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General Tabletop Discussion
*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
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<blockquote data-quote="KarinsDad" data-source="post: 3449052" data-attributes="member: 2011"><p>I do not disagree.</p><p></p><p>I just think that the Orb spells have several balance problems as well as flavor problems:</p><p></p><p>1) No SR for an energy damage spell. In addition to the other balance issues with this, it also means that they are the only energy damage spells that can affect Golems.</p><p></p><p>2) Ranged touch attack which almost always hits and can also do double damage.</p><p></p><p>3) No saving throw (exception for extra effects).</p><p></p><p>Effectively what these three mean at higher levels is a practically 95% chance autohit spell for fairly high damage. </p><p></p><p>Standard defenses such as SR, Evasion, and saving throws do not help against it at all.</p><p></p><p>Sure, effects such as miss chances or energy resistance can avoid or lower the damage, but most characters (PCs or NPC creatures) in the game typically do not have these to a great extent.</p><p></p><p>When combined with metamagic, these spells can become autokill for the most part.</p><p></p><p>4) Evocation school of magic spell in Conjuration school of magic. Very few single target evocation spells come close to this level of power. The sole exception (I can think of) is Scorching Ray and even it has close range and SR. These spells make Specialized Wizard Conjurers better single target energy damaging casters than Specialized Wizard Evokers.</p><p></p><p>5) If a DM follows the Conjuration Creation object rules for the orb spells, then the Orb spells can bust through an antimagic field.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3449052, member: 2011"] I do not disagree. I just think that the Orb spells have several balance problems as well as flavor problems: 1) No SR for an energy damage spell. In addition to the other balance issues with this, it also means that they are the only energy damage spells that can affect Golems. 2) Ranged touch attack which almost always hits and can also do double damage. 3) No saving throw (exception for extra effects). Effectively what these three mean at higher levels is a practically 95% chance autohit spell for fairly high damage. Standard defenses such as SR, Evasion, and saving throws do not help against it at all. Sure, effects such as miss chances or energy resistance can avoid or lower the damage, but most characters (PCs or NPC creatures) in the game typically do not have these to a great extent. When combined with metamagic, these spells can become autokill for the most part. 4) Evocation school of magic spell in Conjuration school of magic. Very few single target evocation spells come close to this level of power. The sole exception (I can think of) is Scorching Ray and even it has close range and SR. These spells make Specialized Wizard Conjurers better single target energy damaging casters than Specialized Wizard Evokers. 5) If a DM follows the Conjuration Creation object rules for the orb spells, then the Orb spells can bust through an antimagic field. [/QUOTE]
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Community
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No spell resistance vs. Orb spells? Why?
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