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View Full Version : Is there a way to negate spell resistance entirely?



RPGaddict28
2014-02-10, 07:30 PM
I have a pretty good build going on right now, but spell resistance is a real pain. I need a way to bypass spell resistance, or give my spells Spell Resistance: No?

eggynack
2014-02-10, 07:36 PM
Maybe just use spells that have SR: no? Seems like the most efficient solution. Assay spell resistance (SpC, 17) helps too, but seriously, mostly just use spells that don't touch SR. There's a lot of them.

bekeleven
2014-02-10, 07:41 PM
Factotum 11.

Dire Panda
2014-02-10, 09:45 PM
Beguiler 20 ignores spell resistance if the target is denied its DEX bonus. Not exactly friendly to existing builds, but it's there.

Fax Celestis
2014-02-10, 09:48 PM
The Lower Spell Resistance spell is pretty patently ridiculous. Target must make a Fort save or take a penalty to CR equal to your CL (max -15) for minutes/level.

Oh, and the target takes a penalty equal to your CL to the Fort save made to resist this spell.

bekeleven
2014-02-10, 11:10 PM
The Lower Spell Resistance spell is pretty patently ridiculous. Target must make a Fort save or take a penalty to CR equal to your CL (max -15) for minutes/level.

Oh, and the target takes a penalty equal to your CL to the Fort save made to resist this spell.

what book is this from?

ZamielVanWeber
2014-02-10, 11:27 PM
Draconomicon.

Zaydos
2014-02-10, 11:28 PM
what book is this from?

Draconomicon, also has a 1 round casting time making it mostly inferior to Assay Spell Resistance as they're both 4th level spells but one is a swift action and the other gives them a round to interrupt you.

tyckspoon
2014-02-10, 11:38 PM
what book is this from?

Google says Draconomicon. Assay Spell Resistance is usually preferred for a couple reasons - it's a smaller bonus, but +10 is usually enough to get you past any reasonable SR number. It's a native swift action, so you can use it in the same round as the spell you actually want to land instead of needing a setup round. And it's not subject to the auto-success Nat 20 on the victim's saving throw.

(That said, if your DM has banned Assay Spell Resistance, Lower Spell Resistance is a decent second option.)

Zanos
2014-02-10, 11:39 PM
Dweomerkeepers get the supernatural spell ability at level 4 1/day that allows them to cast any spell as a supernatural ability, which(among other incredible shenangians) causes it to automatically bypass any form of SR. They get another daily use every 2 levels after 4, up to 4/day at level 10.

If you're concerned about rolling low on SR penetration checks, you can boost it up with feats and items. A third eye penetrate costs 8k gp and boosts penetration checks by +2. Anything that raises caster level will help, also. The arcane mastery feat from complete arcane will allow you to take 10 on SR rolls, so if you're confident in your boosts you'll always penetrate it.

A quick trick with Assay SR is that it's a divination, so if you take the Spontaneous Divination class feature you can convert other spells into assays, since it's kind of a crap-shot predicting how many you'll need in a given day.

Alternatively you could just play a conjurer and laugh at the concept of spell resistance entirely.

Fax Celestis
2014-02-10, 11:45 PM
Draconomicon, also has a 1 round casting time making it mostly inferior to Assay Spell Resistance as they're both 4th level spells but one is a swift action and the other gives them a round to interrupt you.

There are a number if ways to reduce that casting time. My preferred method is Eilservs School.