PDA

View Full Version : 3rd Ed Increasing Spell DC - Mini Handbook



sleepyphoenixx
2022-06-28, 12:31 PM
Since there didn't seem to be one yet i've put together a list of all the ways to increase spell DCs in 3.X.
If you know of any i've missed let me know and i'll add them.

Bonuses to ability scores are outside the scope of this handbook (we already have a handbook (http://minmaxforum.com/index.php?topic=19943.0) for that).



Spell Enhancer (SpC) +1 DC, next spell cast; also +2 CL
Mystic Surge (PH2) +2 DC, next spell cast, also +1 CL
Harmonic Chorus (SpC) +2 DC morale to all spells for up to 1 round/level, requires concentration and being a living creature
Breath of the Jungle (SpC) +2 DC to saving throws against disease or poison made within the mist



Spell Focus (PHB) +1 DC, 1 school only
Greater Spell Focus (PHB) +1 DC, 1 school only
Cold Focus (FB) +1 DC to cold spells
Greater Cold Focus (FB) +1 DC to cold spells
Spell Focus (Good, Evil, Lawful, Chaotic) (CD) +1 DC to spells that match your alignment, does not stack with other Spell Focus
- Spell Focus (Good, Evil) (BoED, BoVD) +2 DC to good/evil spells, unfortunately superceded by CD version
Malign Spell Focus (CoR) +1 DC to evil spells
Corrupt Spell Focus (HoH) +1 DC to spells with a corruption component
Greater Corrupt Spell Focus (HoH) +1 DC to spells with a corruption component
Heighten Spell (PHB) +1 DC per spell level over the original
Earth Spell (RoS) +1 DC, requires heighten by at least 1 level, requires Heighten Spell & Earth Sense, also +1 CL/level heightened
Draconic Aura:Energy (DrM) +1-4 DC to one energy descriptor, aura, requires dragonblood to scale
Improved Draconic Aura (DMarked) +1-4 DC to one energy descriptor for 1 round, improves Draconic Aura, requires Dragonmark and action points
Improved Sigil(Krau) (RoD) +1 DC to two specific spells (as heighten), requires Illumian with Krau sigil
Snowcasting (FB) +1 DC to cold spells (as heighten), adds cold descriptor otherwise
Tattoo Focus (PGtF, DMG) +1 DC of specialist school, requires specialist wizard & human
Rock Gnome Trickster (RoF) +1 DC to illusion (glamer), requires rock gnome
Forest Gnome Phantasist (RoF) +1 DC to illusion (pattern) and (phantasm), requires forest gnome
Duergar Mindshaper (RoF) +1 DC to enchantment spells and spell-likes
Svirfneblin Figment Master (RoF) +1 DC to illusion (figment)
Lightbringer (RoF) +2 DC to next spell per 3 TU uses, requires Turn Undead, divine spells and human
Genie Lore (RoF) +1 DC to one energy type except sonic, sorcerer spells only
Sacred Tattoo (RoF) +1 DC to spells cast in an area consecrated/hallowed to your deity
Talfirian Song (RoF) +1 DC to next illusion spell per bardic music use spend (max 9th), requires Heighten Spell, bardic music and human
Shadow Weave Magic (PGtF) +1 DC to enchantment, illusion & necromancy, some drawbacks, requires Wis 15 or worshipping Shar
Shadow Song (RoF) +1 DC to enchantment and sonic spells, requires shadow weave magic
Shadow Trickster (ToB) +2 DC to illusion, requires Shadow Hand strike
Enchanting Song (RoS) +1 DC to enchantment, requires bardic music and Spell Focus
Misleading Song (RoS) +1 DC to illusion, requires bardic music and Spell Focus
Captivating Melody (CM) +2 DC to illusion or enchantment, requires bardic music and perform check, bard spells only
Alluring (S&S) +2 DC to mind-affecting, language-dependent spells, requires Persuasive and Trustworthy
Arcane Consumption (PH2) +4 DC to next spell 1/day, -4 Con and fatigued for 12 hours, requires Toughness and Arcane Toughness
Battlecaster Offense (CM) +1 DC to spell cast after a melee attack
Sanctum Spell (CM) +1 DC (as heighten) while in your sanctum, -1 otherwise, requires any metamagic feat
Cooperative Spell (CArc) +2 DC to cooperatively cast spells, requires any metamagic feat, +1 DC for every additional caster after the 2nd
Draconic Power (CArc) +1 DC to spells with the energy descriptor of your draconic heritage, requires Draconic Heritage
Enemy of Good (EoE) +2 DC to spells against good subtype and targets that radiate an Aura of Good, requires Chosen of Evil and Evil Brand
Hellsworn (EoE) +1 DC to any spell 1/encounter, requires Evil Brand and Weapon Focus
Fey Power (CM) +1 DC to enchantment spells and warlock invocations, requires Fey Heritage
Fiendish Power (CM) +1 DC to evil spells and warlock invocations, requires Fiendish Heritage
Forked Tongue (SK) +1 DC to spells that create a charm effect through verbal means, requires serpentfolk
Holy Potency (CC) +Cha DC to positive energy spells used against undead after turning undead, requires Turn Undead
Holy Potency (CC) +Cha DC to negative energy spells used against living creatures after rebuking undead, requires rebuke undead
Mastery of Chaos and Order (PGtE) 1d6-3 DC to spells
Mastery of Dreams (PGtE) +1 DC to illusion and fear spells
Metamagic Vigor (CM) +1 DC to second spell if casting two spells affected by two different metamagic feats
Nocturnal Caster (ToM) +1 DC to one school at night
Sherem-Lar Sorcery (GW) +1 DC to sorcerer spells (as if +2 Cha), also adds bonus spells, requires female human, 1st level only
Sherezem-Lar Sorcery (GW) +1 DC to sorcerer spells (as if +2 Cha), also adds bonus spells, requires Sherem-Lar Sorcery, 1st level only
Spell Rehearsal (RotD) +1 DC per same spell cast before, requires successive casts
Aberration Banemagic (PGtE) +2 DC to spells that damage aberrations
Vow of Nonviolence (BoED) +4 DC to spells that target humanoids or monstrous humanoids that don't do damage, bestow negative levels or cause death, doesn't stack with Spell Focus
Fearsome and Fearless (OA) +1 DC to fear effects, also +1 to will saves against fear
Spellcaster Support (OA) +2 DC to an allied shugenja's spell, uses aid another + spellcraft check
Manifest Druid (PGtE) +1 DC to spells that cause disease or involve poison
Charmer (Dr#325) +1 DC to enchantment (charm) spells, requires spell focus and specialist wizard
Commanding (Dr#312) +1 DC to enchantment (compulsion) spells, requires Persuasive and Cha 15
Giant Banemagic (SoX) +2 DC to spells that damage giants
Oneiromancy (HoH) +1 DC to illusion and enchantment (as Spell Focus but stacks with it), in dreamscape only, -1 to saves against illusions and enchantments in the physical world
Earth Focus (Dr#314) +1 DC to earth spells, +1 CL if they don't allow a save
Water Focus (Dr#314) +1 DC to water spells, +1 to saves against water effects
Elemental Focus (Dr#319) +1 DC to spells with the air, earth, fire or water descriptors
Focused Specialist (Dr#351) +1 DC to specialist school, requires expending arcane focus, requires Arcane Focus, see text
Ray Focus (DA5) +5 DC to ray spells
Blood Sorcerer (OA) +3 DC to maho-tsukai spells, ancestor feat
Spell Power (OA) +1 DC to one spell, 3/day, ancestor feat
Gatekeeper's Mark (DMark) +2 DC to spells against aberrations, requires Gatekeeper Initiate and a true dragonmark



Unnatural Aura (Dr#356) +2 DC to fear spells, +2 intimidate, -2 on checks to deal with animals



Icemail Armor (FCotW) +2 DC to cold spells
Band of Spell Enhancement (ECR) +1 DC, next spell cast, 1/day, also +2 CL
Veil of Allure (MIC) +2 DC to enchantment, also affects SLAs and cha-based (Su) and (Ex)
Vest of the Master Evoker (MIC) +2 DC to evocation, 3/day
Angel's Blood (CC) +1 DC to evil spells, 1 use
Crypt Powder (CC) +1 DC to spells that target corpses or undead, 1 use, also +1 CL
Essence of Order (CC) +1 DC to lawful spells, 1 use
Blood-face of Erythnul (CC) +1 DC to illusion and chaotic spells
Moradin's Forge (CC) +1 DC to Earth domain and earth spells
Vecna's Hand and Eye (CC) +1 DC to Magic and Knowledge domain spells
Crystal of Arcane Steel, Greater (MIC) +1 DC to spells delivered through weapon
Amulet of Fearsome Might (DrM) +2 DC to fear spells, does not stack with Spell Focus
Devil's Eye (CM) +1 DC (as heighten) to divination, 1 use
Dragon's Tear (CM) +1 DC (as heighten) to fire or mind-affecting, 1 use
Caine's Flagons of Shadows (DCo) +2 DC to illusion (shadow) spells, 3 hours 5/day
Slumber Sand (Sand) +1 DC to Sleep, Deep Slumber and Symbol of Sleep, 1 use, also +2HD to cap
Might Stone (Dr#356) +2 DC to spells of one school (variable), invested spell level/day, requires spell investment, spontaneous casters only
Ring of Gnomekind (Dr#333) +1 DC to illusion spells
Angel Radiance (BoED) +1 DC to banishment, dismissal or dispel evil, 1 use, also +1 to overcome SR
Couatl Scale (BoED) +1 DC to one good spell, 30% chance, 1 use
Lillend Scale (BoED) +1 DC to one good spell with will save, 40% chance (60% if bard), 1 use
Unicorn Blood (BoED) +1 DC to one good spell with fort save, 40% chance, 1 use
Metallic Dragon Heart (BoVD) +1 DC to one evil spell, 30% chance, 1 use
Soul in Larval Form (BoVD) +2 DC to one evil spell, 1 use
Regalia of Evil: 2 item set bonus (BoVD) +2 DC to evil spells and spell-likes, artifact set
Wyrmbane Helm (DrM) +2 DC to spells that target dragons, legacy item
Mage Stone (DSc) +1 DC to spells while standing on it, special floor material
Vilegrip (DotU) +2 DC to webs in a 10ft cube, 1 hour, 1 use



Vale of Smoke and Fog (CM) +1 DC to illusion spells for 1 year, also +50% duration
Necropolis of Dread (DMG2) + 1 DC to fear spells, spell-likes and supernatural abilities, 1 year, also +4 to saves against fear



Illusion Veil (MoI) +1 insight DC to illusion spells and SLAs, increases duration of illusion spells by 1 round/essentia
Charming Veil (ME:PoI) +1 insight DC to charm and compulsion (powers, but psi-magic transparency should work), +1 DC/essentia



Tyranny (SpC) +1 DC to enchantment (compulsion)
Domination (SpC) free spell focus(enchantment)
Temptation (FC1) +1 DC to mind-affecting spells on one gender



Gnome: Rock, Forest, Svirfneblin or Arcane (various) +1 DC to illusion spells
Illumian, Naenkrau (RoD) +1 DC to one spell level, requires leaving a slot free, 2 slots/levels per day, lasts until preparing spells
Monster of Legend: Enhanced Attributes (MM2) +4 DC to spells and spell-likes, template
Zern (MM4) +4 DC to transmutation spells and spell-likes
Orcus-Blooded (MM5) +1 DC to necromancy spells and all spell-likes and supernaturals, template
Hobgoblin Warsoul (MM5) +2 DC to next spell, requires sacrificing a hobgoblin
Jaebrin (MM5) +1 DC racial to enchantment spells
Arkamoi (MM5) +1-5 DC to arcane spells, requires successive casting within 1 minute
Dwarf, sorcerer substitution (RoS) +1 DC to spells when both you and your target are touching the ground, also +50% range, costs 1 2nd level spell known



Beguiler: Cloaked Casting (PH2) +1-2 DC to spells against targets denied dex to AC
Paragnostic Apostle: Backhanded Attack (CC) +1 DC to spells that deal damage and require a save against a rider effect
Paragnostic Apostle: Discern Weakness (CC) +1 DC against creature type (as favored enemy)
Paragnostic Apostle: Noble Presence (CC) +1 DC to charm or compulsion spells that affect emotions but not specific actions
Paragnostic Apostle: See Through the Veil (CC) +1 DC to necromantic spells that target undead
Divine Oracle: Scry Bonus (CD) +1 DC sacred to divination (scrying) spells
Magical Trickster: Tricky Magic (CSc) +1 DC to next spell cast that round after using a skill trick
Soulcaster: Arcane Investment (MoI) +1-2 DC to specified spells, requires essentia investment
Elemental Savant: Energy Focus (CArc) +1-2 DC to spells of one energy type
Fatespinner: Spin Fate (CArc) +1-5 DC, up to class level/day
Master Specialist: Minor School Esoterica, Illusion (CM) +2 DC to illusion spells that have a will save to disbelieve
Radiant Servant of Pelor: Radiance (CD) +1 DC to light spells (as heighten), also doubles area
Knight of the Raven: Light Focus (ECR) +2 DC to light spells, or doubled area or +1 CL
Dragon Prophet: Constellation Power (Hlal) (MoE) +1 DC to illusion spells
Dread Witch: Master of Terror (HoH) +1 DC to fear spells
Dread Witch: Greater Master of Terror (HoH) +2 DC to fear spells, pierces immunity to fear
Durthan: Utter Cold (UE) +2 DC to spells with the cold descriptor
Raumathari Battlemage: Sublime Sword (UE) +1 DC to spells cast through sword focus
Keeper of the Cerulean Sign: Greater Banemagic (LoM) +6 DC to spells that damage aberrations, 1/day per 2 class levels
Rage Mage: Angry Spell (CW) +2-4 DC to abjuration, conjuration, evocation, necromancy, transmutation while raging
Wild Soul: Seelie Bond (CM) +1 DC to illusion and enchantment spells, requires summoned ally
Mind Mage: Psionic Reinforcement (Dr#313) +1-2 DC to all spells, requires having 5/10 pp
Mind Mage: Twin Wells Same Source (Dr#313) adds casting and manifesting modifier to determine DC when using Psi-Spell feats
Wizard, Diviner: Enhanced Awareness (UA) +1 DC to divination spells, ACF
Wizard, Illusionist: Shadow Shaper (UA) +1 DC to illusion spells, 10th level, ACF
Sybil: Divine Insight (SS) +class level to wisdom for divine spell or spell-like DCs and bonus spells
Divine Prankster: Infuse figment (RoS) +10 DC to the will save to recognize a figment as illusory, requires turn undead, max 1 hour
Planar Wizard: Planar Casting (PlH) +1 DC to spells against opposed alignment, +2 DC if spell already has alignment descriptor, substitution level
Dungeon Lord: Dungeon Defender (DSc) +1 DC to spells when facing intruders within your dungeon
Insidious Corruptor: Irresistible Charm (DotU) +Cha DC to next enchantment (charm) spell, requires releasing Claws of Influence target, see text
Insidious Corruptor: Greater Manipulation (DoTU) +2 DC to a spell cast by target under Claws of Influence, see text
Insidious Corruptor: Irresistible Compulsion (DoTU) +Cha DC to next enchantment (compulsion) spell, requires releasing Claws of Influence target, see text
Elemental Master: Energy Focus (Drac) +1-4 DC to spells with one energy descriptor, requires being an epic dragon
Knight of the Chalice: Consecrated Casting (CW) +2 DC to spells that target evil outsiders
Shugenja: Element Focus (CD) +1 DC to spells of favored element (as Spell Focus)
Life Drinker: Spell Boost(heighten) (BoVD) +1 DC per 2 lifewell points (as heighten), see text

Kaleph
2022-06-28, 02:02 PM
If I'm not mistaken, "Necropolis of dread" is another location that increases spells' DC, namely of all those with the [fear] descriptor. I'm AFB, so not 100%, but I tend to remember it was in the DMG2.

Edit: again fear-related, the feat "fearsome and fearless" (OA +Dr318) gives +2 to the DC to resist your fear effects (including spells).

Melcar
2022-06-28, 02:38 PM
THis is sweet! Thanks for gathering this list!

Morof Stonehands
2022-06-28, 10:14 PM
Here are some that I have found:


Angel Radiance: component, +1 dismissal, banishment, dispel evil (BoED)
Couatl Scale: component, +1 but 30% chance (BoED)
Lillend Scale: component, if spell requires a will save, 40% chance to raise by 1, 60% if caster is bard (BoED)
Unicorn Blood: component, if spell requires a fort save, 40% chance to raise DC by 1 (BoED)
Metallic Dragon Heart: component, 30% chane to increase DC by 1 (BoVD)
Soul in larva form: component, raises DC by 2 (BoVD)
Regalia of evil: artifact set +2 DC (BoVD)
Wrymbane Helm: item, +2 DC to spells targeting dragons (DrM)
Mage Stone: material, anyone standing on mage stone gets +1 DC (Dungeonscape)



Svirfneblin +1 illusion (MM)
Monster of Legend [Template] +4 (MM2)
Zern +4 transmutation (MM4)
Orcus Blooded +1 necromancy (MM5)
Hobgoblin Warsoul +2 (MM5)
Jaebrin +1 enchantment (MM5)
Arakmoi +1 arcane (MM5)
Dwarf [sorcerer substitution] +1 touching ground (RoS)



Diviner [wizard acf] +1 divination (UA)
Illusionist [wizard acf] +1 illusion (UA)
Sybil +class level to wisdom for divine DC (SS)
Divine Prankster 2 spend turn/rebuke attempt to add 10 to DC of illsion to disbelieve (RoS)
Planar Wizard 10: substitution level, +1 DC to spells when cast against creatures of the opposed alignment of her chosen one. +2 DC if the spell normally has the chosen alignment (PLH)
Dungeon Lord, +1 DC while in your dungeon (Dungeonscape)
Insidious Corrupter, a bunch of different things (DotU)
Elemental Master, +1 DC for energy spells (Drac)
Knight of the Chalice, +2 vs evil outsiders (CW)
Shugenja +1 element type (CD)
Life Drinker, adds heighten (BoVD)


when I have more time I can see if I have any others for the other categories!

Biggus
2022-06-29, 01:43 AM
Wow, nice work, thank you.

sleepyphoenixx
2022-06-29, 02:05 AM
...


...

Added, thank you both.


If you get this into a semi-finished form, can you ping Garryl (http://minmaxforum.com/index.php?PHPSESSID=94ghdoreaet2rqktfuc3bl3la6&action=profile;u=105) on minmaxforum.com about having done this? I rely on his handbook index (http://minmaxforum.com/index.php?topic=399.0) for literally everything 3.5 anymore, and this seems really useful.

I will.

Khedrac
2022-06-29, 02:40 AM
Nice work. May I suggest you clearly label the first post 3.5 so as not to confuse the Pathfinder players.

Also - Ultimate Magus grants a boost to caster level on the lower-levelled of one's casting classes.

pabelfly
2022-06-29, 04:57 AM
I'd suggest using bold and italics to emphasise all entries. It would make it a lot easier to read at a glance