Spells that have less damage resistance/imunities?

Post/Author/DateTimePost
#1

Durwan

Aug 17, 2014 1:20:03

There are a lot of monsters in the comming monster manuel, but I wanted to check if there normaly are some magical attacks that have a less chance then others?

Im thinking avout the standard, fire, ligntning, cold, thunder, poison, light and so on. Are there basicly more enemies that have a resistance to one or more of these then others?

 

 

#2

Sorxores

Aug 17, 2014 9:43:28

a lot of demon and devil have poison and/or fire immunity/resistance, Undead are generally immune to necrotic magic.

 

I would say radiant and force would be the one that have the least resistance (unless your fighting lot of celestial being then angels might have radiant resistance)

 

All depend on your campaign, talk with your DM to know what happening in your world. is it overrun by necromancer? is Asmedeous treathening to come out of hell and you need to fight him and his demonic army? or are you mor in a generalist campaign where you'll start facing little goblin, then orc, then some undead, a dragon here and there, maybe some demon will come visite, some intelligent undead next then bigger dragon etc...?

#3

NN1

Aug 18, 2014 11:48:56

Traditionally, sonic (or "thundering" as I believe it is now called) and force were relatively rare to have resistances to, but also difficult to use (spells that used it were rare and often somewhat underpowered for their level).  Fire has always been more common, with top-tier evocation spells in terms of damage and area of effect found at many levels (such as fireball, etc.), but had many creatures with resistence or immunity (including most fiends, fire-type creatures, etc.), though, not necessarily much more than for cold, electricity, and acid.  Also, many creatures had vulnerability to fire (though the same could be said of cold).

 

Generally, varying your spell loadout  (even for elemental-focused casters) is vital whereever possible and having other tactics where blasting proved ineffective (core druids in 3.5 had fairly good blast spells, but their energy type options were limited at lower levels, but they could melee effectively and summon to counter said weakness).  Always have more than one way to kill things.  Since you can use hight level slots for more effect, getting a low level, scaling spell for a couple different energy types will be great for any evoker.  Then again, you must also worry about varying your save types.  Maybe you can't hit the speedy enemy, but they can't handle the con save of poison gas attacks!

 

As for 5E, I can't see things changing too much in this regard since they are likely to recycle many of their old monsters. There is a bit of question with new damage types, but if necrotic and sacred(?) are going to act like the "divine" damage from flame strike, you may find that few creatures are resistent to it.  Poison will probably have a significant number of creatures immune or resistent to it, but I wouldn't discount it entirely if a particular spell or ability is potent enough (also, they might require a con save instead of a dex save, adding to attack variety).  

 

Save variation might become less important in 5E, since most monsters (according to the basic DMG download) don't get save proficiencies and thus have bare ability rolls to saves.  While save DCs have decreased too, this change means that only ability scores determine good/bad saves for the most part, making a much closer difference than in 3.X where a good save and good ability vs. a bad save and bad ability could be the difference between a near impossible save and an easy save.