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[3.X] I'm looking for ways to boost my caster level...

Silent Wayfarer

Validated User
...for spells and SLAs. I know Improved Caster Level bumps me up by +4, up to my full character level, but is there anything else I'm missing?


Warrior Kobold
RPGnet Member
Validated User
The Ring of Arcane Might in Complete Mage or Arcane (I forget which offhand) will bump it up by a further +1.

Catharsis Cat

Live Action Anime Girl
Validated User
Archmage and Red Wizard Prestige classes can bump up caster level by up to +5 each, though in the Archmages case you need to sacrifices spell slots to achieve the goal. If you're multiclassed thpugh they may be difficult or undesirable to take. For Divine caster their is the Heirophant, but you don't gain additional spells per day from levels in that class.

If you are a warrior mage, The Abjurant champion lets your caster level equal your BAB.

The organge ioun stone also grants +1 caster level.
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Master of Mutant Design
Validated User
Go to rpgnow and download The Practical Enchanter from Distant Horizon (there is a freeware version). It has a section on spells that boost caster level.


Ne plus ultra
Validated User
What caster class do you want to boost?

Clerics get more ways of raising caster level from items than other classes. Prayer beads (karma), some domain powers come to mind.

For arcane casters, robes of the archmagi is the only one I can remember, and that's a limited bonus, +2 caster levels for spell penetration only.


Retired User
I have the same issues: I asked my GM to create a CL boost feat and he was against it (no reason; just too much work or, I suspect, worry on his part that he'll allow a game-breaking feat).

My aim was to improve my dispel ability when we'll go against the main wizard villain.

here's what he got from a forum
Hope it helps: I didn't get anything
Extra "Caster-Levels"...

Are there any spells (or items, or skills) that actually augment a caster's "Caster Levels" so it may become easier to affect targets with spells cast afterwards?


Name Violation


There’s the ioun stone that gives +1 to caster level (and a cheesy argument that they can stack)



Robe of the Archmagi gives a +2 on CL checks to bypass SR, so in that respect it does. In fact, an elven wizard with Spell Penetration, Greater Spell Pen, the Robes and the Ioun Stone has a +9 on such checks, which is pretty phenomenal.



Bead of Karma, adds +4 to a cleric's caster level.



Great stuff guys... Are there any FEATS?



Can't think of any feats but in the spell compendium there is a magic tattoo that increases your CL by 1 for 24 hours (It's not a magic Item, it is a spell)



In Complete Mage, they introduce reserve feats which grants a small ability as long as you have a spell of the appropriate type and level memorized or available. In addition, each one grants you a +1 competence bonus to caster level with spells of appropriate descriptor or school.

Example: Winter Blast is a reserve feat that needs a second level spell with the cold descriptor. As long as you have a cold descriptor spell memorized (wizard, cleric, witch, paladin, ranger, druid) or available slot of the appropriate level AND you have an appropriate (one with cold descriptor) spell known (sorcerer, oracle, bard, summoner, inquisitor) then you gain a small cone of cold that is usable at will and get stronger with the higher level spell of the appropriate type memorized or known and slot available. In addition to this nifty cone you would get a +1 caster level when it concerned spells with the cold descriptor.

There's a lot more available in Complete Mage and you can also check Complete Champion for a few more.

Dragonchess Player


There is the trait Magical Knack, which adds +2 to the caster level for one class. However, it specifically states that the CL cannot exceed the character's HD.

Also, the Rise of the Runelords Player's Guide has the feat Varisian Tattoo, which could be used in Pathfinder even though it was designed for 3.5 D&D.


Varisian Tattoo

You bear intricate tattoos which inspire and empower your natural magical abilities. These tattoos mark you as a worker of the ancient traditions of Varisian magic.

Prerequisite: Spell Focus in matching school.

Benefit: Select a school of magic other than Divination in which you have Spell Focus--you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell-like ability a number of times a day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and its Varisian name) are as follows:

Abjuration: Resistance

Conjuration: Acid splash

Enchantment: Daze

Evocation: Dancing lights

Illusion: Ghost sound

Necromancy: Touch of fatigue

Transmutation: Mage hand

A Varisian tattoo typically consists of a long string of characters in Thassilonian, the language found on ancient monuments of the land. Most are quite complex, running the entire length of an arm or leg.



In Unearthed Arcana their is a trait that lets you boost your caster level for 1 school of magic by 1, while lowering your caster level for all the others by 1. Called Spell Gifted.


Dragonchess Player wrote:

No feats, but there is the trait Magical Knack, which adds +2 to the caster level for one class. However, it specifically states that the CL cannot exceed the character's HD.

Which is similar to the 3.5 feat practiced caster which give you +4 caster level, but your caster level cannot exceed your hit dice.

Andrew Betts


Well there's always Spell Penetration and Greater Spell Penetration that increase your caster level for the purpose of overcoming Spell Resistance (+2 for each feat for a total of +4)



Ultradan wrote:

Are there any spells (or items, or skills) that actually augment a caster's "Caster Levels" so it may become easier to affect targets with spells cast afterwards?

Also remember the feat Heighten Spell which allows you to cast a spell at a high spell level then it normally is, and raise the DC appropriately. Might not be the same thing that you are looking for, but is a great way to raise the DC for some spells.

Abraham spalding


Bloatmage Initiate is a feat in the campaign setting book. It improves your caster level for one school of magic, at some stiff penalties.

I have a character I'm toying with playing if I ever start a PFS game:

Human Wizard

Int 20 Cha 7

Spell Focus (evocation) -- class bonus

Varasian Tattoo (Evocation) -- 1st level feat

Bloatmage Initiate -- human bonus feat

This character will have a caster level of 3 (at first level!) for evocation spells, meaning (among other things) that I get 2 magic missiles from one casting at level 1 (or 3d4 for my burning hands spell).



Don't forget the bard!

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Emphasis mine.
Remco Sommeling


It is meant for wether you can be affected by a sleep or colorspray spell for example.
deathknell did give +1 CL though, think it still does.



It isn't really Hit Dice dependent though, it will have to be casterlevels or levels in a spellcasting class specifically, it would affect the DC for stunning fist though or wether you can be affected by a sleep or colorspray spell.

deathknell did give +1 CL though, think it still does.

But Magical Knack is capped by HD. Inspire greatness increases your HD.

So if you combine them, then a pure caster can effectively increase their caster level by 2.
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Master of Mutant Design
Validated User
Steve Peterson designed a feat and posted it to Enworld (somewhere) that boosted a caster's level by 1 at the cost of 4 hit points (permanent drain). If you want power, you have to pay for it.
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