![]() Thus, it effectively adds 'spells known' to the sorcerer, and that is by far his most limited resource. The feat allows the Sorcerer to make use of his lower level spells without a significant cost in spell slots. I think Intensify works best for a Sorcerer as opposed to any other class. Chain Lightning, Disintegrate, and Horrid Wilting cap at 20th level, so unless you are playing in a campaign past lvl 20, your 6th lvl + spells won't have any use for Intensify spell at all. So unless you are around 19th or 20th caster level, intensify won't do much for a Cone of Cold.Īnd at highest levels, the spells aren't effectively capped. And at the same level, the higher level spells such as Cone of Cold cap out at 15th level anyways. So these spells don't benefit much from Intensify until around 14th caster level, when you start to get a 40 to 50% boost from the feat. Now even at 6th or 7th level they might not be worth intensifying, but at around 9th or 10th level and above you are getting a 100% increase in damage for a one level spell slot boost.Īt higher levels, you have your spells that cap out at 10th caster level, such as Fireball and Lightning Bolt. Both those spells cap out at 5th caster level. ![]() And at those levels, the higher level spells that the caster will have won't be subject to the cap yet.įor instance, as Blave pointed out, 1st level spells like Burning Hands and Shocking Grasp are useful with intensify spell because they cap out quickly and would only occupy a 2nd level spell slot when intensified. That is because the level caps for damage dice don't start to come into play until around 11th level, and don't matter a whole lot until about level 15. Intensify spell will see most of its usefulness on lower level spells, at least until you get to about lvl 15+.
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