Best 1st/2nd Level Spell with Scaling

Pinotage

Explorer
I'm creating a character for a new game, and was thinking of getting an auxillary damage dealing wand for those pesky critters that can't be sneak attacked. I'm wondering what low level (1st or 2nd) spell scales the best at higher levels for the best price to damage ratio. By the looks of it, the Lesser Orb spells from Complete Arcane win the prize, but I was wondering if I'd missed something.

Pinotage
 

log in or register to remove this ad


Orm said:
Isn´t a wand only minimal caster level? So no upscaling with levels?
What you want is a staff.

Not that I'm aware of. A wand can be crafted at a higher caster level. The DC will still be determined by the minimum ability score required to cast the spell, but as the magic missile wands indicate, you can scale caster level in a wand.

Pinotage
 

OK, my wrong. But
SRD said:
Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of
magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the
staff.
This means that staffs are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score
to set the save DC for the spell, spells from a staff are often harder to resist than ones from other magic items, which use the
minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration,
and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target’s
spell resistance.
So still no upscaling with wands. Otherwise an entry like this would be mentioned under the wand description as well. Once the CL of the spell in the wand is set, it remains set.
 

Orm said:
OK, my wrong. But

So still no upscaling with wands. Otherwise an entry like this would be mentioned under the wand description as well. Once the CL of the spell in the wand is set, it remains set.
Correct but there is nothing to stop the creator of the wand from setting a higher caster level than the minimum required.
 

Yes, I'm aware of that. I'm asking what you should set the wand caster level as for a low level spell to get the best price to damage ratio. Setting a lesser acid orb to CL 9, gives 5d8 damage on a ranged touch attack, average 22.5, no SR, no save. For Magic Missile, you can set it at CL 9 for 17.5 average, but autohit and a force effect, SR applies. For Shocking Grasp, you can set it at 5th level, for 17.5 average, no Save, SR applies. For Melf's Acid Arrow, you can set it to CL 6, for total 6d4, average 15, plus concentration checks, no SR, no Save, on a ranged touch. Produce Flame is also good.

Some of these spells scale better than the higher level spells. Take Searing Light, for example. Against normal creatures at CL 6 it does 3d8, no Save. Against undead, 6d6, no Save, but SR applies. Still, a charge from that wand costs 6x3=18x15=270 gp, while the Lesser Acid Orb charge costs half that for more damage. Sure Searing Light is untyped.

So, I'm really wondering which is the best for a rogue-type with high Use Magic Device against undead and other sneak attack immune creatures.

Pinotage
 

The difference is that a staff can be used at the higher of the crafter's or user's caster level. So if the crafter was CL 12 and the user is CL 16, you use CL 16 for level-dependent effects.

If the same crafter and user were involved with a wand, the spell would use CL 12.
 

After rereading the original post again I think I´m wrong again. At first I thought, the wand should "improve" with the levels of the user.
I should not let the work distract me from posting :)

Greetings
Orm
 


Produce Flame. Gets max damage at caster level 5. A simple extend doubles the duration for minimum cost. An extended produce flame at caster level 5 as the same effectiveness as a produce flame at caster level 10 but cheaper to produce as an item.
 

Remove ads

Top