Does Your Group Allow "Orb of Acid" As Written in Your Game

Do you use the Complete Arcane and the Orb of Acid spell?

  • Yes we use Complete Arcane and No the Orb of Acid spell is left as is

    Votes: 57 57.0%
  • Yes we use the Complete Arcane but we have changed the Orb of Acid spell

    Votes: 16 16.0%
  • Yes we use the Complete Arcane and Yes we have banned the spell outright

    Votes: 10 10.0%
  • No, we do not use the Complete Arcane and as such, we do not use the Orb of Acid spell

    Votes: 7 7.0%
  • Other (The poll does not allow me the full breadth of expression I have on this topic)

    Votes: 10 10.0%

I've proposed to house rule these in our game so that all the orb spells from Complete Arcane are evocations, subject to spell resistance, but with medium instead of short range.
 

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This spell has been bothering me too, but I haven't had to houserule it yet. It's only come up in someone else's campaign, and although it feels a little "dirty" to me, I do use it since the DM allows me to.

Whimsical said:
The orb spells are Evocations with Spell Resistance: yes.
I think that's what I'll do.
 

There are a number of reasons that I do not use Complete Arcane in my campaigns, this... is only one of them.

The Auld Grump, having... a significant pause kind of day. :p
 

I use Complete Arcane in my campaigns (loooove the warlock) and I haven't had the orbs come up yet, but I think they're stupid simply because it feels like Final Fantasy magic. Oh look, spells that do exactly the same thing almost but with different energy types and minor differences in secondary effects. Whee.
 


i find it odd that no one has commented on sudden maximize. It would have droped the lich thing in 3 to 4 round had it not been for the sudden maximize. Sudden maximize is broken, not the orb spells.
 

Moon-Lancer said:
i find it odd that no one has commented on sudden maximize. It would have droped the lich thing in 3 to 4 round had it not been for the sudden maximize. Sudden maximize is broken, not the orb spells.
Huh? The original poster never mentioned Sudden Maximize. Where did that subject come from?
 

Moon-Lancer said:
i find it odd that no one has commented on sudden maximize. It would have droped the lich thing in 3 to 4 round had it not been for the sudden maximize. Sudden maximize is broken, not the orb spells.
Thats why smart spell casters after getting hit for alot teleport away to fight again another day (or a couple rounds/minutes later after they've healed up :))
 

Greetings...

Well, I might be unique in my opinion here. But this is what I love about D&D. My school of thought is that magickal situations should have a sense of the fantastical. Where I like to see that there is some sort of strange remedy or situation with most magickal situations. It makes the game a little richer in my opinion. As well as makes old things new again.

My players are almost forced to do silly things like wearing the clothes inside out while travelling through faerie lands, less they be literally plagued by fae. I will try to put in tricks and little things into the game, that with some luck, my players can look for and find. For example; I don't know if this is just a Harry Potterism or if there is some truth to the mythos, but I allow my players to use a rooster's crow as a weapon against basilisks.

I personally would like to see more flexible and ability in the magical systems utilized in D&D, but we're not here to discuss this.

I think that having the ability in the game to allow you to tweak/change/adjust spells with some effort to allow for certain situations is perfectly fine and acceptable. After all, they have counter-spells. When you have meta-magic feats that allow spell casters to be able to change aspects of their spells, or learn completely different spells. Just because the GM (and namely the BBEG) were unable to think that perhaps some sort of protection from a simple spell like Orb of Acid might be a good idea, well so be it.

After all, everyone makes oversights. Then of course, the GM will know for the next situation that having some sort of force-shield to protect you from Acid Orb wealding wizards. After all, if the bad guy knows your coming, don't you think he would at least make some sort of attempt to get some intel on what your characters are planning? Oh, let me scry their wizard, and see what he's memorizing today.

I think adaptation of outside sources for any material, be it spells, or feats or abilties should be done carefully. The GM should at least give consideration as to any adaptation's potential to imbalance a game.

But with that say, if the players are able to come up with some new and fantasic way to use a spell to defeat the enemy, even to the point where it can be anti-climatic, is still fair game. Being inventive I think is the one best aspects of the game. You can think outside the box.
 
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I know; I want SR to pertain to non-damaging spells, and something like energy resistance to pertain to damaging spells. I think golems should have energy resistance, or just plain old hardness.

Rackhir said:
There IS such a mechanisim, it's called energy resistance and many monsters and pretty much all outsiders have it. It's usually listed under "Special Abilities" along with the SR and DR.
 

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