Beating the 10-level cap on direct-damage spells. Where does it start?

GorTeX said:
kinda a pet peeve of mine--and one that is relatively insignificant really--but you are slightly off here.

an empowered Scorching ray does (4d6)x1.5 damage per ray, not 6d6 damage.
an empowered Fireball does (10d6)x1.5 damage, not 15d6.
While I do not disagree, could you point to where this is stipulated (or at least discussed)? Increasing the dice (where suitable) seems like one possible interpretation of "All variable, numeric effects of an empowered spell are increased by one-half.". While this would not be suitable for say, 1d4+1 or even odd numbers of d6's, I'm unsure if peevishness is completely warranted for doing this where suitable.
 

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Plane Sailing said:
Empower spell.

Thus an empowered scorching ray does 3 x 6d6 damage (potential 18d6 equivalent if they don't have fire resistance) as a 4th level spell once you reach 11th level.

empowered fireball does 15d6 as a 5th level spell (once you are 10th level)

(divine magic breaks the 10d6 cap quickest of course - with druid flamestrike having a 15d6 cap as a 4th level spell. Remind me again how arcane casters are the blasters, hmmm :))
Well, as long as mages get to keep scorching ray...and energy spheres. Man, that one's a well-kept secret.
 

So... if I Heighten a fireball to 4th level... is it now able to max out at 15 dice, as per DMG p.36?

SRD said:
HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Mike
 


For a blaster mage, metamagicked scorching ray, fireball and orb spells (Complete Arcane) kick ass. If you don't have the orb spells you'll need assay resistance (Complete Arcane) to punch thru spell resistance. Don't overlook magic missile, it's overpowered for its level and works on everything, particularly strong versus incorporeal foes.

For the metamagic, look at the feats Empower Spell, Sudden Maximise (Complete Arcane), Arcane Thesis (Players Handbook II) and Metamagic School Focus (Complete Mage) and also a metamagic rod - empower spell is best imo. Energy Substitution (Complete Arcane) can be handy if you fight a monster with fire immunity or high energy resistance.

If the group has a lot of fights before resting you may need a reserve feat from Complete Mage. These let you keep blasting all day long without ever running out of juice. Otherwise you could get a wand of magic missiles. If you use wands a lot the feat Wand Mastery might be worth taking, as it adds 2 to the wand's caster level.

To be a decent blaster mage you must go beyond core. Core only blaster mages are rubbish.
 
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mikebr99 said:
So... if I Heighten a fireball to 4th level... is it now able to max out at 15 dice, as per DMG p.36?

You wish. ;)

Actually, I'd be okay with it if it was heightened to 5th-level (at 3rd-level, fireball is already at the second stage of being 10 dice, so I'd stick with this pattern), but that's me. Main reason I would be okay with this is I would have no problem with someone researching a 5th-level fireball spell at 15d6 damage, and if I'm okay with that, I'm okay with them burning a twice-heightened 5th-level spell slot to cast a 5th-level spell that now deals damage as a 5th-level spell.

Wow, that was a lot of "5th-level".
 

Felon said:
Well, as long as mages get to keep scorching ray...and energy spheres. Man, that one's a well-kept secret.

Energy Spheres is okay. It's obviously good at 10th level, and 15th level, and 20th level. But in betweem it's not as good.

For reference, it's a 4th level spell that creates 5 spheres of different energy types, (acid, cold, electricity, fire and sonic energy.) each of which does (I think) 5hp damage for every 5 caster levels (max 20 each), or it prevents the same amount I think.
 

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