Spell Penetration Clarification


Rules Questions


How does Spell Penetration work with area effect spells?

If my PC Wizard level 10 casts Fireball on a Coven of Hags who all have SR how is this handled?

#1. Does the PC Wizard roll a single spell penetration check (1d20 + CL) and then the GM compares it vs. the spell resistance of each target with the spells area of effect?

#2. Does the player make several spell penetration checks? A different spell penetration check for each foe with Spell Resistance within the area of effect?

As the GM I ruled the first option but the PC is adamant that I am wrong.
I've searched the Paizo forums, the internet and Reddit to gain some insight.
Appreciate your input and clarification. Thank you and happy holidays.


I would do #1. Otherwise you are rolling a lot of dice and that can get tedious. Likewise, do you roll the damage dice separately for each creature that was hit with the fireball? I say no.

Core rulebook p. 217

Quote:

The defender’s spell resistance is like an Armor

Class against magical attacks.

You don't roll your AC when you are attacked, so logically that means you shouldn't be rolling SR when you are getting hit by a spell. Though, there are some optional rules for that if that is your thing.

Liberty's Edge

CRB p. 565 wrote:

Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds.

If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.

Not perfectly clear, as it can be constructed at meaning that you check SR only once for each creature but that each check use a different die roll, but I think that the bolded part is reasonably clear. You make your caster level check once and compare it with the Sr of the creatures affected.

I am reasonably sure that there is a clearer text in some of the books, but I haven't found it with a fast search. It is possible it was a FAQ or Dev comment.


What the CRB does absolutely say is that SR is checked only once.

It does NOT say once per creature, and we can be certain of that because those words do NOT exist where SR is being explained in the CRB.

For a GM to add that on their own is simply just that, a GM making a homerule. No big deal, but not official by any means.

If we just literally read what the rules say, then SR is checked only once.


@VoodistMonk,the CRB also clearly places itself in a scenario where only one creature has to resist the spell. It explains how to handle one creature affected multiple times by the same spell whereas the scenario we are discussing is about multiple creatures affected all at once by the same spell. I am not sure we can extrapolate from the case in the CRB to the one at hand.

I'd turn to other places in the rules. How is a round-house kick while surrounded by enemies handled? I believe only one attack roll is performed and checked against the AC of each opponent but I do not have the rules in front of me.


Always default to whatever streamlines the process. Encounters already take long enough, don't add any extra moving parts than absolutely necessary.

CRB says SR is checked only once. That is the most efficient way to keep things moving.

Why would anyone argue to make it take longer?


It comes to my mind the Dismissal spell. In order to dismiss an outsider you have to roll against his SR and then he rolls a Will ST, am I right?

Help me to understand how to deal with failures:
1) you roll higher than SR, but he rolls a good ST -> not dismissed
2) you roll higher than SR and he fails his ST -> dismissed
3) You roll lower than SR -> not dismissed

Can you cast a new Dismissal in both 1) and 3)?

Liberty's Edge

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Laprof wrote:

It comes to my mind the Dismissal spell. In order to dismiss an outsider you have to roll against his SR and then he rolls a Will ST, am I right?

Help me to understand how to deal with failures:
1) you roll higher than SR, but he rolls a good ST -> not dismissed
2) you roll higher than SR and he fails his ST -> dismissed
3) You roll lower than SR -> not dismissed

Can you cast a new Dismissal in both 1) and 3)?

Note that SR is defeated if your roll => than it, you don't need to roll higher.

Yes for both 1) and 3), a new spell is a different event. The check is made for each different casting of a spell.


VoodistMonk wrote:

What the CRB does absolutely say is that SR is checked only once.

It does NOT say once per creature, and we can be certain of that because those words do NOT exist where SR is being explained in the CRB.

For a GM to add that on their own is simply just that, a GM making a homerule. No big deal, but not official by any means.

If we just literally read what the rules say, then SR is checked only once.

But you are taking the specific phrase out of context. The following sentence makes it clear that it is referring to multiple interactions with a single creature. Things such as multiple magic missiles or a spiritual weapon attacking over multiple rounds.


VoodistMonk wrote:

Always default to whatever streamlines the process. Encounters already take long enough, don't add any extra moving parts than absolutely necessary.

CRB says SR is checked only once. That is the most efficient way to keep things moving.

Why would anyone argue to make it take longer?

Should we also insist that all creatures caught in the radius of a fireball share the same reflex save?

The SR roll is per creature.

Here is a more complete quote of the SR rules

SR wrote:


Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.

Spell resistance can protect a creature from a spell that’s already been cast. Check spell resistance when the creature is first affected by the spell.

Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.

Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature’s mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Spell-resistant creatures can be harmed by a spell when they are not being directly affected.

Spell resistance does not apply if an effect fools the creature’s senses or reveals something about the creature.

Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren’t subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast.

Emphasis mine. Context places SR as applying to individual creatures, not a group.

In my experience, most combats are slow because players aren't paying attention to the fight and have to figure out what they are going to do once it is their turn. Not because they had to roll an extra couple of dice every once in a while.

On a side note, teach your spell caster players to pre-roll things before it gets to their turn so they can just rattle off the numbers to the GM.

Liberty's Edge

bbangerter wrote:
VoodistMonk wrote:

Always default to whatever streamlines the process. Encounters already take long enough, don't add any extra moving parts than absolutely necessary.

CRB says SR is checked only once. That is the most efficient way to keep things moving.

Why would anyone argue to make it take longer?

Should we also insist that all creatures caught in the radius of a fireball share the same reflex save?

The SR roll is per creature.

Here is a more complete quote of the SR rules

SR wrote:


Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.

Spell resistance can protect a creature from a spell that’s already been cast. Check spell resistance when the creature is first affected by the spell.

Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.

Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature’s mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Spell-resistant creatures can be harmed by a spell when they are not being directly affected.

Spell resistance does not apply if an effect fools the creature’s senses or reveals something about the creature.

Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren’t subject to

...

The difference is who makes the action.

With a Reflex save the targets rolls the save.
With a caster level check vs SR, the caster makes the check.

If you want, it is similar to casting the area effect version of Greater Dispel Magic. You make a single caster level check and you apply it to all targets.


The Archer and the TWF both preroll their stuffs to speed things up. Then it's me slowing things down giving enemies fun stuff like Cut From the Air or Miss Chances.

If it's a bunch of the same minions, I will roll a collective Reflex save sometimes. Situation dictates, but it has been done more than once just to keep things rolling.

For SR, I roll once per casting of the spell. I preroll my spells before the session, a lot of times, or at least the ones I know I want to use... and I keep track of the party's various SR's. My singular SR roll is attached to the spell's notes... may it hit whoever it beats the SR... and when the spell is used in the encounter, I can just describe its effects to the people it hits.

Nope, not rolling to see if it hits you, then rolling again to see if it hits you... it's one spell, the same spell... I didn't put a different level of magic into for this target or that one. This spell has this much magic.

Your resistances to it may vary, but I allotted exactly this much magical energy to the spell when I cast it. One roll to rule them all...


VoodistMonk wrote:
Your resistances to it may vary, but I allotted exactly this much magical energy to the spell when I cast it. One roll to rule them all...

That is my interpretation as well, one spell penetration roll per spell.

Thank you to everyone who provided their input. I appreciate all the different ways of looking at this problem and the suggested solutions.

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