Knocking out Spell Resistance.

CyberSpyder said:
There's a rather limited selection, and they're pretty cheesy?

Really? Most conjuations, including direct attack spells and summons? A lot of touch attack spells and ray spells? There are so many of them, and many that are not cheesy in the least, that I don't see where you are coming from on this.
 

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CyberSpyder said:
There's a rather limited selection, and they're pretty cheesy?
Compared to Lower Spell Resistance (from Draconomicon), they aren't cheesy at all. Lower Spell Resistance is an incredibly unfair spell that basically destroys the SR mechanic single-handedly, if allowed. Unlike Assay Resistance, where the spell targets the caster and thus it makes perfect sense that you needn't worry about the creature's SR, Lower Spell Resistance ignores SR for no good reason, gives a more-or-less unsavable Fortitude Save (even with good Fort, you really can't make a save with that penalty or at least, the ability to make the save on much more than a 20 will often mean that the creature must be able to automatically save against the wizard's normal spells except on a 1). Allow this spell at your own risk.
 

I've always thought that there would be a better way to get around things than Lower Resistance. For example, suppose there were a 5th level spell called Increase Effectiveness (or something even cheesier) that increased your effective caster level, but was school-dependent. So, you cast it, and select evocation, and, for some duration, all the caster level checks you make against SR, when casting evocation spells, get some modifier (+4, in all likelihood). You can cast the spell multiple times on yourself or others, if the same target gets multiple castings, each casting is for a different school of magic.

Then, of course, you put this in a Rod or Staff, and use it to cast SR-buster spells all day.

Dave
 

Vrecknidj said:
I've always thought that there would be a better way to get around things than Lower Resistance. For example, suppose there were a 5th level spell called Increase Effectiveness (or something even cheesier) that increased your effective caster level, but was school-dependent. So, you cast it, and select evocation, and, for some duration, all the caster level checks you make against SR, when casting evocation spells, get some modifier (+4, in all likelihood). You can cast the spell multiple times on yourself or others, if the same target gets multiple castings, each casting is for a different school of magic.

Then, of course, you put this in a Rod or Staff, and use it to cast SR-buster spells all day.

Dave
Well, Assay Resistance gives the caster a +10 against a specific creature. A much more elegant solution than Lower Spell Resistance, in my opinion.
 

Mistwell said:
I'm still wondering why using spells that don't offer a spell resistance check isn't an option for your group. Why NOT use an Orb of Acid (Complete Arcane)?
I'm also interested in the OP's response to this.

Look, winning combat is (almost always) about hitting an opponent where he is weakest. If your opponent has SR, don't use spells that allow him/her/it to use SR. Simple. :]
 

Another spell to consider is subvert planar essence from Complete Divine. You really are better off just not trying to hit it with spells that allow SR. The general rule is, "if your opponents are resistant to magic, cast your spells on your allies instead".
 

Mistwell said:
Really? Most conjuations, including direct attack spells and summons? A lot of touch attack spells and ray spells? There are so many of them, and many that are not cheesy in the least, that I don't see where you are coming from on this.
Nah, I meant the orbs in particular. They're basically just evocation spells that don't allow SR.

But yeah, summons are one approach that can definitely work. Conjuration doesn't have that much in the way of spells to smack someone down in particular, but even when you stay away from the orb spells you have a few options.
 

CyberSpyder said:
Nah, I meant the orbs in particular. They're basically just evocation spells that don't allow SR.

But yeah, summons are one approach that can definitely work. Conjuration doesn't have that much in the way of spells to smack someone down in particular, but even when you stay away from the orb spells you have a few options.

Melf's Acid Arrow always is a good one..particularly empowered.
 

Try running away. It might be an encounter to come back to at a later time. Gather information in town or reseach the thing through sages if you can make it back. Not everythng in game is there to die the first time you encounter it.

How was the angel "put against the party"?

Could you enlighten us how you know its CR? And could you describe the group you are in?


Getting non PHB spells is a costly gamble IIRC. You pay 1000gp and a day per level to research the spell and only find out if the spell is being allowed after those cost are paid.
 
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Trickery might work better than a frontal assault in this situation. Creatures can voluntarily lower their spell resistance (to receive a beneficial spell for example). If you can somehow convince the creature that you are an ally then it might open itself up, at least for a round. Spells like Alter Self or your local rogue's disguise and bluff skills could be useful. If you can smack him on round one with some heavy hitting spells, preferably the kind that don't allow saves, then you might be able to win an advantage.
 

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