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View Full Version : Which spell are affected by spell penetration ?



aennae
09-22-2011, 07:22 PM
I assume that greater command, comet fall are affected but does this enhancement make harder the reflex save on balde barrier?

Currently saves are : 19 on simple command, 23 on greater command, 24 on cometfall, 24 on blade barrier.

Milfeulle
09-22-2011, 07:28 PM
Hover your mouse over your selected spell, under Spell Resistance would indicate whether your spell will check on mob's SR or not.

Arel
09-22-2011, 07:37 PM
Spell Penetration is used as a bonus to your check to bypass your enemies Spell Resistance (SR). SR applies to most harmful spells that do not do damage directly, usually de-buffs or instant kill spells such as Command or Slay Living, and negates them before having to make any saves (see below). However, most creatures do not have Spell Resistance, so this usually does not come into play as often, at least not until end-game.

This is different from the Difficulty Check of your spells, which is what determines how likely an opponent is to reduce or negate the effects of your spell. This is used for any spell that has, as part of its description, something along the lines of 'reflex save' or 'fortitude save', and applies to all enemies in the game.

You appear to be wanting to increase the latter of the two, the Difficulty Check. This can be done in a few different ways: taking the Spell Focus (and Greater Spell Focus) feat(s) of the applicable school, item effects (eg 'Conjuration Focus'), increasing your primary casting attribute, or by using the Heighten Spell Metamagic. The Spell Penetration feat/enhancements, on the other hand, will not increase these values at all.

aennae
09-22-2011, 09:34 PM
Spell Penetration is used as a bonus to your check to bypass your enemies Spell Resistance (SR). SR applies to most harmful spells that do not do damage directly, usually de-buffs or instant kill spells such as Command or Slay Living, and negates them before having to make any saves (see below). However, most creatures do not have Spell Resistance, so this usually does not come into play as often, at least not until end-game.

This is different from the Difficulty Check of your spells, which is what determines how likely an opponent is to reduce or negate the effects of your spell. This is used for any spell that has, as part of its description, something along the lines of 'reflex save' or 'fortitude save', and applies to all enemies in the game.

You appear to be wanting to increase the latter of the two, the Difficulty Check. This can be done in a few different ways: taking the Spell Focus (and Greater Spell Focus) feat(s) of the applicable school, item effects (eg 'Conjuration Focus'), increasing your primary casting attribute, or by using the Heighten Spell Metamagic. The Spell Penetration feat/enhancements, on the other hand, will not increase these values at all.

Thanks you both saved me an enhancement reset. Spell focus is quite to restricted (BB, cometfall and commands are in 3 different schools). I may get heighten later but wish empower and maximize first.

So i can currently only try to get more wisdom. I asked because i have 6 enhancement pointsto spend.

Arel
09-22-2011, 10:15 PM
Thanks you both saved me an enhancement reset. Spell focus is quite to restricted (BB, cometfall and commands are in 3 different schools). I may get heighten later but wish empower and maximize first.

So i can currently only try to get more wisdom. I asked because i have 6 enhancement pointsto spend.

If you would be willing to lay out your class/race combo and what enhancements you have already gotten (perhaps in a new thread, since this topic is done) I'm sure I and others would be willing to help you figure out what to pick. Just a suggestion, of course.

Matuse
09-22-2011, 10:53 PM
I assume that greater command, comet fall are affected

Greater Command is affected by Spell Resistance, but Comet Fall is not.


but does this enhancement make harder the reflex save on balde barrier?

Spell Resistance and Spell Penetration are wholely different from saving throws and DC.

Think of spell resistance as armor vs spells. When you make an SR check, you are rolling "to hit" vs the enemy's ability to not be affected by spells. This is different from a save, where the enemy is the one who makes the roll vs your static number (the spell's DC).

Only certain enemies have SR. Mostly these are higher level enemies. I can't think of much of anything that you fight prior to about level 10 which ever has SR. You'll only start seeing it when you start fighting demons, devils, and other similar supernatural opponents. Kobolds, giants, ghouls, beholders...none of them have it.

SR only works against a subset of spells. Basically, all damage spells ignore SR (they shouldn't, but they do). Any spell which isn't a damage spell will generally check SR (but there are exceptions).

FrozenNova
09-24-2011, 07:58 AM
Check the second mechanics link in my sig for more information as to how spell penetration functions.

SisAmethyst
09-24-2011, 08:11 AM
As a thumb of rule all mind affecting spells like greater command are subject of spell resistance (http://www.d20srd.org/srd/specialAbilities.htm#spellResistance), while effect spells that create something (fireball) don't. In other words Enchantment spells usually are, while Conjuration not.

Spell penetration then gives a boost to overcome a creature’s spell resistance as like the caster level do.

From DDO wiki (http://ddowiki.com/page/Spell_resistance):
1d20+caster level+spell penetration bonuses (Includes Feats, Enhancements, and Items.)

PS: If you want to make enemies fail the save on your blade barrier, then break their reflex save. E.g. you can place a symbol of pain or symbol of death over it.