So, I'm building my evoker mage, and I notice that there are direct-damage spells going all the way up to fifth-level that have a cap of 10th-level on their effects (which is to say in most cases, 10d6).
I'm kind of new to looking over arcane spells myself--haven't played a lot of mages--so I'm interested in finding the point where spells start breaking the 10-cap. If someone's building a mage and want to exceed ten dice, what are good starting points?
I'm kind of new to looking over arcane spells myself--haven't played a lot of mages--so I'm interested in finding the point where spells start breaking the 10-cap. If someone's building a mage and want to exceed ten dice, what are good starting points?