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General Tabletop Discussion
*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
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<blockquote data-quote="charlesatan" data-source="post: 3449256" data-attributes="member: 20870"><p>There's a couple of PHB spells that do. Melf's Acid Arrow. Acid Fog.</p><p></p><p></p><p></p><p>As I pointed out, it's not an "almost always hits". It's a ranged touch attack. Any spell that is a touch attack or ranged touch attack usually has a chance to do double damage. It can be shocking grasp or scorching ray or melf's acid arrow.</p><p></p><p></p><p></p><p>It'd be pathetic if a damage spell required 1) an attack roll to hit and 2) save for half damage. No one would use it. That was the case with the original Flame Arrows before it got broken down into Scorching Ray. And the original text of the Orb spells. I mean you don't see Polar Ray making a save for half damage.</p><p></p><p></p><p></p><p>If you're just going to use that train of logic, a not of PCs/NPCs don't have SR and Evasion either.</p><p></p><p>And I'd like to see a Wiz/Sor using the Orb spells hit a Monk.</p><p></p><p></p><p></p><p>A lot of spells, when combined with Metamagic, are "autokill". In fact, I'd simply go with the spells that don't require a touch attack but have a save for half damage. Half damage of 480 damage for example is still 240 damage.</p><p></p><p></p><p></p><p>Force off, the Orb spells, with the exception of Orb of Force, have a range of close. Second, if I'm taking Evocation, it's usually because I want to target crowds. If I wanted to incapacitate single targets, I'd usually go for other schools: Enchantment to Charm them, Necromancy to weaken them (or outright kill them), etc. And no, the Orb spells aren't better. They just deal about the same damage as an Evocation spell (even less at higher levels).</p><p></p><p></p><p></p><p>Yes, that's true. But bear in mind the caster must first be outside of the anti-magic field to cast the spell. And second, what's the problem with that?</p></blockquote><p></p>
[QUOTE="charlesatan, post: 3449256, member: 20870"] There's a couple of PHB spells that do. Melf's Acid Arrow. Acid Fog. As I pointed out, it's not an "almost always hits". It's a ranged touch attack. Any spell that is a touch attack or ranged touch attack usually has a chance to do double damage. It can be shocking grasp or scorching ray or melf's acid arrow. It'd be pathetic if a damage spell required 1) an attack roll to hit and 2) save for half damage. No one would use it. That was the case with the original Flame Arrows before it got broken down into Scorching Ray. And the original text of the Orb spells. I mean you don't see Polar Ray making a save for half damage. If you're just going to use that train of logic, a not of PCs/NPCs don't have SR and Evasion either. And I'd like to see a Wiz/Sor using the Orb spells hit a Monk. A lot of spells, when combined with Metamagic, are "autokill". In fact, I'd simply go with the spells that don't require a touch attack but have a save for half damage. Half damage of 480 damage for example is still 240 damage. Force off, the Orb spells, with the exception of Orb of Force, have a range of close. Second, if I'm taking Evocation, it's usually because I want to target crowds. If I wanted to incapacitate single targets, I'd usually go for other schools: Enchantment to Charm them, Necromancy to weaken them (or outright kill them), etc. And no, the Orb spells aren't better. They just deal about the same damage as an Evocation spell (even less at higher levels). Yes, that's true. But bear in mind the caster must first be outside of the anti-magic field to cast the spell. And second, what's the problem with that? [/QUOTE]
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No spell resistance vs. Orb spells? Why?
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