Crafting above your CL

quaidbrown

First Post
I was curious if anybody has found ways to legally create items above your caster level. I seem to recall a spell that lets you add +2 to your caster level for a certain amount of time, but haven't been able to find it. I wanted to see if I could make a smith's hammer using this spell that would let me make magical arms and armor with a CL bonus.

Any ideas?

Thanks
 

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Caster level enhancements are very powerful and equally rare. There are some spells that will do it, but none that I know with a duration long enough for crafting. The ever popular Orange Ioun Stone is the only item I know that isn't a short-term boost.

The Artificer class (ECS) has an effective +2 CL for meeting requirements, but not for actual effects. (ie, make a scroll of Fireball at 3rd level, but it only does 3d6 damage.) This is the only thing I can think of that sounds like what you're looking for. Creating an item of similar power, or one that actually added CL to the item's effectiveness, would be very pricey. Since I'm always suspicious of bypassing balance limitations I'd say a minor artifact or wonderous location. Not anything that can be gotten easily, in other words. Although a wonderous location like that would make a great goal for a story arc.
 

Battlesmith, Races of stone.

It gives you +3 CL per level of it for purposes of making certain items (Armor and weapons I think).
 

A Paladin has two spell-like abilities, so technically, it would appear to me that a 12th level paladin could craft at level 12 rather than his caster level of 6, but that's probably not helpful. :)
 

Interestingly, when crafting cooperatively, Caster Level is determined by the caster level of the person supplying the XP... not necessarily the person supplying the spell prerequisite.

For example, a 5th level cleric can supply the spell prerequisites for a Staff of Healing... even though the staff has a minimum caster level of 8. It only requires that he be cooperating with, say, a Wizard-12 who has the Craft Staff feat. If the wizard pays the XP, then we end up with a staff that casts Cure Serious Wounds at a CL of anything from 8th to 12th, even though the cleric supplying the spell during creation can't cast it at a CL higher than 5th.

-Hyp.
 

Let's get more interesting. Isn't it the case that the Good domain ability would kick in if you used any Good spell as a prerequisite?
 

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