Looking for ways of upping the identify spell DC


Advice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Is there a way to up the DC to identify your spells, such as a feat or class ability?

I'm looking to make an illusionist, and I don't want opposing spellcasters screaming things like "don't worry about the dragon fellas', he just cast major image" or "he just cast mislead, ignore the wizard and start spamming the area with explosions!"

Scarab Sages

Only still/silent spell come to mind.


Spell focus = +1 on DCs for all Saves for that school.

From the APG : Focused Spell = if the spell effects more than one creature, choose one target and they get their DC to resist is +2.

You could use Heighten Spell feat for your illusions.

Your GM may allow a situational modifier if you take time to cast the spell, so 2-3 rounds instead of one, add more detail etc and gain +2 to the DC?

Liberty's Edge

New Feat:

Deceptive Spell
Metamagic Feat. Raises spell level by 1.
If the normal spellcraft DC is met, the altered spell appears to be another spell, of the caster's choice. The DC to actually identify this spell is +10.

Obviously, the wording needs to be cleaned up. But I think the idea is sound. Sounds good to you?


Lyrax wrote:

New Feat:

Deceptive Spell
Metamagic Feat. Raises spell level by 1.
If the normal spellcraft DC is met, the altered spell appears to be another spell, of the caster's choice. The DC to actually identify this spell is +10.

Obviously, the wording needs to be cleaned up. But I think the idea is sound. Sounds good to you?

I like this.

Liberty's Edge

It can also be a spell.

Illusory Gestures School: Illusion, Level: Sorcerer/Wizard 3
Casting Time 1 swift action
Components S
Range Personal
Target you
Duration 1 minute/level

While this spell is active, anyone attempting to identify the spells you cast has a chance to be fooled. Add your caster level to the spellcraft DC when they attempt to do so. If they would have succeeded without the intervention of this spell, they may incorrectly identify your spell as any other spell you wish.

This spell may be cast discreetly, and hidden as a Sleight of Hand check. Replace its normal identify DC with the Sleight of Hand check if you do so. It cannot be identified if you cast while invisible, since it has no verbal component.

Liberty's Edge

There is also this feat from the old Magic of Faerun book:

Spell Thematics [General]
You have developed a signature thematic manifestation that gives your spells unique visual or auditory qualities. You are
more effective when casting spells strongly linked to your theme, and any spell you cast reflects your signature theme to a
greater or lesser extent.
Benefit: Choose a theme for your spellcasting. You cast spells designated as central to your theme at +1 caster level. Add +5
to the DC of any Spellcraft check made to identify any spell you cast, whether or not it is designated as a thematic spell.
A spell theme is comprised of two components. The first is a set of spells central to your theme. This consists of one spell at
each spell level you can cast. For example, a 5th-level wizard might select ray of frost, magic missile, snowball swarm and fly as spells central to his theme. The second component is a common visual or auditory effect all your spells share, such as fire, ice or screaming
skulls. The special effect does not change the spells in any way, other than enhancing your caster level with the spells you
choose to be central to your theme. For example, if your theme is fire, then your magic missile spell might appear to
produce bolts of fire, although the bolts are still a force effect and cause normal damage, not fire damage. If your theme is screaming skulls, your fly spell might manifest as a dozen small screaming skulls that orbit around you, bearing you aloft.

Alternatively, you could devise a new use for the Spellcraft skill. How about this for simplicity:

Spell Feint: You can use Spellcraft to fool your opponents into misreading your casting rituals. Make a Spellcraft check. Any creature wishing to identify your spell is required to meet or exceed the result of your check on an opposed Spellcraft roll.

Because there would rarely be any reason not to use this ability (thereby making the normal check superfluous,) I'd probably balance it out by including some sort of drawback. A good start might be to say any spell cast this way may not be cast defensively (the elaborate gestures required to hide your magic ruins any attempt to avoid attacks) or require the ability to use up your swift action for the turn.


Ravingdork wrote:

Is there a way to up the DC to identify your spells, such as a feat or class ability?

I'm looking to make an illusionist, and I don't want opposing spellcasters screaming things like "don't worry about the dragon fellas', he just cast major image" or "he just cast mislead, ignore the wizard and start spamming the area with explosions!"

Even without the spellcraft check you can make a knowledge arcana check. You speak some words and wave your hands then a dragon appears.

I think(with a knowledge arcana check) are there any spells that can summon or create dragons. Nope.

Identify a spell effect that is in place Arcana 20 + spell level

Mislead really should have a special qualifier that makes it so it is not so easily identified. You should get the knowledge arcana check and that is it.

I know your group tries to stay RaW, but adding +5 as a house ruleto the spellcraft is not a bad idea.

RPG Superstar 2015 Top 8

Ravingdork wrote:

Is there a way to up the DC to identify your spells, such as a feat or class ability?

I'm looking to make an illusionist, and I don't want opposing spellcasters screaming things like "don't worry about the dragon fellas', he just cast major image" or "he just cast mislead, ignore the wizard and start spamming the area with explosions!"

Being invisible is the best bet for an illusionist. Silent and still spell are other options. Silent spell + invisibility is a good combo (remember, creating an illusion of a dragon is not an attack).

In 3.5e there are skill tricks from 'The Complete Adventurer' that let you cast spells deceptively so that you can make one spell look like another, and to cast a spell unnoticed. I think they required bluff and slight of hand.

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