slot.

pabelfly
2024-05-06, 03:50 AM
Okay, I've finally gotten around to editing this thread (tonight).

To do:
ShurikVch's post and onwards
https://forums.giantitp.com/showthread.php?647286-Increasing-Spell-DC-Mini-Handbook

Thanks everyone for their suggestions.

Anthrowhale
2024-05-06, 07:11 AM
Okay, I've finally gotten around to editing this thread (tonight).

To do:
ShurikVch's post and onwards
https://forums.giantitp.com/showthread.php?647286-Increasing-Spell-DC-Mini-Handbook

Thanks everyone for their suggestions.

Great. Revisions for the circle magic users:

Halruaan Elder does not require nongood alignment, the DC improvement happens at ECL 12, and the source book is Shining South.
Hathran is Arcane or Divine, the DC improvement is at ECL 12 (although early entry is possible), and the source book is Player's Guide to Faerun.
Red Wizard's DC improvement happens at ECL 10.
The level of Great Circle Leader isn't very relevant since it grants no DC heightening ability greater than Circle Leader unless the circle participant's spells are L2-.
The equivalent of Halruaan Elder's Circle Link are provided by the feats Ethran and Tatoo Focus at ECL1.

Overall, there's quite a collection of heighten-modifying effects.

Inevitability
2024-05-06, 07:14 AM
Manifest Druid, PGtE p122, increases the DC of spells that 'cause disease or involve poison' by 1.

And speaking of poison spell DCs, maybe specify that Breath of the Jungle isn't a generic boost.

pabelfly
2024-05-06, 06:06 PM
Okay, fixed up the new stuff I added, added all the classes from ShurikVch's post and will work on feats later. Also have to go through https://forums.giantitp.com/showthread.php?647286-Increasing-Spell-DC-Mini-Handbook. Should have everything else besides those.

Saintheart, I'm looking at Runecaster 10, and I'm not quite getting the +3 DC you mentioned is for. Is this talking about the Rune Power ability that doesn't add DC to saving throws of spells, or is there some interaction between several class features I'm not quite getting?

Saintheart
2024-05-06, 08:41 PM
Saintheart, I'm looking at Runecaster 10, and I'm not quite getting the +3 DC you mentioned is for. Is this talking about the Rune Power ability that doesn't add DC to saving throws of spells, or is there some interaction between several class features I'm not quite getting?

... huh. It looks like I missed some amendments to Runecaster in between FRCS and PGtF, with the result of nerfing it since PGtF is the later source and specifically updates FRCS where inconsistent.

FRCS's original wording for Rune Chant said:


Whenever the runecaster casts a divine spell, he may trace a rune in the air as an extra somatic component for the spell. This allows the runecaster to gain the benefit of his rune power ability for the spell.

So FRCS's version of Rune Chant would give you a +3 to the DC of your spells, because by Runecaster 9 your Rune Power is giving +3 to the DC of your runes.

But, and thus the rightful confusion you're having, PGTF appears to have nerfed Rune Chant to read as follows:


A 10th-level runecaster may cast any divine spell to which he has access at +1 caster level by tracing a rune in the air as an extra somatic component.

Which is distasteful even as an increase to Caster Level since it blows out the casting time of the spell to a full round, and makes the case for Runecaster's break point being level 8 even more forcefully than it already was.

So, given all that, at best all I can say is that Runecaster - at levels 2, 5, and 9 - indirectly gives you a +3 to the DC of your spells if they're cast as runes, because that's the level points at which Rune Power is introduced or is upgraded.

Harrow
2024-05-06, 10:36 PM
If you care at all about spells off of magic items, then there's a feat from the Epic Level Handbook called Enhance Item that allows you to use your own casting stat in place of the lowest possible casting stat for magic items you craft yourself. It's an [Item Creation] feat, which is useful for a couple of purposes, but also not [Epic]. You could pick it up at level 1, assuming you already had another [Item Creation] feat to apply it to (likely Scribe Scroll, but who knows what shenanigans people get up to). In the same vein, Dragonmarked had a prestige class called Unbound Scroll that, among other options, can use up daily Dragonmark uses as a swift action to raise the DC of a scroll they're using. Least is +2, Lesser is +3, Greater is +4. It comes online at the 4th level of the class, ECL 9.

Anthrowhale
2024-05-07, 07:09 AM
This may or may not be what you are looking for but Surge of Fortune + Shivering Touch is a can't-miss penalty to a reflex save.

Saintheart
2024-05-28, 10:01 PM
Something I found while looking elsewhere, and admittedly it's kind of cheesy, but:

The Corrupted Creature template from BoVD has the Enhanced Power (Su) ability, which says that: The save DCs of any and all of the corrupt creature's special attacks increase by +4.

As we've discussed further upthread, spells are special attacks. Can be applied to any non-outsider corporeal creature, but ruinous LA if I've read it right.