New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 8 of 8
  1. - Top - End - #1
    Troll in the Playground
     
    sleepyphoenixx's Avatar

    Join Date
    Oct 2012

    Default Increasing Spell DC - Mini Handbook

    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 for that).


    Spoiler: Spells
    Show

    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


    Spoiler: Feats
    Show

    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    - Spell Focus (Good, Evil) (BoED, BoVD) +2 DC to good/evil spells, unfortunately superceded by CD version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


    Spoiler: Traits
    Show

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


    Spoiler: Items
    Show

    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


    Spoiler: Magical Locations
    Show

    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


    Spoiler: Soulmelds
    Show

    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


    Spoiler: Domains
    Show

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


    Spoiler: Races
    Show

    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


    Spoiler: Classes
    Show

    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
    Last edited by sleepyphoenixx; 2023-07-13 at 01:18 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Kaleph's Avatar

    Join Date
    Jun 2016
    Location
    Schwäbisch Hall

    Default Re: Increasing Spell DC - Mini Handbook

    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).
    Last edited by Kaleph; 2022-06-28 at 02:06 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Re: Increasing Spell DC - Mini Handbook

    THis is sweet! Thanks for gathering this list!
    Quote Originally Posted by chaotic stupid View Post
    tippy's posted, thread's over now

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

  4. - Top - End - #4
    Orc in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Oct 2013

    Default Re: Increasing Spell DC - Mini Handbook

    Here are some that I have found:

    Spoiler: Items
    Show

    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)


    Spoiler: Races
    Show

    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)


    Spoiler: Classes
    Show

    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!

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Jun 2018
    Location
    Nottingham, England
    Gender
    Male

    Default Re: Increasing Spell DC - Mini Handbook

    Wow, nice work, thank you.

  6. - Top - End - #6
    Troll in the Playground
     
    sleepyphoenixx's Avatar

    Join Date
    Oct 2012

    Default Re: Increasing Spell DC - Mini Handbook

    Quote Originally Posted by Kaleph View Post
    ...
    Quote Originally Posted by Morof Stonehands View Post
    ...
    Added, thank you both.

    Quote Originally Posted by DivineOnTheMind View Post
    If you get this into a semi-finished form, can you ping Garryl on minmaxforum.com about having done this? I rely on his handbook index for literally everything 3.5 anymore, and this seems really useful.
    I will.

  7. - Top - End - #7
    Troll in the Playground
     
    PaladinGuy

    Join Date
    Mar 2012
    Location
    UK
    Gender
    Male

    Default Re: Increasing Spell DC - Mini Handbook

    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.
    Last edited by Khedrac; 2022-06-29 at 02:41 AM.

  8. - Top - End - #8
    Ogre in the Playground
     
    ElfWarriorGuy

    Join Date
    Apr 2019

    Default Re: Increasing Spell DC - Mini Handbook

    I'd suggest using bold and italics to emphasise all entries. It would make it a lot easier to read at a glance

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •