Does Orb of Force affect a golem?


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It's SR: No, so there's nothing to stop it affecting a golem.

Do you judge the brokenness of a spell by "Can it affect a golem"?

-Hyp.
 

Yes it does affecta golem since the spell offer no SR.

Same for all the Orb of X spells.

As for being broken, well.... They are powerful.

Some consider them broken. I don't.
 

:)
Bad Paper said:
If so, is OoF (and its siblings) broken?

Yes, Orb spells ignore spell resistance, and would affect a Golem because their "immunity to magic" ability is treated as spell resistance.

I don't know if they are broken, but they are certainly very effective. Spell resistance is no longer a "shut down the mage" ability.
 

I was playing a game in Eberron and a similar question came up in relation to a half-golem wolf, the ruling was that since the orbs ignore spell resistance, it bypasses whatever protection the half-golem wolf had.
Golems, I don't know if they are any different are as follows.

Immunity to Magic(EX)
Golems have immunity to most magical and supernatural effects, except when otherwise note.

The description of the golem provides further details.

Clay Golem - Immunity to Magic(Ex) - a clay golem is ummune to any spell or spell-like ability that allows spell resistance. In addition, certain spell and effects function differently against the creature, as noted below....

This seems to be that case for most golems, and thus orb of force would effect it.

I'd say the spells are odd, but not really broken, and seem to be some of the few direct damage spells that you can throw against golems and creatures with high SR, but as not every spell-casting class gets it, it's probabl alright.
 
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Another vote for 'would work on golems'. Also while not particularly overpowered, they do seem very thematically out of place.

Mind you, the D&D magic model isn't particularly outstanding: Here's some damage spells. You can do 1d6/level to lots of creatures, or 1d6/level to 1 creature, or a total of 1d6/level split among multiple targets. Here's some more damage spells that are 4 levels higher. They're the same but they cap slightly higher.

There's exceptions of course, but non-damage spells are so much more interesting for the most part ;)
 

Diirk said:
You can do 1d6/level to lots of creatures, or 1d6/level to 1 creature, or a total of 1d6/level split among multiple targets. Here's some more damage spells that are 4 levels higher. They're the same but they cap slightly higher.

There's exceptions of course, but non-damage spells are so much more interesting for the most part ;)

Note that there are a lot of situations where 1d6/level to lots of creatures is inferior to 1d6/level to 1 creature, simply because those extra creatures are your compatriots...

I for one think the whole line of "but it's conjuration, so there's no save" is a load of horse doo.
 


Yeah, trading a save for an attack roll seems pretty even to me. Just tell my wife, who _hates_ attack rolls as she always manages to miss. Even with touch ACs...

As for conjuration having SR: No, I'm cool with that since SR has just gone insane. Golems in particular.

The problem with the Orb spells is that they make no sense as conjurations. From what I could see, Conjurations have a lesser effect than Evocations over a longer period of time. Acid Arrow, Acid Fog, Cloudkill, Glitterdust -- all multi-round spells.

Not to mention that a Conjuration (Creation) makes a physical object. So there's a little force orb rolling around on the ground after the spell is cast. Huh?

So a 4th-level, single-target, max 15d6 (elemental), short range, ranged touch, no SR spell -- balanced. 10d6, medium range, Force -- not bad, but pushing it.

Conjuration? Huh? That just doesn't make any sense.
 


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