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E6: The Game Inside D&D
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<blockquote data-quote="NichG" data-source="post: 5324746" data-attributes="member: 44666"><p>Even in an E6 universe, it's possible for mortal mages to get fairly high caster levels if they use the right feats and things like magical locations. You can get +2 or +3 caster level via Elder Giant magic, +1 to spells of certain subtypes with domains or reserve feats, etc. At that point, you can start making Ioun stones... This makes things > caster level 6 logically exceedingly rare, but not impossible for specialized wizards or clerics to produce. When I ran an E6 game, one of the PCs went this route and was able to get his caster level for item creation obscenely high by the end of the campaign by bootstrapping his way up - it was somewhere around 18 when he was in the right circumstances: on a ship, with a full moon out, in his sanctum, etc, etc. That's as a wizard; it would've been much easier if he had been a cleric - there are feats that let you exchange turn attempts for up to +3 caster level, the bead of Karma is +4, the Ankh of Ascension is +4...</p><p></p><p>Another way you could do it that requires less character optimization would be to grant a bonus to caster level for using a magical location in order to require questing to make things > caster level 6. Go to the heart of a volcano to forge a flaming sword, go to the corpse of a god on the Astral to make a bag of holding... </p><p></p><p>Maybe certain materials are available that bridge the gap for specific items you want to be common but are otherwise too high caster level. Phase spider silk is, if not trivial to get, available in quantity in principle, and is listed as being a major component for portable holes.</p><p></p><p>So there are a couple ways around the item issue.</p></blockquote><p></p>
[QUOTE="NichG, post: 5324746, member: 44666"] Even in an E6 universe, it's possible for mortal mages to get fairly high caster levels if they use the right feats and things like magical locations. You can get +2 or +3 caster level via Elder Giant magic, +1 to spells of certain subtypes with domains or reserve feats, etc. At that point, you can start making Ioun stones... This makes things > caster level 6 logically exceedingly rare, but not impossible for specialized wizards or clerics to produce. When I ran an E6 game, one of the PCs went this route and was able to get his caster level for item creation obscenely high by the end of the campaign by bootstrapping his way up - it was somewhere around 18 when he was in the right circumstances: on a ship, with a full moon out, in his sanctum, etc, etc. That's as a wizard; it would've been much easier if he had been a cleric - there are feats that let you exchange turn attempts for up to +3 caster level, the bead of Karma is +4, the Ankh of Ascension is +4... Another way you could do it that requires less character optimization would be to grant a bonus to caster level for using a magical location in order to require questing to make things > caster level 6. Go to the heart of a volcano to forge a flaming sword, go to the corpse of a god on the Astral to make a bag of holding... Maybe certain materials are available that bridge the gap for specific items you want to be common but are otherwise too high caster level. Phase spider silk is, if not trivial to get, available in quantity in principle, and is listed as being a major component for portable holes. So there are a couple ways around the item issue. [/QUOTE]
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