Feat question: Removing caps on spell effects

Elephant

First Post
Are there any feats published somewhere that allow caps on spell effects to be removed or increased?

For example, is there a feat that allows Cure Light Wounds to heal 1d8+10 points of damage by a 10th level cleric, instead of 1d8+5?

Or one that allows 10 Magic Missiles to be fired by a 19th level caster.

If such feats exist, where would I find them?
 

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Not that I know of. But I used my DM power to remove all dice damage caps. Guess I should allow a cleric to equal their level in healing as well, just to be fair.
 

Enhance Spell from the Epic Level Handbook increases a spell's damage cap by 10 (for damage per level spells) or 5 dice (for damage per half level spells) , and uses up a spell slot four levels higher. It doesn't affect spells that don't deal damage.

Intensify Spell, also from the Epic Level Handbook, lets you maximize the numeric values, then double them, beyond the normal cap, and uses a spell slot seven levels higher. That affects healing spells and damage spells.
 
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Milkman Dan said:
Enhance Spell from the Epic Level Handbook increases a spell's damage cap by 10 (for damage per level spells) or 5 dice (for damage per half level spells) , and uses up a spell slot four levels higher. It doesn't affect spells that don't deal damage.
Bearing in mind that the ELH is 3.0, that seems a little redundant, given stacking empower spell as an option.
 

Treebore said:
Not that I know of. But I used my DM power to remove all dice damage caps. Guess I should allow a cleric to equal their level in healing as well, just to be fair.
Out of curiosity, did you do anything to increase the power of fighters, or were there any other campaign-specific changes that figured into this change? Perhaps your PCs are all gestalt characters? Something?

Because taken alone, it seems to boost spellcasters to insane power-levels in comparison to the non-spellcasters.
 

Elephant said:
Are there any feats published somewhere that allow caps on spell effects to be removed or increased?

Increased : there's something like that in the Races of Faerun. I sort of remember a feat like Calishete Elementalist allowing 11d6 fireballs at 11th level. You might want to check.
 

Damage Caps are there for a reason- they keep game balance and without them, there's no reason to get higher-level spells. As I said in the other thread on this topic, why use a Cure Moderate for 28 points of healing when you can use a Cure Light for 24 points, and only use a 1st-level spell slot? Why take Meteor Swarm when you could let off a Quickened, Empowered Fireball and an Empowered, Maximized, Enlarged Fireball in the same amount of time, dealing at least twice the damage?
 

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