Do you think the ___ Orb line of spells are too powerful?

Are the ___ Orb line of spells, most recently in the Spell Compendium, to powerful?

  • Yes, very over powered / I ban them.

    Votes: 26 22.8%
  • Yes, moderately to strong for their level.

    Votes: 44 38.6%
  • I'm not sure, but they make me uneasy...

    Votes: 16 14.0%
  • They are fine as is.

    Votes: 28 24.6%
  • They are horrible spell choices. / underpowered

    Votes: 0 0.0%

DarkJester

First Post
I just noticed KarinsDad's signature which says:

KarinsDad said:
Just because there is an Energy Resistance against each type of energy does not mean that it is likely that any PCs will have Resist Energy cast or a Ring of Energy Resistance against that particular energy. In other words, Orb spells are broken. Sudden Empowered Orb spells are even more broken. Warmages with Sudden Empowered Orb spells are even more broken.


What does everyone think about the orb line of spells?

If you feel they are to powerful, do you ban them out right or modify them? I have not had a problem with them myself.
 
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Blast you cursed fingers and eyes.... I'll eventually be able to go a post without an error - someday.

The sorcerer in my game has the Orb of Frost spell but hasn't used it yet. To me they seem on the strong side of spells but I'm not quite willing to call them broken - at least on paper.
 

I don't consider them too powerful. They border on it, but given that they only affect one target, and are fourth level spells, I don't think they're mechanically broken.

However, I'm still tempted to modify them for flavor reasons. I cannot get behind the notion that they're Conjuration spells. They should be Evocation, by all rights and all descriptions of the different schools. And they should allow Spell Resistance, for the same reason.
 


Broken?
No. Arcane Thesis, for example, is broken.

Overpowered?
Maybe.

Poorly thought out?
Absolutely. Conjuration didn't need to step on Evocation's toes like this...
 


Cons:
1) They allow a save (except for orb of force, which has no secondary effect).
2) They are a touch attack, so you can miss. Usually when you need them the most. As such you also get cover, concealment, in combat, etc bonuses.
3) They are single target only.
4) They are only one energy type.
5) They are 4th level, but cap at 10 dice.

Pros:
1) They are attained at a level where you really doing have that many power spells.
2) Orb of force gets around golems, incorporeal, and resistances.
3) They are touch attack so they do at least have a reasonable chance of hitting.


Would I say they are broken? No.
Are they powerful? Yes.
Are they a must have like haste, fireball/lightning bolt, magic missile, dimension door, and teleport? No.
Should they be a different school? Yes.
Should they be weakened? No.

I believe that the only reason that they are in the school that they are in is so wizards and sorcerers have some hope against golems and don't have to just sit there bored.
 

I've used the Lesser Orbs extrensively without problem. In my opinion, they balance well with magic missile. My Arcane Trickster needs one more level to get 4th level spells, but I don't expect to make much use of the 4th level Orb spells. Mnemonic Enhancer and getting 3 lesser orbs instead of one of the 4th level versions seems more attractive to me, since having enough spells is always an issue. (Heck, until recently Acid Splash was still a usefull backup in case I ran out of higher level spells! I have a wand of acid splash should I run out of offensive spells completely.)
 

At the levels that they are given, too powerful given the diversity of which they are able to be 'used'.

Personally, I find it silly to have a new spell having to be published to allow folks to mix it up a bit with their energy descriptors (I find this with the rays, orbs and other bits like it). I understand why it happens (DMs want only published variables in their house games) but I just don't think it will appear in my campaign (where spells must be found or bought/traded for instaed of just picked at level- yeah that makes me a wanker, but it also allows a bit more control on my end as well).

Will they end up in my game, well that is between me and the party Mage and sorceror to decide here at home, although just on paper, I don't care for it.

Just my opinion, and it is worth the little bit of juice it took to transmit it.

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