Aqueous Orb - the perfect controll spell?


Advice


Hey there!

I'm building a Wizard right now and while looking at spells I recognized, Aqueous Orb seems to be the perfect spell for battlefieldc ontroll. You deal damage, so you can apply ref-based daze save when applying Dazing Spell, you can add Persistant Spell if needed or Disruptive Spell.

But why is it that good?
First: No SR - yay!
Second: It moves 30ft a round and damages every creature in its way and forces them to make Ref-saves or be dazed for 3 rounds.
Third: You can shape the area of effect, avoiding allies
fourth: Creatures who fail the first save are inside the orb, being entangled. while inside the orb, they have to make ref saves every round or get more rounds of daze (actually the entangled doesnt do much but reduces the AC by 2)
fifth: umm - medium range!

Drawbacks: moving it is a move action, the enemie entangled in the orb has still +2 AC (+4 cover, -2 dex) and the most important one is that it can only have 1 large or 4 medium creatures in it. But honestly that doesnt matter as you have an amazing daze-maschiene, with or without locking enemies inside the orb.

The key is actually that you (other than lightning ball or flame sphere) deal damage to every single creature you pass, making all of them save.

What do you think - am I missing something?

Wasum:)

PS: Its even with to have it with spell perfection because usually you should pick spells that you need more than once a fight. and those spells needing a move action to be directed usually seem like its not worth having more than one of them. but as far as this spell is just amazing you can drop another orb at maybe 1 or 2 creatures and just dont move them until neccessary - because those inside the orb have to save even though its not moving. Actually combined with persistent spell this is a save or suck for everyone ever touched by this spell. you can keep a lot of enemies dazed until the duration of the spell expires.


It's definitely one of my favorites.

The Size limitations keeps it from being absolutely perfect though.


But even without trapping them inside - its still a shapable area ref based daze that keeps rolling all fight:D

RPG Superstar 2008 Top 16

Read the spell more closely: They need to fail two saves to get picked up by the orb.

I would also interpret the dazing effect as one save when they are first damaged, not a new save each round that they are jostled around inside. Otherwise it would become virtually impossible to get out of the effect once you were caught: You'd need to save four times in succession!

When all is said and done, you're using a 6th level spell effect to get your dazing orb effect: You may want a lesser metamagic rod to pull that one off.


Yeah, I think the two saves factor sort of balances it out. Kind of sucks, but meh.

Unlike other save-or-suck spells, this one can be tried again a turn later without using a standard action or a spell slot.

As far as the interpretation of Dazing Spell, yeah, I'd rule it so it only applies to first application of damage as a DM. Dazing spell is pretty crazy without being applied EVERY time a more persistent spell deals damage. But then if your DM says it works then by all means exploit away.


One more thing it can do: be a 10foot diameter movable water wall.

- Gauss


Can you drown within an Aqueous Orb?

Liberty's Edge

Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Harrison wrote:
Can you drown within an Aqueous Orb?

Yes, but it would be unlikely since you can probably hold your breath longer than the spell would last.


use hideous laughter and they drown in like 2 rounds


However - is there any better spell for using dazing spell for controll with?

I mean covering 14 squares every single round and being able to shape it as you want is just superior, or am I missing something?

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