Blowing up Outsiders [Archive] - Wizards Community

Post/Author/DateTimePost
Karalyn the Sellsword

10-17-05, 12:30 PM
Lets say a Cleric, Druid and a Wizard want to blow up outsiders?
What's the best energy types to aim for?

Using mainly offensive spells, obviously ones that ignore SR are good, but I need energy types and spells using Core and Complete books please.
Warmonger856

10-17-05, 01:28 PM
After a quick survey of the outsiders in the MM, I have come to the conclusion that sonic damage is the way to go for general outsider hunting. Of all those creatures, only three types have any defenses against it (Formians and Guardinals are resistant, Slaad are immune). Of course, with the dearth of worthwhile spells that deal sonic damage, you may want to specialize for each group of outsiders. Quick-n-dirty guide here:

Angel: use sonic if you can, or electricity or fire
Archon: anything but electricity
Arrowhawk: sonic first, then cold or fire
Azer: anything but fire, especially cold
Demon: sonic, then acid, cold, or fire; unless it's not Tanar'ri, in which case anything goes
Devil: electricity and sonic
Eladrin: acid and sonic
Formian: acid
Genies: Djinn: anything but acid; Efreet: anything but fire; Jann: anything but fire
Guardinal: fire and acid
Hell Hound: anything but fire, especially cold
Lillend: anything but fire
Mephits: Fire; use cold; Ice; use fire; Magma: use cold; Steam: use cold
Night Hag: anything but fire and cold
Planetouched: Aasimar: fire and sonic; Tiefling: acid and sonic
Rast: anything but fire, especially cold
Ravid: anything but fire
Salamander: anything but fire, especially cold
Slaad: anything but sonic, and you're fighting resistance even then
Tojanida: sonic, then electricity or fire
Xorn: acid and sonic

Any outsiders I didn't list don't have any specific elemental immunities or resistances, so blast away with your favorite spell :) And of course, this doesn't take in to account SR, which is a whole can of math that I don't want to open right now.
Shemeska the Marauder

10-17-05, 05:48 PM
Quick-n-dirty guide here:

...

Any outsiders I didn't list don't have any specific elemental immunities or resistances, so blast away with your favorite spell :)

You left out Yugoloths, the primary neutral evil outsider race. They're immune to poison and acid, and resistant to cold, fire, and electricity (they were immune to fire as well, previous to 3e) Sonic obviously works best against them.
Ogre4Hire

10-17-05, 06:30 PM
Force spells are highly effective. There's the good old standby, Magic Missile, plus Mordenkeinen's Sword and the various Bigby's Fists at higher levels. Then there's Orb of Force from Complete Arcane, probably the most effective anti-outsider spell available. 1D6/level (max 10D6) of Force damage that ignores spell resistance. If you're fighting alot of outsiders with their pesky resistances and immunities, it's a great spell.
Andyr

10-17-05, 06:32 PM
There's a feat (I don't remember where) that lets you swap over the damage type of your spells, so you can have sonic Fireballs and so on.
Gray stranger

10-17-05, 06:37 PM
There's a feat (I don't remember where) that lets you swap over the damage type of your spells, so you can have sonic Fireballs and so on.

It's called energy substitution and is in Complete Arcane
cwslyclgh

10-18-05, 06:01 AM
You left out Yugoloths, the primary neutral evil outsider race. They're immune to poison and acid, and resistant to cold, fire, and electricity (they were immune to fire as well, previous to 3e) Sonic obviously works best against them. although previous to 3e Yugoloths had the glaring weakness of taking double damage from cold.
Karalyn the Sellsword

10-18-05, 07:25 AM
Energy Substitution doesn't say that it can be Sonic, though it doesn't say it can't be.

Unfortunately, Force spells are lacking on the Cleric front, I suppose spells that do unspecified damage would be the best alternative.