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    halfgiantH
    Breach (Abjuration) Range: Sight of Caster Casting Time: 5 Duration: Instant Area of Effect: 1 Creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on a target creature. Here is a complete list of all the specific protection spells that are dispelled by breach: shield, protection circle, resist fear, protection from fire/cold, fireshield, protection from acid, protection from electricity, protection from magic energy, protection from the elements, and protection from energy. The combat protection spells dispelled by this spell are protection from nor- mai missiles, protection from normal weapons, protection from magic weapons, stoneskins, armor, ghost armor, spirit armor, absolute immunity, mantle, and improved mantle.The target’s magic resistance, if it has any, does not affect this spell. Reference: Baldur’s Gate II Shadow of Amn [Manual]; page 141.
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    halfgiantH
    Pierce Magic Resistance (Alteration) Level: 5 Range: 0 Components: V, S, M Casting Time: 5 Duration: Special Area of Effect: 1 Spell Saving Throw: None Pierce magic resistance makes another spell more potent: It pierces magic resistance and some spells that shield a target from spells. Casting pierce magic resistance affects only the spell a wizard casts in the next round. If the target of the second spell has magic resistance, its magic resistance check is rolled twice . Unless both checks succeed, the spell pierces the creature’s magic resistance. For example, if Therdillion the Invoker casts pierce magic resistance, then a disintegrate spell at a creature with 50% magic resistance, the DM rolls the resistance twice to see if it proves effective . Unless both resistance rolls succeed, the spell gets through, forcing the creature to make a saving throw against the disintegration spell . If the saving throw is failed, the creature is disintegrated. The pierce magic resistance spell has a 50% chance of chance of instantly dispelling protections against spells of 5th level or less, including shield, gaze reflection, minor globe of invulnerability, protection from cantrips, protection from weapons (any), protection from magic (any), as well as any wall spell within these limits, including wall of force . Nonmetal protective charms and amulets that add +2 or less to saving throws vs . spell must make a saving throw vs, disintegration or shatter after the saving creature’s saving throw is resolved. The material component is a small iron spike or knife. Reference: Wizards Spell Compendium; Volume 3; Page 666
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    halfgiantH
    Pierce Any Shield (Alteration) Level: 9 Range: 0 Components: V, S, M Casting Time: 1 rd. Duration: 1 rd. Area of Effect: Special Saving Throw: None A more powerful version of pierce magic resistance, this spell is cast one round before an offensive spell. The spell cast immediately after pierce any shield cannot be stopped by any known means: magic resistance, spell turning, or absorption, anti-magic shell, counterspell immunity, and so on. The only defense for the target of this spell is a saving throw, if the spell in question allows one. Even then, such rolls suffer a -5 penalty. The pierce any resistance spell does not protect the caster from events that would normally disrupt the casting of the second spell. The material component is a silver spike of knife. Reference: Wizards Spell Compendium (2E), Volume 3; Page 666.
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    halfgiantH
    Spell Resistance Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check. The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place. The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless. In such a case, you do not need to make the caster level check described above. Arcane mastery ( Complete Arcane, p. 73) [General] You are quick and certain in your efforts to defeat the arcane defenses and spells of others. Prerequisite Ability to cast arcane spells or use spelllike abilities (including invocations), Benefit You can take 10 on caster level checks (as if the caster level check was a skill check). You can use this feat even while under stress. True Casting (Complete Mage, p. 121) Divination Level: Sorcerer 1, Wizard 1, Spellthief 1, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: One spell You focus your magic deep in your soul until it becomes a torrent that must be unleashed. Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance. Taking 10 When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.