1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Spell resistance and you (and bugs too!)

Discussion in 'Icewind Dale 2' started by JT, Aug 28, 2005.

  1. JT Gems: 12/31
    Latest gem: Moonstone


    ★ SPS Account Holder Veteran

    Joined:
    Jun 19, 2005
    Messages:
    498
    Media:
    11
    Likes Received:
    11
    Gender:
    Male
    I did some testing with my party of drow/deep gnomes -- Holy Aura spell takes them up to the max Spell Reistance of 50, which in theory makes them immune to their own spells. I tried skull trap, cone of cold, acid storm, DBF, horrid wilting, meteor swarm, and M.'s Force Missiles. This was in HoF, if it matters.

    Cone of cold, horrid wilting, and meteor swarm always completely ignored spell resistance. In my opinion, that counts as a bug.

    (Side note on meteor swarm: It has a duration of one round; a character who is not in the AOE when the spell is cast, but moves in before the six seconds are up, will be damaged. However, it can only damage each character once, even if he leaves and returns to the AOE several times.)

    The other spells were almost always foiled by spell resistance, _but_ if I could force several spell resistance checks at nearly the same time, sometimes a spell would go through, even though it shouldn't.

    Example: all three characters clustered together. two of them cast skull trap at each other simultaneously. Rarely, one character will be damaged by one skull trap.

    Easier example: cast a bunch (6+) of skull traps or DBFs close together. Walk a character into them; he will resist some and be damaged by some.
     
  2. Silverstar Gems: 31/31
    Latest gem: Rogue Stone


    Veteran

    Joined:
    Mar 30, 2005
    Messages:
    4,050
    Likes Received:
    17
    Gender:
    Male
    According to spiffy 3E rules, when a caster casts a spell at a spell-resistant foe, he makes a caster level check. This is 1d20+CasterLevel, if the result is equal or higher than the target's SR, spell effects normally. There is a feat called Spell Penetration which gives +2 bonus and can be taken twice for a total of +4 bonus.

    So a 30th level caster with Greater Spell Penetration will roll 1d20+34 to penetrate the victim's SR. In your example, if your mages are HIGH level, they can SOMEHOW penetrate 50 SR and their spells work normally.

    ^WHY, in above example the arch-mage needs to roll a 16 on 1d20, it is HARD but not impossible as you can see with %25 chance of success. Maybe this is your answer, I am not sure though. What was your mage's levels? Did they have Spell Penetration Feat?
     
  3. JT Gems: 12/31
    Latest gem: Moonstone


    ★ SPS Account Holder Veteran

    Joined:
    Jun 19, 2005
    Messages:
    498
    Media:
    11
    Likes Received:
    11
    Gender:
    Male
    None of my characters have any Spell Penetration, and none of them are level 30. I did make sure of that before testing...
     
  4. DanSkibo Gems: 3/31
    Latest gem: Lynx Eye


    Joined:
    Apr 12, 2005
    Messages:
    56
    Likes Received:
    0
    Is it possible a natural 20 punches through Spell Resistance, like a nat 20 is an auto hit?
     
  5. Silverstar Gems: 31/31
    Latest gem: Rogue Stone


    Veteran

    Joined:
    Mar 30, 2005
    Messages:
    4,050
    Likes Received:
    17
    Gender:
    Male
    ^CLEVER! Yes it may be the cause, not sure though.
     
  6. JT Gems: 12/31
    Latest gem: Moonstone


    ★ SPS Account Holder Veteran

    Joined:
    Jun 19, 2005
    Messages:
    498
    Media:
    11
    Likes Received:
    11
    Gender:
    Male
    A nat 20 _shouldn't penetrate spell resistance, but even if it does, that is not what I am seeing.

    To repeat:

    Cast skull traps at a highly spell resistant character at intervals. He will resist them all.

    Cast a whole bunch of skull traps on top of each other, and then walk into them. About half of them will penetrate his spell resistance, even though he should be immune.
     
  7. Silverstar Gems: 31/31
    Latest gem: Rogue Stone


    Veteran

    Joined:
    Mar 30, 2005
    Messages:
    4,050
    Likes Received:
    17
    Gender:
    Male
    Strange then, can you abuse it to your liking?
     
  8. JT Gems: 12/31
    Latest gem: Moonstone


    ★ SPS Account Holder Veteran

    Joined:
    Jun 19, 2005
    Messages:
    498
    Media:
    11
    Likes Received:
    11
    Gender:
    Male
    I like to have all my characters be drow or deep gnomes; these bugs mean that I'm getting less mileage than I should out of my SR.

    Hmmmm... are the bugs abusable, assuming they work the same way against enemies with SR as they do against my SR characters? Let's pretend I don't want to cast Lower Resistance.

    So now we know to use Cone of Cold, Horrid Wilting, and Meteor Swarm against SR. But we were probably already using those spells, especially the latter two.

    And we know that a big pile of skull traps and DBFs sometimes beat SR when they shouldn't. But if you have time to set a trap like that, you have time to cast LR.

    So basically this bug hurts you a lot more than it helps you.
     
  9. MindChild

    MindChild Science should not set limits to imagination Resourceful Veteran

    Joined:
    Jun 27, 2005
    Messages:
    168
    Likes Received:
    12
    let me throw a theory at you, its spell resistance, some is innate and some isn't ... some require certain classes meaning those classes had to study on ways to resist magic.

    The non-innate resistance requires focusing to resist the spell, thus, when its only one or a few spells, you can resist it, but when barraged (spelling?) by spells, its harder to focus and you can't resist them all...

    now, i'm not sure if its intentionally made this way but it CAN be explained by simple theory...use some imagination ^_^
     
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.