Klaus
First Post
KarinsDad said:1) Sometimes do more average damage than 5th level Cone of Cold because they have no saving throw for half damage and no spell resistance.
Cone of Cold affects a 60-foot cone. Orbs affect a single target. Catch two targets in the cone and you're dealing twice as much damage as the orb.
2) Since they have a roll to hit, they can critical for double damage.
They have to roll to hit, so they can miss.
3) Damage Golems.
Just like Creeping Doom, Evard's Black Tentacles, summoned monsters, etc. And good luck throwing that Orb of Fire at an iron golem, or Orb of Electricity at a flesh golem.
4) Bust through Antimagic Fields.
So can a Wall of Iron. Just tip it over. Or an Acid Splash (a meager 0-level spell!!!)
5) Ignore Evasion and Improved Evasion.
But is affected by Evasion (allowing a flat-footed character to retain his Dex bonus to AC), or by a monk's Wisdom bonus to AC.
6) Create permanent Orb "objects" (effects?) which have no hardness and no hit points, so there is no known way to destroy them except possibly Disintegrate.
You're not actually saying that the orb still exists after the spell is cast, are you? Does that also mean that I can create a pool of acid by casting Acid Splash repeatedly? Cool!
Practically the only defenses against them are a Miss Chance or the fact that the caster can roll a 1 on his to hit.
Deflection and Dodge bonus to AC, cutting off line of sight or line of effect, readying an action to shoot an arrow at the spellcaster, Resist Energy, Protection from Energy, Energy Immunity.
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