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Community
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Antimagic and Orbs
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<blockquote data-quote="KarinsDad" data-source="post: 2970531" data-attributes="member: 2011"><p>Impact and breaking of a container (i.e. a flask). No container, no impact. You cannot throw a handful of acid (or fire or even oil) 30+ feet (and having it hit a single target and only a single target) in my game without using magic or a container.</p><p></p><p>Can you do that in your game?</p><p></p><p></p><p></p><p>Apparently. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p>The point is that if it is not big enough to do splash damage, it is also not big enough to maintain its cohesiveness without either a container (such as oil and acid flasks have) or magic in order to be propelled 30 feet.</p><p></p><p>You are effectively claiming that it has neither of these, but it can still be propelled without interacting with its environment.</p><p></p><p>That's a dichotomy. And it's a dichotomy created by the Conjuration School of Magic rules where the designers obviously did not follow those rules when they created the Orb spells. Hence, those rules should not be followed when adjudicating the Orb spells (i.e. the spells are magic just like other spells and the orbs do not last indefintely).</p><p></p><p></p><p>PS. I resolved the entire issue in my campaign by giving the Orb spells SR and stating that they are magical for their entire instantaneous (i.e. short term) existance. Hence, no getting past Antimagic fields or Globes of Invulnerability, no more powerful (basically across the board) than single target Evocation spells, no damaging of Golems, no indefinite existance, etc. Virtually all of the problems with these spells basically go away just by making them totally magical and giving them Spell Resistance.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2970531, member: 2011"] Impact and breaking of a container (i.e. a flask). No container, no impact. You cannot throw a handful of acid (or fire or even oil) 30+ feet (and having it hit a single target and only a single target) in my game without using magic or a container. Can you do that in your game? Apparently. ;) The point is that if it is not big enough to do splash damage, it is also not big enough to maintain its cohesiveness without either a container (such as oil and acid flasks have) or magic in order to be propelled 30 feet. You are effectively claiming that it has neither of these, but it can still be propelled without interacting with its environment. That's a dichotomy. And it's a dichotomy created by the Conjuration School of Magic rules where the designers obviously did not follow those rules when they created the Orb spells. Hence, those rules should not be followed when adjudicating the Orb spells (i.e. the spells are magic just like other spells and the orbs do not last indefintely). PS. I resolved the entire issue in my campaign by giving the Orb spells SR and stating that they are magical for their entire instantaneous (i.e. short term) existance. Hence, no getting past Antimagic fields or Globes of Invulnerability, no more powerful (basically across the board) than single target Evocation spells, no damaging of Golems, no indefinite existance, etc. Virtually all of the problems with these spells basically go away just by making them totally magical and giving them Spell Resistance. [/QUOTE]
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Antimagic and Orbs
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