Author Topic: Making Spell Resistance useful [3.5]  (Read 3882 times)

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Prime32

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Making Spell Resistance useful [3.5]
« on: March 06, 2011, 02:47:47 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.
« Last Edit: April 02, 2011, 10:04:20 AM by Prime32 »
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The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Bauglir

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Re: Making Spell Resistance useful [3.5]
« Reply #1 on: March 06, 2011, 03:37:13 PM »
Question! Wouldn't SR 30+ make a creature utterly immune to magic?

In the non-epic SRD, this makes all Angels, Pit Fiends, rakshasas (with 3+ class levels, but that's not necessarily uncommon), the Tarrasque (okay, this one could actually be a good idea), Nightcrawlers, Titans, and Ropers(why a CR 12 monster has SR 30 is beyond me) immune to magic.

Depending on how you round, Trumpet Archons and Nightwalkers get added to the list.

That said, I like the idea, I just wish the game had been written that way to begin with. Backwards compatibility could present some issues.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

Prime32

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Re: Making Spell Resistance useful [3.5]
« Reply #2 on: March 06, 2011, 03:40:25 PM »
Question! Wouldn't SR 30+ make a creature utterly immune to magic?

In the non-epic SRD, this makes all Angels, Pit Fiends, rakshasas (with 3+ class levels, but that's not necessarily uncommon), the Tarrasque (okay, this one could actually be a good idea), Nightcrawlers, Titans, and Ropers(why a CR 12 monster has SR 30 is beyond me) immune to magic.

Depending on how you round, Trumpet Archons and Nightwalkers get added to the list.

That said, I like the idea, I just wish the game had been written that way to begin with. Backwards compatibility could present some issues.
That's what CL boosters and spells like Assay Spell Resistance are for. Not to mention things like orb spells.
« Last Edit: March 06, 2011, 03:42:12 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Bauglir

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Re: Making Spell Resistance useful [3.5]
« Reply #3 on: March 06, 2011, 04:45:54 PM »
Question! Wouldn't SR 30+ make a creature utterly immune to magic?

In the non-epic SRD, this makes all Angels, Pit Fiends, rakshasas (with 3+ class levels, but that's not necessarily uncommon), the Tarrasque (okay, this one could actually be a good idea), Nightcrawlers, Titans, and Ropers(why a CR 12 monster has SR 30 is beyond me) immune to magic.

Depending on how you round, Trumpet Archons and Nightwalkers get added to the list.

That said, I like the idea, I just wish the game had been written that way to begin with. Backwards compatibility could present some issues.
That's what CL boosters and spells like Assay Spell Resistance are for. Not to mention things like orb spells.

Ah, okay, so you're not changing which spells are affected by spell resistance. Still, those things do all of nothing to deal with the spell level reduction.
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

veekie

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Re: Making Spell Resistance useful [3.5]
« Reply #4 on: March 06, 2011, 06:54:58 PM »
I think a DC cut might be saner than a spell level cut.
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