Knocking out Spell Resistance.

Truth Seeker

Adventurer
Okay...for those who are truly familiar with mechanics.

Clarify for me, what can take it down, even temporarily.

Thanks.

I need info, the current DM who I am gaming with, put a fallen Angel against the group. Who are nowhere the CR equivalent facing level of this dark walker.
 
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It's easier to avoid spell resiatance than take it down. The orb spells from Complete Arcane, for example, all avoid Spell Resistance.

Failing that, it's still generally much easier to punch through spell resistance rather than take it down. (Spell Resistance Penetration = SRP).

The spell Assay Resistance (4th level arcane spell in Complete Arcane) gives you a +10 bonus to do with. The feat Arcane Mastery from that same source lets you take ten on your check. The prestige class Shadow Adept (player's guide to faerun) gives you feats (or has as a requirement) that essentially gives you a +5 to get through spell resistance. The feats Spell Penetration and Greater Spell Penetration each give you a +2 (stackable) to get through spell resistance. Tatoo Focus (Player's Guide to Faerun) gives you a +1 to SRP to spell from one school (and gets you into the Red Wizard prestige class, which also increases your SRP as you advance in levels in that class). Anything that increases your spellcaster level (like Spell Thematics from Player's Guide to Faerun, or Cooperative Spell from Complete Arcane) helps you get through it (since it's a caster level check). The Heighten Spell feat increases your spell resistance penetration [edit - when used with] the Earth Spell feat (from Races of Stone). Fortify Spell (Complete Arcane) increases your SRP by +2 for every level increase you put on a spell.

There are more things like these, and some magic items that help as well. But, I didn't want to go on too much, if you are looking for something other than the ability to punch through Spell Resistance.
 
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There are a couple spells that can handle it, notably Assay Resistance from Complete Arcane (which doesn't actually lower resistance, just gives you the caster a bonus to beat it) and Lower Spell Resistance from the Dragonomicon, which does, in fact, lower the spell resistance.

Assay Resistance is a 4th level wizard and cleric spell, cast as a swift action, that has no save and gives you a +10 bonus on caster level checks to beat a single creature's spell resistance for one round per level.

Lower Spell Resistance is a 4th level wizard and cleric spell, with a one-round casting time, that has a fortitude save and gives the afflicted creature a penalty to its spell resistance equal to your caster level, with a maximum of 15, for one minute per level. Note, though, that the creature gets a penalty on its fortitude save equal to your caster level, so all but the most exceptionally fortitude...y will probably not make it.
 

Ahhh, I should have clarified on what I needed. Sorry.

How about Greater Dispel?

Show me the ins and outs.

Thanks.


And oh, I believe the group I am with, does not have those forementioned castings among them.
 

Um. As far as I know, there's nothing that "Takes It Down" like lowering the sheilds on the Starship Enterprise.

It probably doesn't function in an antimagic field ...

But then you're in an anti-magic field ... so...

--fje
 

Spell resistance is an extraordinary ability, so even wandering into an antimagic sphere wouldn't take it out (not that that would help you to cast spells on it, anyway).

Anyway, as long as you have a cleric, you can get those two spells...

Assay Resistance is probably best if you only have a single caster - the 1 round casting time on Lower Spell Resistance is harsh. But if you can pull it off, spell resistance is one of those things that is extremely level-dependent. Drop it down by five or ten, and suddenly it's a virtually insignificant factor.
 

Ex not Su, that's right. Mea Culpa. I was being wry, anyway.

When fighting something with huge CR, and you KNOW about it, it's best for the spellcasters to devote the entirety of their spells to buffs of some sort or another, and conjurations. Go to d20srd.org and check out their Spell Filter feature, you can easily run through all of the spells for each class and level of spell you have access to from the SRD and see what doesn't get blocked by SR.

Mostly it's conjuration spells ... battlefield control like Solid Fog (I think) and Wall of Force ... if the casters buff and the Wizard tosses down some WoF spells that contain the angel where, say, the Buffed To The Gills Barbarian can wail on him for a few rounds, etc.

SR is a tough thing when you're fighting inappropriately-CRed creatures ... same with Templated creatures who gain SR based on HD ... where you can easily get a monster with an appropriate CR, but lots of HD and basically Immunity To Your Puny Spells.

--fje
 


I guess it doesn't say anywhere but every creature has a button hidden somewhere on their person. This button, when pressed (standard action, provokes aoo) deactivates a random defense of said creature. This button is located somewhere near the groin.

Good luck and happy hunting.
 

Joker said:
I guess it doesn't say anywhere but every creature has a button hidden somewhere on their person. This button, when pressed (standard action, provokes aoo) deactivates a random defense of said creature. This button is located somewhere near the groin.

Good luck and happy hunting.

Well, it might get switch with a well-placed sword hit...or hammer. ;)
 

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