Spell Resistance
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Re: Spell Resistance
Had to go back and re-read. Was thinking in the reverse. Still...I stand by my earlier statement that SR isn't well thought out mechanic-wise.
Gonna tinker with it for house rule stuff. Something more intuitive without the artificial cap and other confusion inducing silliness.
Gonna tinker with it for house rule stuff. Something more intuitive without the artificial cap and other confusion inducing silliness.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Spell Resistance
What ARE you going on about now?Traveller wrote:@Arduin: Ahh, taking the moral high ground.
I simply told you about how the conversation went. I REALLY don't know what you want me to say. Do you want me to lie about what went down?
Seriously, disconnect your emotions from this.
-
alcyone
- Greater Lore Drake
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- Location: The Court of the Crimson King
Re: Spell Resistance
This is really unimportant. The book is written, everyone figures out what to do within a minute or two of encountering it.
You might wonder, what about the newbies? What will they think of our confusing game? If they got this far, they'll figure it out.
Running into a forum full of bickering over a rule, though, that is damaging.
You might wonder, what about the newbies? What will they think of our confusing game? If they got this far, they'll figure it out.
Running into a forum full of bickering over a rule, though, that is damaging.
My C&C stuff: www.rpggrognard.com
Re: Spell Resistance
Guys thanks, I can take it from here...
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: Spell Resistance
New idea, I would think any wizard who fights things with SR would have the equivalent of "SR piercing" spells.. a spell you cast to allow your next spell to go with a penalty to the SR equal to the level of the spell being cast or half the wizard's level or some such..
Anyone got one written up? If not, would be fun one for the Doomsday???
Anyone got one written up? If not, would be fun one for the Doomsday???
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Re: Spell Resistance
I haven't looked it up, but I thought that was what the Disjunction spell essentially did.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Spell Resistance
Captain_K wrote:New idea, I would think any wizard who fights things with SR would have the equivalent of "SR piercing" spells.. a spell you cast to allow your next spell to go with a penalty to the SR equal to the level of the spell being cast or half the wizard's level or some such..
Anyone got one written up? If not, would be fun one for the Doomsday???
There are a few from Classic era D&D, specifically the Known World, such as "pierce any shield" which is 9th level and allows the next spell to bypass anything, including immunity. So, for example, you could cast the piercing spell and follow it up with sleep and put out a golem for a few rounds. Why? Maybe its awesome.
Any such spell in C&C would likewise need to be 9th level as it is, obviously, extremely powerful.
One could also simply make bonus spells akin to the AD&D 2e metamagics which can do all sort of things to saves, resistances, etc.
I have almost the entire Spell Compendiums converted but I do not plan to give my work away.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Re: Spell Resistance
Is okay Serl. I converted about 80 spells from the compendiums a while back. I think I sent those over to the KotC for the library along with a bunch of my own spells.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Spell Resistance
I don't pay any attention to it either. Having an SR of 1 is just another way of saying no spell resistance. It's just that easy.Treebore wrote:Since equalling or exceeding an SR defeats it, having an SR of 1 is completely meaningless, since it will NEVER have any game affect. So why pay it any attention? If you ignore it, it doesn't make any of the existing SR's wrong, it only does so if you pay attention to it.
I agree with Aergraith, all this bickering over it is pointless.
Re: Spell Resistance
Then the bird said,
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Spell Resistance
"Nevermore."
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Re: Spell Resistance
Well...I for one did not see any bickering here. I saw a presentation of opposing opinions which I always considered paramount to discussion in order to reach a consensus. If my opinion was misconstrued as 'bickering' then I can only say that I haven't had any emotional involvement at that level at all with this debate.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Spell Resistance
Rhu wasn't referring to you Goog.
The discussion about how spell resistance works and whether the numbers are right is at an end. Captain_K has the right idea in creating items that can negatively affect spell resistance, especially since there no such items in the book. Meanwhile, I have other things to do. Sleep for one, and finishing the Victorious manuscript for another.
The discussion about how spell resistance works and whether the numbers are right is at an end. Captain_K has the right idea in creating items that can negatively affect spell resistance, especially since there no such items in the book. Meanwhile, I have other things to do. Sleep for one, and finishing the Victorious manuscript for another.
Re: Spell Resistance
And with that line, will someone, Serleran, anyone, create a cool spell or MI to do just that and submit it to Tree.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: Spell Resistance
Stars and Bars: This cowl, when worn by a spellcaster imbues their magic with greater potency, allowing it to more readily penetrate the defenses of their enemies by reducing spell resistance. However, the effect is generated with sacrifice -- the caster loses one spell slot per spell level. Such items come in a variety of levels, determined at random by the roll of 1d100:
d00 Roll ... SR Reduction
< 45 ... 4
46 - 70 ... 6
71 - 95 ... 8
96+ ... 10
GP Value is 3,500 per point of SR reduction.
XP Value is 1/2 GP Value.
d00 Roll ... SR Reduction
< 45 ... 4
46 - 70 ... 6
71 - 95 ... 8
96+ ... 10
GP Value is 3,500 per point of SR reduction.
XP Value is 1/2 GP Value.
Re: Spell Resistance
Nice! A powerful item, no doubt. I like the fact that it has a drawback to using it though. Makes one think whether using it is worth the risk against high powered foes.serleran wrote:Stars and Bars: This cowl, when worn by a spellcaster imbues their magic with greater potency, allowing it to more readily penetrate the defenses of their enemies by reducing spell resistance. However, the effect is generated with sacrifice -- the caster loses one spell slot per spell level. Such items come in a variety of levels, determined at random by the roll of 1d100:
d00 Roll ... SR Reduction
< 45 ... 4
46 - 70 ... 6
71 - 95 ... 8
96+ ... 10
GP Value is 3,500 per point of SR reduction.
XP Value is 1/2 GP Value.
Re: Spell Resistance
I allow spellcasters to add their spellcasting ability modifier to SR checks.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Monday Night Online Group Member since 2007
Re: Spell Resistance
I thought of one too:
Wand of Piercing. Any spell cast with this wand will lend on reduction in SR for each charge expended; max of 10 at any one time.
Could be a Rod or Staff. Key is recharges or number of charges should be pretty darn pricy in spells, money, life force some such.
Going with Serleran's theme you could tag on "..one charge and one hit point of the caster per reduction in one point of SR.." A little blood for Virgil.
Rigon, What is Spellcasting ability modifier? WIS or INT bonus (like as in +1 to +3 typically)?
Wand of Piercing. Any spell cast with this wand will lend on reduction in SR for each charge expended; max of 10 at any one time.
Could be a Rod or Staff. Key is recharges or number of charges should be pretty darn pricy in spells, money, life force some such.
Going with Serleran's theme you could tag on "..one charge and one hit point of the caster per reduction in one point of SR.." A little blood for Virgil.
Rigon, What is Spellcasting ability modifier? WIS or INT bonus (like as in +1 to +3 typically)?
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: Spell Resistance
Did a search and found this posting here: http://rpg.stackexchange.com/questions/ ... resistance
While it is intended for Pathfinder, I think there is applicability to what Captain_K is asking. The original post has the links to the SRD, no need to duplicate here. I did add in some notes to this that are more C&C centric that are in Blue
Races
Elf: +2 vs. SR You could offer a +2 SR in lieu of the +10 to Save vs. Charm/Sleep
Human, Cleric favored class: +1 vs. SR (outsider targets only) You could offer a +1 SR for each Prime a Human Gives up
Tiefling, Cleric favored class: +1 vs. SR (outsider targets only)
Dhampir, Wizard favored class: +1/4 vs. SR (necromancy spells only)
Items
Piercing Metamagic Rod: -5 to target's SR
Dweomer's Essence: +5 vs. SR I do like this it's an additional spell component. Could be a quest in itself and a quite expensive item.
Orange Prism Ioun Stone: +1 vs. SR In C&C it is +1 to Caster Level, but easy to change to +1 SR
Robe of the Archmagi: +2 vs. SR (arcane casters only) In C&C you could get one that is +2 or one that is +9
Robe of the Resplendent Thespian: +2 vs. SR (bards only)
Pipes of Dissolution: +2 vs. SR (requires Perform skill)
Feats
Piercing Metamagic: -5 to target's SR While not a fan of Feats in C&C, you could simpley have a piercing spell uses up a spell slot one level higher than the spell's actual level. So Fireball would require a 3rd Level and 4th Level Slot to cast with a -5 to the Targets SR
Spell Penetration: +2 vs. SR In this case, you'd get a +2 vs. SR, but you would lose a Spell Level, i.e. a 5 Level Wizard choosing a SR at 5th, would olnly have spells as a 4th Level Wizard.
Greater Spell Penetration: +2 vs. SR Same as above, the SR "Feat" or Exchange would be only offered 2-Times (So no more than +4 vs SR)
Allied Spellcaster: +2 vs. SR (teamwork) I'd change this slightly. Here you could add a "3rd" Time. If you have an adjacent Spell Caster that has the SR "Feat" and is willing to cast the Same Spell as you (so both casting Fireball to overcome the SR for an additional +2
Elven Spirit: +2 vs. SR (half-elves only)
Demon Hunter: +2 vs. SR (demon targets only) Might be a way to have this incorporated into a Ranger's Favored Enemy. Forgoing the +2 to Hit, making an intell check an allowing an adjacent caster the +2 vs. SR
Varisian Tattoo: +1 vs. SR (for a single school)
Bloodmage Initiate: +1 vs. SR (for a single school)
Spell Specialization: +2 vs. SR (single spell only)
Spells
Sure Casting: +5 vs. SR for next spell cast This is an interesting spell as it is a 1st Level Spell. Basically you cast this one round and in the next you cast the spell you want an it gets a +5 vs. SR. Kind of a 2 spells for 1 deal.
Traits
Strength of the Land: +1 vs. SR (dwarf only)
Earthbound: +2 vs. SR (dwarf only, and air subtype targets only)
Dedicated Defender: +1 vs. SR (when adjacent to dying ally)
Precocious Spellcaster: +1 vs. SR (single 1st-level spell only)
Classes
Inquisitor, Piercing Judgement: +1 + (CL/3) vs. SR
Bard, Sandman Archtype: +2 vs. SR (target must be denied Dex) You could replace one of the Bard Abilities with this
Sorcerer, Seeker Archetype: +4 vs. SR (bloodline bonus spells only)
Druid, Menhir Savant Archtype: +1 vs. SR for one round Replace the C&C Druid Special Abilities with these in the Archtype or maybe just one for one exchange to get the SR
Lantern Bearer, Numinous Potency: +level vs. SR
Divine Scion, Opposition Alignment: +1 vs. SR (opposite aligned targets)
Mythic
Arcane Surge, Archmage: roll CL checks twice
Eldritch Breach, Archmage and Hierophant: roll CL checks twice
Channel Power, Archmage: next spell cast ignores SR
While it is intended for Pathfinder, I think there is applicability to what Captain_K is asking. The original post has the links to the SRD, no need to duplicate here. I did add in some notes to this that are more C&C centric that are in Blue
Races
Elf: +2 vs. SR You could offer a +2 SR in lieu of the +10 to Save vs. Charm/Sleep
Human, Cleric favored class: +1 vs. SR (outsider targets only) You could offer a +1 SR for each Prime a Human Gives up
Tiefling, Cleric favored class: +1 vs. SR (outsider targets only)
Dhampir, Wizard favored class: +1/4 vs. SR (necromancy spells only)
Items
Piercing Metamagic Rod: -5 to target's SR
Dweomer's Essence: +5 vs. SR I do like this it's an additional spell component. Could be a quest in itself and a quite expensive item.
Orange Prism Ioun Stone: +1 vs. SR In C&C it is +1 to Caster Level, but easy to change to +1 SR
Robe of the Archmagi: +2 vs. SR (arcane casters only) In C&C you could get one that is +2 or one that is +9
Robe of the Resplendent Thespian: +2 vs. SR (bards only)
Pipes of Dissolution: +2 vs. SR (requires Perform skill)
Feats
Piercing Metamagic: -5 to target's SR While not a fan of Feats in C&C, you could simpley have a piercing spell uses up a spell slot one level higher than the spell's actual level. So Fireball would require a 3rd Level and 4th Level Slot to cast with a -5 to the Targets SR
Spell Penetration: +2 vs. SR In this case, you'd get a +2 vs. SR, but you would lose a Spell Level, i.e. a 5 Level Wizard choosing a SR at 5th, would olnly have spells as a 4th Level Wizard.
Greater Spell Penetration: +2 vs. SR Same as above, the SR "Feat" or Exchange would be only offered 2-Times (So no more than +4 vs SR)
Allied Spellcaster: +2 vs. SR (teamwork) I'd change this slightly. Here you could add a "3rd" Time. If you have an adjacent Spell Caster that has the SR "Feat" and is willing to cast the Same Spell as you (so both casting Fireball to overcome the SR for an additional +2
Elven Spirit: +2 vs. SR (half-elves only)
Demon Hunter: +2 vs. SR (demon targets only) Might be a way to have this incorporated into a Ranger's Favored Enemy. Forgoing the +2 to Hit, making an intell check an allowing an adjacent caster the +2 vs. SR
Varisian Tattoo: +1 vs. SR (for a single school)
Bloodmage Initiate: +1 vs. SR (for a single school)
Spell Specialization: +2 vs. SR (single spell only)
Spells
Sure Casting: +5 vs. SR for next spell cast This is an interesting spell as it is a 1st Level Spell. Basically you cast this one round and in the next you cast the spell you want an it gets a +5 vs. SR. Kind of a 2 spells for 1 deal.
Traits
Strength of the Land: +1 vs. SR (dwarf only)
Earthbound: +2 vs. SR (dwarf only, and air subtype targets only)
Dedicated Defender: +1 vs. SR (when adjacent to dying ally)
Precocious Spellcaster: +1 vs. SR (single 1st-level spell only)
Classes
Inquisitor, Piercing Judgement: +1 + (CL/3) vs. SR
Bard, Sandman Archtype: +2 vs. SR (target must be denied Dex) You could replace one of the Bard Abilities with this
Sorcerer, Seeker Archetype: +4 vs. SR (bloodline bonus spells only)
Druid, Menhir Savant Archtype: +1 vs. SR for one round Replace the C&C Druid Special Abilities with these in the Archtype or maybe just one for one exchange to get the SR
Lantern Bearer, Numinous Potency: +level vs. SR
Divine Scion, Opposition Alignment: +1 vs. SR (opposite aligned targets)
Mythic
Arcane Surge, Archmage: roll CL checks twice
Eldritch Breach, Archmage and Hierophant: roll CL checks twice
Channel Power, Archmage: next spell cast ignores SR
Re: Spell Resistance
nice job on the research, thanks, Capt K
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.