D&D 3E/3.5 [3.5e] Conjuration, Spell Resistance and Golems

FireLance

Legend
I just noticed something cool about the Conjuration school in 3.5e: Almost all the offensive spells, e.g. Acid Splash, Glitterdust, Melf's Acid Arrow, Web, Stinking Cloud, Evard's Black Tentacles, Cloudkill, Mordenkainen's Faithful Hound, Acid Fog, Incendiary Cloud, etc. do not allow spell resistance. This makes sense - the magic is used to bring something damaging to the location, but the damaging creature or substance is not itself magical.

The Conjuration school has now become the school of choice for offensive spells against spell resistant opponents. :D

What's more, the Immunity to Magic special quality of golems states that the golem "is immune to any spell or spell-like ability that allows spell resistance". Since these Conjuration spells do not allow spell resistance, they affect golems too! :D Well, except for Stinking Cloud and Cloudkill, which won't affect constructs.
 

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Chris_Nightwing

First Post
Yup they do kind of totally rule now =). 3.0 Conjuration was my most opposed school, now I think you would find it difficult to give up,. I want to play a Conjuror with opposite Enchantment and Necromancy. Well not sure, new specialisation is quite harsh, I would have to think it through quite a bit.
 



Zogg

First Post
the Jester said:
Oooh!

Conjuration's so.... so... shiny now!

:D :cool:

Uh....yea. One might say it's a bit overwhelming with it's brilliance. Especially with the augment summoning feat - how can you go wrong?
 

nikolai

First Post
FireLance said:
I just noticed something cool about the Conjuration school in 3.5e: Almost all the offensive spells, e.g. [...] Glitterdust [...], etc. do not allow spell resistance...

What's more, the Immunity to Magic special quality of golems states that the golem "is immune to any spell or spell-like ability that allows spell resistance".

Thanks for pointing this out FireLance, you've very sharp eyes. And Wow. Golems have just got easier...

Flesh CR 7: Fort +3, Ref +2, Will +3.
Clay CR 10: Fort +3, Ref +2, Will +3.
Stone CR 11: Fort +4, Ref +3, Will +4.
Iron CR 13: Fort +6, Ref +5, Will +6.

These are the 3e figures, but if they're matched in 3.5e the save on glitterdust is 12 + Int Mod. So that's at least a 50% chance of blinding for all of them. I think the SR change for conjuration is a good idea, the principle behind it makes sense for Melf's Acid Arrow and similar spells at least, there was an overlap between offensive conjurations and evocation. But spell resistance has just become a bit of a technicality with "save or be harmed" spells being able to get around SR.

nikolai.
 


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