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Maximum caster level

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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.

MCL is displayed in the caster level line of the spell description.

Caster level, Maximum caster level, and Spell level are often easily mistaken for one another. Below are the differences between the three.

  • Caster level determines the power of a spell. Caster level is what the damage dice of a spell is multiplied by, how long a spell lasts, and is added to your Spell Penetration bonuses to bypass Spell Penetration.
  • Maximum caster level determines the limits of a spell. If a spell's Caster level is higher than its Maximum caster level, that spell's power is lowered, discarding all damage dice granted by caster levels above the maximum. A spell above Maximum caster level still receives Caster level bonuses to Spell Penetration and duration.
  • Spell level determines the complexity of a spell. A spell's DC is increased by 1 per Spell level. Heighten can be used to raise a spell's DC up to as if it were the same as the highest Spell level spell you could cast from that class.

Effects that increase maximum caster level[edit]

Effects which grant 'No MCL' to an effect actually raise the MCL of the effect to 101, then display it as 'no maximum caster level'.

Item enchantments[edit]

Sentient Filigree[edit]

Class abilities[edit]

Alchemist
Artificer
Bard
Cleric
Druid
  • Blightcaster's Hive and Thorn forms grants +1 (ML4) or +3 (ML13) to Poison spells and Acid or Thorn 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
Favored Soul
  • FvS Angel of Vengeance tier 5 ability Zealous Faith: +1/2/3 to MCL of Fire, Force, Light, and Physical damage spells
Monk
Sorcerer
  • 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
  • Wild Mage: +2 from cores, +2 if you embrace wild magic
Wizard

Race abilities[edit]

Dragonborn
Dwarf

Epic abilities[edit]

  • Epic Knowledge: +1 MCL with all spells, granted automatically to all characters at levels 22, 24, 26, 28, 30
  • Legendary Knowledge: same as epic but for legendary levels (32, 34, 36, 38, and 40).
  • Master of... epic feats: +10 to MCL of selected spells

Miscellaneous[edit]

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 (spell) 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