Arcane Disruption is a useless spell


Pathfinder First Edition General Discussion


Arcane Disruption wrote:
[...]The subject must succeed at a concentration check (DC = 10 + 1/2 its caster level) in order to[...]

That's really all that matters as the whole spell is built around this DC. Let's see what that means...

CL | DC
-------
1 | 10 (need 9)
2 | 11 (need 9)
3 | 11 (need 8)
4 | 12 (need 8)
5 | 12 (need 7)
6 | 13 (need 7)
7 | 13 (need 6)
8 | 14 (need 6)
9 | 14 (need 5)
10 | 15 (need 5)
11 | 15 (need 4)
12 | 16 (need 4)
13 | 16 (need 3)
14 | 17 (need 3)
15 | 17 (need 2)
16 | 18 (need 2)
17 | 18 (auto succeed)
18 | 19 (auto succeed)
19 | 19 (auto succeed)
20 | 20 (auto succeed)

From level 1 you have a 55% chance of success minimum and only gets worse and it's a spell resistant, will negating spell at that. Come on, guys... Yes, there is the penalty for further concentration checks. However, the above is JUST based on CL and not ability score modifiers or things that increase concentration checks of which there are many. Given the spell is specifically for arcane casters calling it 'weak' gives it too much credit. Does anyone think this is deserving of an increase as odd as that might sound? Where would this actually prove a challenge?

The change I'd propose is at least adding your casting ability score to the DC or changing it to 10 + the creature's full CL preferably. That seems to be more universally useful. Assuming a very conservative ability score progression, it's still rather easy to beat but at least it doesn't make itself obsolete.

CL | DC
-------
1 | 11 (need 7) (assuming stat +3)
2 | 12 (need 7) (assuming stat +3)
3 | 13 (need 7) (assuming stat +3)
4 | 14 (need 7) (assuming stat +3)
5 | 15 (need 6) (assuming stat +4)
6 | 16 (need 6) (assuming stat +4)
7 | 17 (need 6) (assuming stat +4)
8 | 18 (need 6) (assuming stat +4)
9 | 19 (need 6) (assuming stat +4)
10 | 20 (need 5) (assuming stat +5)
11 | 21 (need 5) (assuming stat +5)
12 | 22 (need 5) (assuming stat +5)
13 | 23 (need 5) (assuming stat +5)
14 | 24 (need 5) (assuming stat +5)
15 | 25 (need 4) (assuming stat +6)
16 | 26 (need 4) (assuming stat +6)
17 | 27 (need 4) (assuming stat +6)
18 | 28 (need 4) (assuming stat +6)
19 | 29 (need 4) (assuming stat +6)
20 | 30 (need 3) (assuming stat +7)

Liberty's Edge

That's not the main purpose of the spell, though. The -1/2 level on other Concentration checks is, and makes other concentration checks vastly harder.

If it actually shut down all arcane spells on a particular caster with any reliability, it'd be too powerful.


That's exactly how it's written, though. It affects spells, spell-like abilities, using magic items, etc. It's meant to have far-reaching affects.

Liberty's Edge

Uwotm8 wrote:
That's exactly how it's written, though. It affects spells, spell-like abilities, using magic items, etc. It's meant to have far-reaching affects.

Right. But not very severe ones, as the low concentration check DC indicates. Again, the primary use is making all other Concentration checks notably harder.


I agree that it's not a very powerful spell, but frankly that's how 90% of the spells in the game are. It's part of what's fun about the game to figure out which spells are good and which spells aren't so good.

I don't think the change that you suggest would be game-breaking, but it would make Arcane Disruption a fairly strong 2nd-level spell. A DM could make the change you suggest, but I don't see any particular reason to improve this spell instead of one of the many other weak 2nd-level spells.


I made this thread upon realizing it made itself useless at a point where APs are designed to take players. Kinda threw me for a loop.

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