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Maximum caster level

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Maximum caster level[edit]

Many spells are subject to a maximum caster level (MCL). The part of the spell that scales by caster level will no longer scale when the maximum caster level is reached or exceeded, whether through the character's caster level exceeding the MCL or caster level increasing effects pushing the caster level of the spell past the MCL.

It's important to distinguish spell level from caster level and caster level from maximum caster level.

Some general notes:

Maximum caster level is sometimes displayed in spell description. If you have effects that increase your max CL (see below), the description is not updated; game does not display this information anywhere.

Increasing maximum caster level[edit]

A few effects can increase the maximum caster level of spells (and SLAs).

Class abilities
  • Artificer Renegade Mastermaker core ability Constructive Conduit: +6 for curative admixture spells
  • Artificer Renegade Mastermaker tier 5 ability Mastermaker: no cap for Repair spells
  • Cleric Radiant Servant tier 5 ability Cure Focus: no cap for Cure spells
  • Cleric Divine Disciple tier 5 ability Spell_Critical_Damage: +2 MCL to either Light, Negative, & Alignment or Fire, Cold, Acid, Electric, & Force damage spells
  • Cleric Divine Disciple capstone core ability Transcendence: +1 MCL to either Light & Alignment or Negative Energy spells
  • Druid Seasons' Herald core ability Wellspring: +1 MCL for spells appropriate to your season
  • Druid Seasons' Herald core ability Hierophant: +1 MCL to in both seasons
  • FvS Angel of Vengeance tier 5 ability Zealous Faith: +1/2/3 to MCL of Fire, Force, Light, and Physical damage spells
  • Sorcerer Air / Earth / Fire / Water Savant core abilities: +1 MCL to element type in cores 5 and 6, for a total of +2; plus an additional +1 MCL when in elemental form
Racial abilities
Epic+ feats

A few spells are (probably incorrectly) not affected by MCL increasing effects - notably Eladar's Electric Surge and Niac's Biting Cold, forever stuck at MCL 20.

Sorcerer/Wizard spells with maximum caster level[edit]

Only spells that are limited in some part to a maximum caster level (most commonly spell damage) are listed, unless the absence of a MCL is notable.

Spell Spell
Level
Max
Cast
Level
Damage
Type
Notes
Acid Spray 1 5 Acid
Burning Hands 1 5 Fire
Chill Touch 1 5 Negative
Disrupt Undead 1 ? Positive Needs testing, probably no cap
Magic Missile 1 9 Force Number of missiles, not affected by MCL increases
Niac's Cold Ray 1 5 Cold
Ray of Enfeeblement 1 10 n/a
Repair Light Damage 1 5 Repair
Shocking Grasp 1 5 Electric
Sonic Blast 1 10 Sonic
Electric Loop 2 10 Electric
False Life 2 10 n/a
Melf's Acid Arrow 2 5 Acid
Repair Moderate Damage 2 10 Repair
Scorch 2 10 Fire
Scorching Ray 2 11 Fire Number of rays, not affected by MCL increases
Snowball Swarm 2 10 Cold
Acid Blast 3 10 Acid
Chain Missiles 3 19 Force Number of missiles, not affected by MCL increases
Dispel Magic 3 10 n/a Not affected by MCL increases?
Fireball 3 10 Fire
Frost Lance 3 11 Cold Number of rays, not affected by MCL increases
Lightning Bolt 3 10 Electric
Protection from Energy 3 10 n/a
Repair Serious Damage 3 15 Repair
Acid Rain 4 15 Acid
Burning Blood 4 20 Acid, Fire
Death Aura 4 20 Negative
Fire Shield 4 15 Cold, Fire
Fire Trap 4 20 Fire
Force Missiles 4 12 Force Number of missiles, not affected by MCL increases
Ice Storm 4 15 Cold
Negative Energy Burst 4 10 Negative
Repair Critical Damage 4 20 Repair
Wall of Fire 4 15 Fire
Ball Lightning 5 15 Electric
Cloudkill 5 20 Acid
Cone of Cold 5 15 Cold
Cyclonic Blast 5 20 Untyped
Eladar's Electric Surge 5 20 Electric Not affected by MCL increases
Niac's Biting Cold 5 20 Cold Not affected by MCL increases
Prismatic Ray 5 ? Acid, Electric,
Fire
No maximum?
Protection from Elements 5 10 n/a
Repair Light Damage, Mass 5 25 Repair
Chain Lightning 6 20 Electric
Disintegrate 6 20 Untyped
Greater Dispel Magic 6 20 n/a Not affected by MCL increases?
Necrotic Ray 6 ? Negative Needs testing, supposedly no cap
Otiluke's Freezing Sphere 6 20 Cold
Reconstruct 6 15 Repair
Repair Moderate Damage, Mass 6 30 Repair
Banishment 7 ? Untyped Needs testing
Delayed Blast Fireball 7 20 Fire
Finger of Death 7 25 Negative
Prismatic Spray 7 ? Acid, Electric,
Fire
No maximum?
Protection from Elements, Mass 7 10 n/a
Repair Serious Damage, Mass 7 35 Repair
Black Dragon Bolt 8 25 Acid
Horrid Wilting 8 20 Untyped
Incendiary Cloud 8 ? Fire Needs testing, supposedly no cap
Polar Ray 8 25 Cold
Repair Critical Damage, Mass 8 40 Repair
Sunburst 8 25 Light

Cleric/Favored Soul spells with maximum caster level[edit]

Only spells that are limited in some part to a maximum caster level (most commonly spell damage) are listed, unless the absence of a MCL is notable.

Only spells not on the Sorcerer/Wizard list are listed, as spells shared with the Sorcerer/Wizard count as "Arcane" when cast by Clerics/Favored Souls, notably for effects like Arcane Augmentation.

Spell Spell
Level
Max
Cast
Level
Damage
Type
Notes
Cure Light Wounds 1 5 Positive
Divine Favor 1 9 n/a
Inflict Light Wounds 1 5 Negative
Nimbus of Light 1 ? Light Needs testing
Aid 2 10 n/a
Close Wounds 2 5 Positive
Cure Moderate Wounds 2 10 Positive
Deific Vengeance 2 10 Good
Inflict Moderate Wounds 2 10 Negative
Aid, Mass 3 15 n/a
Cure Serious Wounds 3 15 Positive
Glyph of Warding 3 10 Untyped
Inflict Serious Wounds 3 15 Negative
Searing Light 3 10 Light
Chaos Hammer 4 10 Chaotic
Cure Critical Wounds 4 20 Positive
Divine Power 4 ? n/a Needs testing
Holy Smite 4 10 Good
Inflict Critical Wounds 4 20 Negative
Order's Wrath 4 10 Law
Panacea 4 20 Positive
Unholy Blight 4 10 Evil
Cure Light Wounds, Mass 5 25 Positive
Divine Punishment 5 20 Light
Flame Strike 5 15 Fire, Alignment
Inflict Light Wounds, Mass 5 25 Negative
Blade Barrier 6 15 Slash
Cometfall 6 20 Bludgeon
Cure Moderate Wounds, Mass 6 30 Positive
Greater Glyph of Warding 6 20 Untyped
Harm 6 15 Negative
Heal 6 15 Positive
Heroes' Feast 6 20 n/a
Inflict Moderate Wounds, Mass 6 30 Negative
Cure Serious Wounds, Mass 7 35 Positive
Destruction 7 ? Bane (Untyped) No maximum?
Inflict Serious Wounds, Mass 7 35 Negative
Cure Critical Wounds, Mass 8 40 Positive
Fire Storm 8 ? Fire Needs testing
Inflict Critical Wounds, Mass 8 40 Negative
Heal, Mass 9 25 Positive