![]() ![]() What is the power of the item? Spell storing. Note the text: level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.įor potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level.įor other magic items, the caster level is determined by the item itself. The caster level determines the item’s saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). Rod of Cancellation set the 9th level spell dc (mage’s disjunction) at 23Ĭaster Level (CL): The next item in a notational entry gives the caster level of the item, indicating its relative power. Javelin of lightning set the 3rd level spell dc (lightning bolt)at 14. elixir of Repression set the 2nd level spell dc (calm emotion) at 13. necklace of fireballs set the 3rd level spell dc (fireball) at 14 and not 13. So minimum dc for stored spells would be :Ġth level spell => 10 ability score =10 dcĪnd if higher level then 3rd spells (like for rings etc) 13 for 2nd as 10+ 2nd level +1 for 12 in ability etc. Which is why items that do cast spells and have the minimum dc usually set them up with minimum ability score to cast said spells in mind, dc 10 for 0st level spells, 11 for 1st, 13 for 2nd etc.ġ0+0 for 0 level, 11+0 for 1st as 11 score of ability is +0. (the same ability that grant it pseudo-caster level to cast the spell also grant it pseudo-ability score to cast the spell) This one can cast spells so it MUST have ability score, as you need a minimum caster level to cast spells and a minimum of an ability score of 10+ spell level to cast a spell. but items generally also do not cast spells. Items generally do not have an ability score. ![]() It also doesn't have ability scores (and no rule that says it adds them, anyway), so the DC will just be 10 + spell level. Furthermore, the armor is the caster of the spell, and thus it would be the armor that gets any effect benefitting the caster (like the temporary HP from Vampiric Touch), not you.ĭerklord wrote. Oh, and by the way: "Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as an immediate action if the wearer desires." The armor doesn't have metamagic feats, bloodlines, or whatever. You can cast an intensified Vampiric Touch as a 3rd level spell (if you can do so) on the armor, but it what the armor then casts works identical to if you had cast the spell without metamagic. It would be eligible, because the level of a spell is set at casting, but it wouldn't change what the item casts. I hope it helps.Mechanical Pear wrote: So, even though I can cast some sort of +1 metamagic Vampiric Touch, and have a way to personally make that a level 3 spell, it wouldn't be eligible for Spellstoring? If I was willing to take a second bloodline and wait a couple extra levels I could now easily be hitting for 15d6+31 with fireball (and a post-errata goblin drum).Īnyways, that's just my 2cp. I've played a 6th-level sorcerer with 10d6+20 fireballs (using the above, plus a pre-errata goblin drum). That's at least a +8 caster level boost! If you're lucky, if you pickup the traits with the Additional Traits feat, your GM may allow you to double their bonuses to caster level from the Spell Perfection feat.Īlso consider taking the orc and/or draconic bloodline (or the solar bloodline) if you're a sorcerer. The following resource investments should help to acoomplish that. I suggest starting with a spell with no damage caps, or a spell with a very high damage cap then boosting the hell out of your caster level. Second, yes, there are plenty of ways to boost the damage dice of a spell, but very few to get past those caps. As such it is really only good for raising spell DCs, or getting past globes of invulnerability. That feat boosts spell level, not caster level. First, the Heighten Spell metamagic feat doesn't increase a spell's damage caps. ![]()
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