No spell resistance vs. Orb spells? Why?

Darklone said:
If there wasn't Melfs acid arrow (I'm kinda a small extreme traditionalist), I'd allow that one.

I meant the 4th level one; levels 0, 2 and 4 for acid spells seems appropriate, no?

Cheers, -- N
 

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It's unfortunate that Melf's Acid Arrow is pretty terrible. Now if the question is whether the spells should be CONJURATION or whether they should be EVOCATION for flavor / school balance reasons, then ok that is up to debate (considering how generally uninspiring evocations are for a specialist), but ignoring that for the moment, they seem otherwise mechanically balanced.

The only change I've made in my game is that Orb of Force is an Evocation that is SR: Yes. In return though, its damage cap is 15d6 like the others.
 

1d8+x isn't much to worry about for not allowing spell resistance. Its better then Magic missile at lower levels, but not as great in higher. Great first level usage spell.


---Rusty
 

DungeonMaester said:
1d8+x isn't much to worry about for not allowing spell resistance. Its better then Magic missile at lower levels, but not as great in higher. Great first level usage spell.


---Rusty

The 4th level orb spells are 1d6/level with a cap of 10d6 or 15d6.
 

Corsair said:
Orb of Force is especially silly when you read the rules on instantaneous duration conjuration (creation) spells.

Well, what else is a sorcerer supposed to use when faced with an opponent in an AMF? A crossbow? Feh.

-Hyp.
 


They really aren't that bad. Have you ever played in a game with them? They're ok, but not great. Think of the 4th level spells out there. Orbs are useful sometimes. If you need to change flavor, do so. Orb of Ice actually summons a solid block of Ice that flies at the enemy. Or a Lance, but that sounds more like Icelance. Orb of Fire conjures a ball of force that holds powerful fire inside. When it hits the target, only the ball disappears. The fire is still there, so it washes over the enemy. Orb of Acid? Duh. Sonic and Force are tricky, but I don't see why Sonic should ever allow Spell Resistance. A boom is still a boom. Maybe that tiny ball of force is conjuring the cacophony of a plane. Force is the only one that I can't actually make work with it all. Then again, it maxes at 10d6 and there are a lot of better spells out there.
 


IcyCool said:
The 4th level orb spells are 1d6/level with a cap of 10d6 or 15d6.

Well, compared to Fireball which is 3rd level spell trades does a cap of 10d6 but as a area effect. One level higher slot and hitting one target is a fair trade.

---Rusty
 

DungeonMaester said:
Well, compared to Fireball which is 3rd level spell trades does a cap of 10d6 but as a area effect. One level higher slot and hitting one target is a fair trade.

---Rusty

A fair trade for no spell resistance? A fair trade for no defence at all in the case of Orb of Force? I think you'll find that some folks disagree with you on that one. :D
 

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