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Thread: High-CL-cap 1st-level spells?
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2010-09-23, 02:55 AM (ISO 8601)
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- Jan 2007
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- Canada
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High-CL-cap 1st-level spells?
Or even uncapped? Basically, I'm a level 8 Wizard and I want to find a use for the Arcanist's Gloves I bought ages ago (cause selling them for only 250 gp is somewhat heartbreaking). What are some 1st-level spells that actually benefit from having CL 10/11?
Last edited by Wonton; 2010-09-23 at 02:56 AM.
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2010-09-23, 03:24 AM (ISO 8601)
- Join Date
- Dec 2004
Re: High-CL-cap 1st-level spells?
Maybe look for spells with durations. Your Shield and Mage Armor can last a bit longer, or a Thunderhead spell will get a few more rounds added to it. I think the gloves were designed to be readily available to lower level casters, but then become useless later on when you get better item options, such as Gloves of the Starry Sky from the Raiment of the Four set.
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2010-09-23, 03:43 AM (ISO 8601)
- Join Date
- Jan 2010
Re: High-CL-cap 1st-level spells?
hmm.
Burning hands/assault of stone cap at 5
magic missile and lesser orbs cap at cl9
ray of enfeeblement caps at 10?
buffs dont cap so much, mage armour is probably best for the duration.
although the CL buff also applies to spell penetration, which works on all of your offensive level 1's
Chill Touch and acidic grasp...? i dont remember a cap off the top of my head. it basicly lets you keep touching for extra rounds... pretty handy with spectral hand, as it allows you to do stuff for a whole combat
meta magic'd level ones (that arnt heightened) also count for this, as they retain their origional spell level
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2010-09-23, 05:08 AM (ISO 8601)
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- Jul 2009
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Re: High-CL-cap 1st-level spells?
"Intensify Spell" from the Pathfinder Advanced Player's Guide let you raise the cap on your damage dice for any spell by 5. Raises it one spell level.
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2010-09-23, 07:10 AM (ISO 8601)
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- Jan 2010
Re: High-CL-cap 1st-level spells?
ooooh, shiny!
can anyone say "Conflagarate"?
but that reminds me - is there an equivalent in 3.5?
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2010-09-23, 07:51 AM (ISO 8601)
- Join Date
- Dec 2004
Re: High-CL-cap 1st-level spells?
There sure is.
Edit: er, more like this one. I was going by the name and didn't bother reading it.Last edited by Biffoniacus_Furiou; 2010-09-23 at 07:52 AM.
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2010-09-23, 09:25 AM (ISO 8601)
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- Feb 2006
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- Seattle, WA
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Re: High-CL-cap 1st-level spells?
Ray of Enfeeblement (and Clumsiness) both cap at 1d6+5 Str (Dex) penalty at CL10. Thats kinda worth it. Lesser Orbs are 1d8/2 CLs, which cap at CL10 (5d8).
Um, Ectoplasmic Armor (Armor bonus that works vs Incorps) scales infinately, IIRC. Rather limited in its use, but when you need it, it saves your tush.
Can't think of too much else off the top of my head. Keep in mind that increased CL also increase a spells ability to penetrate SR, if that ever becomes a problem.