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Spell Penetration

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M_J
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Spell Penetration

Post by M_J »

Alright, can somebody plz tell me how spell penetration works exactly. I know what it does from the discription but i dont see all that much change. Also i know its good for wizards but what about clerics, does it count for them 2?
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neocool00
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Post by neocool00 »

Spellcraft: Helps character identify spells being casted by enemy mages. Helps Wizards learn new spells. Important for aquiring elemental boosting feats (ie. Aegis of Rime), however you need a spellcraft of 10 to aquire them. So it's best to give any mage atleast 10 spellcraft.
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Heidrek
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Post by Heidrek »

[QUOTE=M_J]Alright, can somebody plz tell me how spell penetration works exactly. I know what it does from the discription but i dont see all that much change. Also i know its good for wizards but what about clerics, does it count for them 2?[/QUOTE]

Spell Penertration feats help you bypass an opponents Spell Resistance. If you are facing an opponent who has spell resistance, you spells may not work at all, they have a chance to completely ignore the effects of your spell. The higher thier Spell Resistance, the better the chance your spells will do nothing to them.

Spell Penetration helps your spells get past this. Most opponents don't have any spell resistance, but most of the later boss enemies do, and they are very difficult to kill - nearly impossible if your spells don't work at all. These feats don't affect saving throws though, you need to use the Spell Focus feats for that.

It is best for Arcane casters as most often their spells are offensive and cast at opponents, while Divine spells are usually cast on your party. It is worth
getting Spell Penetration on any of your main casters though. It helps get your Greater Command, Static Charge, Hold Person and Sol's Searing Orb spells through, particularly against Drow who have a natural spell resistance.
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M_J
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Post by M_J »

Thnx heidrek
Better to reign in hell then to serve in heaven!!
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