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Thread: [3.5] Spell Penetration
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2009-03-17, 09:38 AM (ISO 8601)
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[3.5] Spell Penetration
Since my DM decided to nerf Assay Spell Resistance, by limiting its duration to one round, I need other ways to bypass high SR. Logical choice would be Spell Penetration and GSP feats, but since I'm lvl 11, and on 12th lvl I'll have to take Skill Focus Spellcraft to get into Archmage, it means I'll be able to get those two by lvl 18.
What are the other ways?
So far, my ideas are:
-Spell Power of the Archmage
-Create Magic Tatoo on 13th lvl
-Spell Enhancer
Is there a spell that lowers SR? Or something similar?Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-03-17, 09:53 AM (ISO 8601)
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Re: [3.5] Spell Penetration
Subvert Planar Essence saps the DR and SR of any outsiders within its AoE, though it is immobile and limited to outsiders. Probably not what you want.
Spell Vulnerability is what you're looking for, though it allows a Fort save to resist.
Both are in Spell Compendium.
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2009-03-17, 09:58 AM (ISO 8601)
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- Tallahassee, Florida
Re: [3.5] Spell Penetration
Use spells that don't allow SR? (Orb of X spells, for example)
Magic items that increase your caster level? I know of an ioun stone that does that, just use that mechanic to build a better magic item.The easy I do before breakfast,
The difficult I do all day long,
The impossible achieved during the workweek,
Miracles performed when possible.
People call me the Fixer,
and I am here to help you.Spoiler
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2009-03-17, 10:02 AM (ISO 8601)
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Re: [3.5] Spell Penetration
Ways to get around Spell Resistance:
http://www.wizards.com/default.asp?x=dnd/tt/20050711a
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2009-03-17, 10:08 AM (ISO 8601)
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Re: [3.5] Spell Penetration
Subvert Planar Essence saps the DR and SR of any outsiders within its AoE, though it is immobile and limited to outsiders. Probably not what you want.
Spell Vulnerability is nice though.
Use spells that don't allow SR? (Orb of X spells, for example)Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-03-17, 10:16 AM (ISO 8601)
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Re: [3.5] Spell Penetration
There's True Casting from Complete Mage, though it's essentially True Strike for SR complete with the standard action casting time. +10 on one SR check for a level 1 standard action spell. Not too useful unless you're really tight on spell slots for Assay Resistance, though.
If your problem is beating SR consistently rather than beating it at all - specifically if your bonus is high enough to succeed on a 10 - the Arcane Mastery feat from Complete Arcane lets you take 10 on caster level checks, which includes SR checks.
There are several items that give bonuses to either caster level in general or SR checks specifically.Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.
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Archives:
SpoilerSaberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)
Isstinen Tonche for ECL 74 playtesting.
Team Solars: Powergaming beyond your wildest imagining, without infinite loops or epic. Yes, the DM asked for it.
Arcane Swordsage: Making it actually work (homebrew)
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2009-03-17, 10:55 AM (ISO 8601)
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Re: [3.5] Spell Penetration
Ways to get around Spell Resistance:
http://www.wizards.com/default.asp?x=dnd/tt/20050711aCommon sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-03-17, 11:49 AM (ISO 8601)
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Re: [3.5] Spell Penetration
Before I invested in any more character features to bypass SR, I'd talk to your DM and determine what the reason was for the original nerf. If he or she just wants it to be more costly for you to overcome SR, then go ahead and use the resources in this thread - but if the point of the original ruling was to allow the DM to throw monsters at you that will resist half or three quarters of what you toss at them, then you're going to walk into another nerf. The end result of that will be an over-focused character who STILL can't do what you want to do, and frustration for both you and the DM as you work at cross-purposes.
EDIT: Talking to the DM (outside the regular gaming session, naturally) also gives you the opportunity to say 'My character is designed around SR-resistable spells. Fighting monsters that resist them every so often is fun and challenging, but fighting them all the time just makes my character kind of useless and it's not fun for me.'Last edited by Lapak; 2009-03-17 at 11:52 AM.
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2009-03-17, 12:07 PM (ISO 8601)
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Re: [3.5] Spell Penetration
If you are a Shadowcraft Mage, you can use Earth Spell Shananananananananananananagens with Silent Image and Heighten Spell to get hyper-inflated CL. A level 10 SCM can easily hit CL 20 or so.
Probably not useful if you already have a build set.
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2009-03-17, 12:23 PM (ISO 8601)
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Re: [3.5] Spell Penetration
A Third Eye (Penetrate) gives +2 on SR checks for just 8000. It's also in the Magic Item Compendium with wording that clears up any possible confusion about whether it applies to spells or just psionics.
Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.
Avatar by Ceika.
Archives:
SpoilerSaberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)
Isstinen Tonche for ECL 74 playtesting.
Team Solars: Powergaming beyond your wildest imagining, without infinite loops or epic. Yes, the DM asked for it.
Arcane Swordsage: Making it actually work (homebrew)