No spell resistance vs. Orb spells? Why?

Notmousse said:
Doesn't that make you 14th level then?

It depends on when you craft it. If you make iut early in your career you'll get the XP back. If you make it at least 1,440xp into 15th you'll stay 15th. If you are creating a 15th level character for scratch with no rules allowed for starting with crafted items you'll be 14th.
 

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Twowolves said:
Which is still irrelevant. Do you want to also know if the dragon is reading a book, playing checkers, or sipping tea with the ladies bridge club?

Revelation!

We finally have an explanation for the boxed text from The Forest Oracle!

The Forest Oracle said:
A group of seven men approaches. They are following the road east, and are making good time, neither tarrying nor running. Their faces are expressionless. One is dressed as a cleric of some sort, and another is dressed as a traveling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not soldiers by their haphazard way of walking. They do not seem to be joking loudly or singing as they advance.

So when someone wnats to know if the group of men are tarrying, running, joking loudly, or singing, we have the answer right there!

(Alas, the author failed to mention whether or not they are sipping tea with the ladies bridge club.)

-Hyp.
 

Notmousse said:
A spell ... completely shuts down the orb specialist. Scintilating Scales.
[Quickened] True Strike will reverse this.

Not to say that having Scintilating Scales won't make him harder to kill, but rather that it won't necessarily completely shut the orb specialist down.

Maximize Breath.
...
the latter obliterates the mages, (and I believe many 15th level characters).
If it is the case that this feat pwn3s all 15th level characters, how does it inform our opinion of the brokeness of Orbs?
 

To answer the original question posed ... "No spell resistance vs. Orb spells? Why?" ... the answer is (without much argument) "Because they are conjuration spells". You would have to go to the original designer to get a definitive answer, but that is probably the logic behind them not having SR. The question CAN have an answer that is the right answer.

To answer the following questions....

1. Should the orb spells be conjuration?
2. Should the orb spells have SR?
3. Are the orb spells overpowered?
3. How can I fix the orb spells?

..... You can really only supply an opinion. No matter how much math you provide, or how many builds or scenarios you pose for or against the orb spells, the end result is that you are just supporting an opinion.

My opinion (based on the facts that I am playing a warmage in an Age of Worms campaign) is no,no,no,n/a to those four questions. My opinion cannot be wrong. Your opinion cannot be wrong. You can certainly try to change someones opinion, but you cannot PROVE an opinion correct or incorrect.

I base my opinion on first hand experience. I very rarely outgun the party fighter in damage in combat. The party fighter generally kills more things in combat than my warmage. We are both the same level. This is with me using the orb spells as written. Therefore, to me, they do not seem overpowered.

DS
 

This whole argument seems a bit silly to me. Nuke spells in D&D are horribly *underwhelming* compared to various save or die/control spells and now something comes along that can keep your casters from being reduced to crossbowmen against the ever-popular AMF/Disjunction/Dispel Magic-fest and look at the complaints....

Polymorph/wildshape/summon cheese is more egregious then any orb could hope to be - nukes need a serious overall buff.
 

shmoo2 said:
So what were you thinking of?
1d4 per level?
or 1d6 per 2 levels?

or something else?
While it's not a scientific method, I did a quick poll on what people felt would be a balanced amount of damage for a spell that did irresistable damage (no save, no SR, no ranged attack roll, no resistance/immunity). As of this posting, there was a fairly even split between the top three options of:

(1) no matter how low the damage goes, the spell will still be broken because it is irresistable (15/49),
(2) 1d4/level, maximum 15d4 (14/49), and
(3) 1d3/level, maximum 15d3 (13/49).

I'm inclined to go with the 1d4/level option, but to further cap the spell at 10d4. Using core-only feats (and no metamagic rods), a 15th-level conjurer's expected damage against a CR 24 red wyrm (ignoring vulnerability) would be 65 points with a one quickened orb and one maximized orb. That's about 11% of its hit points.

With Arcane Thesis, Empower, Energy Admixture and Quicken, this works out to about 101.25 damage for two eighth-level spell slots, or about 17% of the wyrm's hit points.

If we add Practical Metamagic into the mix and substitute Maximize for Empower, we get 120 damage for two eighth-level slots, or about 20% of the wyrm's hit points.

The conjurer still does much better than the evoker against the red wyrm, because of spell resistance and saving throws. Using core rules only, an evoker can expect to do 112.5 base points of damage with quickened lightning bolt and empowered, maximized lightning bolt. However, a red wyrm's SR of 35 means that the spells have only a 5% chance of working, reducing average damage to less than 6 before it even needs to attempt a saving throw.

The evoker does better against a more CR-appropriate single encounter, although still not as well as the conjurer. Against a CR 15 adult red with SR 24, the evoker's spells work 60% of the time, bringing average damage down to 67.5. Assuming an Intelligence of 24 (15 +3 stat increase + 6 enhancement), the saving throw DC is 20, and the adult red's Reflex save of +13 means it saves 70% of the time. This brings the average damage down to just under 44, or about two-thirds what the conjurer is now doing (with the lower damage dice and cap for the orb spells). Of course, if they were facing two adult reds, the advantage swings back to the evoker.

With Arcane Thesis, Practical Metamagic and Energy Admixture, an evoker can pull off an empowered, maximized, energy admixed lightning bolt and an empowered, maximized, quickened lightning bolt for 232.5 points of damage. After SR and saving throws, this drops down to just under 91 points damage on average, or about 75% of the conjurer's maximum output. Again, advantage conjurer against a single target, advantage evoker against two or more.

An evoker actually functions about on par with a conjurer against a CR 13 young adult red with SR 21 and a Reflex save of +11, dealing about 59 points on average with core, and about 122 points with all the extra feats. Against multiple such opponents, the evoker is definitely the superior spellcaster.
 

Sabathius42 said:
I base my opinion on first hand experience. I very rarely outgun the party fighter in damage in combat. The party fighter generally kills more things in combat than my warmage. We are both the same level. This is with me using the orb spells as written. Therefore, to me, they do not seem overpowered.
You are quite right that the distinction between Conjuration and Evocation is largely irrelevant when there is a single arcanist in the party with access to both schools, and hence, access to both single-target, ranged touch attack, SR-ignoring spells, as well as area effect, Reflex save half, SR-affected spells. In addition, since you are playing a published adventure that mostly uses CR-appropriate opponents, it is unsurprising that the rules seem to work pretty well - this is where they are supposed to be best balanced, after all.

What several people have problems with is that while SR and saving throws scale with level, ranged touch attacks may not (or alternatively, are too easy to succeed at, regardless of level). That iconic monster, the dragon, is the best example of this. Look at the average damage dealt by the conjurer in my last post. It does not change whether the dragon is a CR 24 wyrm, a CR 15 adult, or a CR 13 young adult. On the other hand, the damage dealt by the evoker changes significantly because of SR and saving throws. Of course, if you never have to fight a creature with CR 9 higher than your level in any of your game, this may never become an issue for you. :)
 

jensun said:
Touch attacks might not be that hard to hit in ideal circumstances but when you have to factor in things like firing into melee or cover, people who cast Shield of Faith, Rogues, Monks, Druids with Monk Belts and Orbs are your main source of damage then you really want to pump it.

That's the beautiful thing about the wizard. He's got the whole toolkit instead of just a hammer, so he can avoid the problem of every problem looking like a nail. Can't hit the guy with touch spells? Target some other weakness. The orb spell is one tool in the kit.
 

jensun said:
You only really need to invest in Craft Wondrous Item which leaves more than enough feats for metamagic.

Personally I have no real issue with the Orbs. Direct Damage has struggled to be effective since 3.0 due to the mass HP inflation. If damage spells are finally becoming a potential threat then I have no real problem with that.

The fact that you have to stack a mass of metamagic and most likely a metamagic rod or two leaves me very much in the "meh, they're ok" camp.

My issue with this is manyfold.

I have no issue with DD nukes being good.

However,

A) Orbs are the only true high quality nukes that are truly worth casting

B) Orbs are Conjurations

C) That means Evocation, as a specialty, is basically utterly worthless, borne out by the total lack of specialist Evokers. I cant recall a game I've played in ever having one, nor have I seen a game around here discussed where anyone had one

D) Nuker of choice is Conjurer. Also the Summoner of Choice. And Creator of choice.

Orbs make a mess of the game, the Specialist Wizard balance, and they deserve to get their designer a stern talking to.
 

Hypersmurf said:
Revelation!

We finally have an explanation for the boxed text from The Forest Oracle!



So when someone wnats to know if the group of men are tarrying, running, joking loudly, or singing, we have the answer right there!

(Alas, the author failed to mention whether or not they are sipping tea with the ladies bridge club.)

-Hyp.
You win the Internet, sir.
 

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