|Spell level :||Innate level: 5, Cleric: 5, Druid: 5|
|Components :||Verbal and Somatic|
|Duration :||1 min. * cLevel|
|Spell resistance :||No|
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).
Gameplay Notes Edit
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 Notes Edit
Although the script uses the function EffectSpellResistanceIncrease(), as the description says, if the creatures existing spell resistance is greater then this, it basically has no effect.