Lower Spell Resistance

Actually, it requires access to both schools, and here is why.

Pg. 172 under Abjuration:
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm tresspassers, or even banish the subject of the spell to another plane of existence.


The second sentence is why it is part abjuration, because it negates a magical ability, the radiation of SR.

Pg. 174 under Transmutation:
Transmutation spells change the properties of some creature, thing, or condition.

Also, since things get no saving throw against this, it doesn't matter for specialists really. The only hindrance is if they end up with either of the schools blocked.

Calrin Alshaw
 

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No spell requires access to more than one school though. Even officially published, the lower spell resistance spell from the Draconomicon, which affects targets the same as your spell, is a member of only one school of magic.

If you have some kind of house rule for things like this, that's cool, you just need to mention that.

Also, SR is an extraordinary ability. It isn't magical.
 
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IMO any spell that legally belongs to two or more schools should be made "Universal", like Wish, Prestidigitation and Permanency. This spell, like Permanency, is meta-magical -- it deals with mechanics as opposed to direct effects in the game world.

The reason that I prefer the "bolster self" effect over the "reduce opponent" effect is because it follows an existing game mechanic -- Spell Penetration.

-- N
 

Good points...hrmm, dunno, abjuration and transmutation BOTH can effect physical and magical abilities (I'm guessing since it is extraordinary ability it is physiological somehow). Although transmutation would fit I suppose. However, I think a spell like this is far better than bolstering yourself. Even though it doesn't deal with "an existing game mechanic" it is more useful in the long-run.

Universal would actually be a very good school for this...however, it affects another creature. Thus, I think I'll stick it into transmutation. Anyhow, this was simply my attempt at converting the old 2nd edition spell, as closely as possible.

Calrin Alshaw
 

If you have to pick one or the other, I'd prefer Abjuration, simply because Transmutation is quite large already.

-- N
 

Actually, after reading both of the definitions for the spell schools, abjuration "negating" physical or magical abilities, sounds like the correct school.

Alright, last statement on the school of "Lower Resistance"

The school for this spell is Abjuration.

Calrin Alshaw
 

My house version to throw into the melting pot:

Lower resistance
Transmutation
Level: Brd 4, Sor/Wiz 4
Components: V,S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (see text)
Saving Throw: Will negates (see text)
Spell Resistance: No

This spell lowers the spell resistance of the target creature by 1d6 points +1 point per three caster levels (maximum +6) for the duration of the spell.
The spell is specifically designed to counter spell resistance, and is not affected by spell resistance itself (unlike most targeted transmutation spells, see p299 Dungeon Master’s Guide). Lower resistance works against both natural spell resistance and that provided by spells or magic items. The spell has no effect on a creature’s immunities from a spell or spells (for example, a golem’s immunity to magic), and does not affect a creature’s saving throws against spells or spell-like abilities.
The target creature is entitled to a saving throw to avoid the spell’s effects. Further, an affected creature with natural spell resistance may attempt a new saving throw every round, at the beginning of its turn. This is a full-round action that does not provoke an attack of opportunity. If it is successful it puts its spell resistance back up and the spell ends. Spell resistance from a spell or a magic item is lowered for the entire duration of lower resistance.


Cheers, Al'Kelhar
 

the Jester said:
I converted lower resistance a while back... I gave it a +6 to penetrate and it lowers the target's SR by half your level (max of 10).

A bonus to the caster level check fits the 3.5 system best, I think. And +6 makes the spell worth trying against a tough opponent, but won't be a sure thing. (If it were, you probably wouldn't be casting the spell).

Is your spell medium and 1 round/level too? What level?
 

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