Author Topic: No Save, No SR, No Hit effects  (Read 14201 times)

Offline PlzBreakMyCampaign

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No Save, No SR, No Hit effects
« on: February 16, 2013, 02:47:23 PM »
The Save or Just Suck List


This is a list for animate enemies whose AC is too high to hit (even with a touch attack), SR is to high to cast a normal SoD, and whose saves are too high for even a partial entry thanks to improved evasion and improved mettle or a few dirty Master Specialist levels.


Categories outside this thread's scope:
Buffs                                      I love them, but darkness won't hurt your enemy.
Pets                                       Summoned monsters and animates is fun and all, but...
Divinations             You solved the case but the BBEG slaughtered you.
CL, hit roll or DC Boosts        Why risk it?


SPELLS

  • Acid Fog : solid fog + 2d6 acid
  • Acid Rain [HoB 124]: 20'r, 40'h cylinder deals 7d6 acid damage plus DC10 balance checks
  • Aerial Alarm [HoB 124]: As alarm but 500' high
  • Alarm : wards for tiny to large size creatures. Significant because it helps you ambush your ambshers.
  • Alarm, Greater [SpC 8]: Works on neighboring planes
  • Anarchic Storm [SpC 11]: 20'r, 20'h perception penalties, 2d6 to lawfuls, random 5d6 electric
  • Anathema [CoR 28]: Notable for stopping casting but only for those of same faith and lower level, not useful for enemies. Interesting for stopping dominated allies.
  • Antimagic Field: as dispel magic. We know that this is rarely a "buff" ;D
  • Axiomatic Storm [SpC 22]: as anarchic storm but lawful
  • Blinding Glory [BoED p. 92]: blinds all Evil creatures who remain in 100' radius of caster, lasts 1 hr./level. no darkness spell can counter it.
  • Buzzing Bee [SpC 41]: -10 move silent & concentration (casters are your main threat), only a distraction if not deaf.
  • Caustic Mire [CM 98]: 20'r where each square costs 10' and moving or staying in any square deals 1d6 acid. Fire damage deals +1 per die.
  • Cloudburst [SpC 48]: Rain obscures vision, extinguishes fires, and hampers missiles.
  • Consecrate : debuffs for undead
  • Dispel Magic &, Greater : Probably useless if your caster level is low, but maybe its higher than his buffs (similar enough to dispelling screen]. Not that it only kills your enemy when he's relying on magic to stay alive.
  • Dust Storm [DR331 p. 71]: 1 std. act., med. range, creation effect, 60' by 30' tall cylinder, conceals and deals 1d6 slashing damage to creatures ending turn inside area. Obscures vision and darkvision beyond 5'.
  • Elemental Prod [MoE 96]: pidly damage, movement and very restricted type
  • Fireward [PGF p. 102]: The AMF of magical fires. As an attack spell this is only useful against Elemental Fire creatures, but for creatures of that type it does 1d6 damage/level, 15d6 max
  • Fog Cloud : gives concealment, blocks darkvision
  • Force Cage : trap them into a dangerous area with any of these other spells
  • Freezing Fog [CArc p. 108]: 1 std. act., med. range, 20' radius by 20' high cloud, 1d6 damage/round, penalty on attack rolls blocks all sight to 5'.
  • Gate : conjure enemy to a hostile plain before plane shifting. Persistant Zone of Respite foils this.
  • Glitterdust : corporeal invisible enemies are visible and take -40 to hide checks regardless.
  • Guards And Wards : recreates some wardings but allows no save
  • Haboob [Sand 117]: 20' sphere move or take up to 5d4
  • Harmonic Void [CS99]: Casters in 60' of you must succeed on Concentration check to use verbal-component spells (DC 20 + spell level]. Spell is used up on failure.
  • Hail of Stone [SpC 108]: 5d4 max damage in small area
  • Holy Storm [SpC115]: -4 listen, spot, search & ranged attacks, 100% extinguish unattended flames, 50% protected, 2d6 to evil creatues, 4d6 evil outsiders. Holy water or 25gp component
  • Ice Slick [Fr 100]: similar to grease but no reflex. Mildly DM dependent.
  • Ink Cloud [SpC 123]: Fog Cloud for underwater
  • Mark of Doom [PH2 119]: 1d6 for each hostile action if target difference by an alignment axis.
  • Magic Miasma [SpC 137]: -4CL, -2DC for spells cast in fog
  • Necrotic Bloat [LM 67]: max 10d6 50% vile with mother cyst focus to necrotic cyst living creature
  • Pyrotechnics : a bard's fog cloud but other cannot see in at all.
  • Raging Flame [DR314 p. 21]: 1 std. act., med. range, burst effect, affects nonmagical fire, 2d6 nonmagical fire damage to all creatures who have caught fire as fires double.
  • Repel Metal or Stone : repels those objects and the creatures wearing them 60'
  • Reaving Dispel [CArc 119]: as greater dispel but better bonus and chance to take buffs
  • Rushing Waters [Und 62]: +30 Bullrush and puts out large bonfires plus save for prone
  • Slashing Dispel [PH2 125]: As dispel magic but creatures take 2 damage/spell level for each spell dispelled
  • Sleet Storm : 1 std. act., long range, 40' by 20' high cylinder, completely blocks vision (incl. darkvision][/url], hampers movement with balance checks
  • Spell Theft [CS 104]: Instantly know all spells effecting the target. Make dispel check (d20 + CL, max +15][/url] vs DC 11 + spell's CL to steal any spell capable of being dispelled with you are the legal target
  • Spell Vulnerability [PlH 104]: Target takes penalty on spell resistance equal to caster level up to 15. Includes a fort save but the DC is essential boosted by your CL.
  • Telepathy Block [BoED 109]: blocks all telepathic communication on a creature or area.
  • Transfusion [DragMag399 78]: touch creature for 1 full minute to do 1d6+CL up to 5 penalty which becomes insight bonus for 1min/CL
  • Turbidity [Storm 123]: very similar to ink cloud but 0 range.
  • Unholy Storm [PlH 106]: pretty much holy storm but against good, no expense on material component
  • Wall of Sand [PGF p. 118]: 1 std. act., med. range, creation and earth effect, creates wall = 5' square/level, blocks ranged attacks, hampers movement, can't breather while passing through it, grants cover and total concealment.
  • Zone of Natural Purity [ECS 117]: -1 attack and save rolls for aberrations.


Psionic Powers

  • Alarm, Psionic [SoS133[: as alarm, but can spend pp to make duration in hours 2*ML+pp
  • Dispel Psionics: as dispel magic but does not work against magic in Fixed 3.5 (see sig) without the magic mantle or other transparency override.
  • Ectoplasmic Mist [Mind's Eye. See sig to download all WotC artics]: think the fog spell
  • Ectoplasmic Shamble : 1 round manifestation time, Long range, size of 10 ten-foot cubes, shapable, movable, 1 point damage/2 manifester levels, interferes with vision and spellcasting of those within its area.
  • Genesis: the Anti-genesis effect to remove all obstacles. Great for that expensive enemy lair.
  • Swarm of Crystals : 1 standard action manifestation time, 15' range, cone-shaped spread, instantaneous creation effect, 3d4 slashing, augmentable for 1d4 damage per additional PP spent.
  • Unstable Wall of Ectoplasm [Mind's Eye. See sig to download all WotC artics]: This ghostly goo's unstable version emits energy type of your choice on one side.


Invocations

  • Caustic Mire [CM 123]: 20'r where each square costs 10' and moving or staying in any square deals 1d6 acid. Fire damage deals +1 per die.
  • Chilling Tentacles [CArc p. 132]: Greater invocation, equal to 5th level spell, functions like Black Tentacles (which allows no SR), but also causes 2d6 cold damages to all creatures in its area, a 20' radius spread


Bindings

  • Awe of Dantalion [ToM 29]: makes enemy unable to attack or target you for 1 round in 5

Offline PlzBreakMyCampaign

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Re: No Save, No SR, No Hit effects
« Reply #1 on: February 16, 2013, 03:01:52 PM »
Awaiting Future Pathfinder Area based on board members suggestions in the discussion thread.