One of the things our group kept in the 3.5 version of ray of enfeeblement was a Fortitude save against the spell, although made it Fort half rather the Fort negates. The reason for retaining the saving throw is that, in our group's experience, this spell is on par with mage armour and magic missile as 1st level "must haves". There is nothing which reduces the effectiveness of a high-Strength melee combatant using a two-handed weapon and Power Attack so effectively for so little cost as a ray of enfeeblement. Compare it to enervation (a 4th level spell) for its reduction in attack and damage modifiers, for example. And it's not like it's hard to hit a giant with a ranged touch attack.
Take this spell. It's a 1st level spell which will always see use, no matter what your character level.
As an aside, given that undead are generally immune to effects which require a Fort save, this would render them immune to our house-ruled rays of enfeeblement.
Cheers Al'Kelhar
Take this spell. It's a 1st level spell which will always see use, no matter what your character level.
As an aside, given that undead are generally immune to effects which require a Fort save, this would render them immune to our house-ruled rays of enfeeblement.
Cheers Al'Kelhar