Author Topic: [3.5] Making Spell Resistance useful  (Read 4281 times)

Offline Prime32

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[3.5] Making Spell Resistance useful
« on: November 05, 2011, 10:34:54 PM »
So I don't have to type these rules out every time I mention them. :p


When casting a spell against a creature with Spell Resistance, your caster level is lowered by (SR -10) and the DC by half that. For instance, a CL 7/DC 17 fireball cast against a creature with SR 14 would become a spell with a caster level of 3 and a DC of 15. The reduction in CL affects duration, etc. as normal. If your caster level becomes 0, the effects of the spell are negated for that creature.

Anything the creature is in physical contact with also benefits from his spell resistance, as long as no part of it is more than 5ft away. If a creature lies partly outside this radius then it gains the benefits only if the creature with SR would provide them with cover against the spell, and parts of a large object (such as a building or the ground) outside the radius are affected as normal.

If your spell would not normally allow SR, halve the target's SR after subtracting 10 (i.e. a SR 16 target would effectively have SR 13).

The Spell Penetration feat allows you to treat your targets' Spell Resistance as 2 points lower.

You may choose to temporarily reduce your Spell Resistance whenever affected by a spell, to a minimum of 0, in order to receive helpful spells from allies; your SR returns to normal immediately afterwards. This is not an action.


New Flaw

Spell Wall [Flaw]
Prerequisites: Spell Resistance based on character level
Effect: You may not choose to lower your Spell Resistance.

Offline ImperatorK

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Re: [3.5] Making Spell Resistance useful
« Reply #1 on: November 15, 2012, 04:09:03 PM »
Question: what about monsters/races that have SR 10 or lower?
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Offline RobbyPants

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Re: [3.5] Making Spell Resistance useful
« Reply #2 on: November 16, 2012, 11:05:51 AM »
I like the overall approach, but I see two issues with it:

1) It seems a little more clumsy to apply mid-game, so it will slow things down a bit, but probably not much.

2) If you are fighting things with a SR greater than or equal to your CL + 10, you simply cannot affect it with SR: Yes spells, since there is no rolling involved. It becomes very binary.


Also, why are you having this apply to SR: No spells? The point of them is that they bypass SR totally. Why would a greased floor under an SR 16 creature function for three less rounds? Why would conjured acid be less corrosive?
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Offline phaedrusxy

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Re: [3.5] Making Spell Resistance useful
« Reply #3 on: November 16, 2012, 11:13:16 AM »
Also, why are you having this apply to SR: No spells? The point of them is that they bypass SR totally. Why would a greased floor under an SR 16 creature function for three less rounds? Why would conjured acid be less corrosive?
Probably as a nerf to casters, and to make SR more useful (as the topic title says :P ).
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Offline RobbyPants

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Re: [3.5] Making Spell Resistance useful
« Reply #4 on: November 16, 2012, 02:15:04 PM »
True. I guess it makes sense from that angle.
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