|Spell level :||Innate level: 5, Cleric: 5, Druid: 5|
|Components :||Verbal and Somatic|
|Duration :||1 min. * cLevel|
|Spell resistance :||No|
Description[edit | edit source]
The target creature has its spell resistance set to 12 +1 per caster level. If the target already had a higher spell resistance, this spell has no effect.
Casting this spell twice on a target will work, however the effects do not overlap (but could possibly be useful for resisting Dispel Magic and Breach attempts for longer).
Notes[edit | edit source]
12 + Caster Level is essentially the "bare minimum" of useful spell resistance. For instance:
Caster: Is caster level 20 Target: Has Spell Resistance cast on them by a level 20 caster, thus SR is 32.
Without any additional feats, the caster requires a 12 on a d20 (12 + 20 = 32) to overcome the spell resistance. With Spell penetration this lowers to a 10 or more, and with Greater spell penetration it lowers to a 8 or more. It is the same rolls for equal caster levels.
These are still seizable bonuses to this - a caster still only has a 50/50 chance of their hostile spell affecting you, and at higher levels, Clerics and Druids have plenty of level 5 slots. It also lasts a reasonable amount of time compared to other magical defences like Spell Mantle. It can also affect other targets then the caster, making it a more useful utility spell, especially for front line fighters who otherwise have very little magical protection or saves.
This is a somewhat useful spell to have on a Scroll or Rod, because it doesn't use the casters ability modifier or spell casting feats to do anything extra.
Modding[edit | edit source]
Although the script uses the function
EffectSpellResistanceIncrease(), as the description says, if the creature's existing spell resistance is greater than this, it basically has no effect.