Chromatic Orb better than MM?

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Meerlight
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Chromatic Orb better than MM?

Postby Meerlight » Wed Aug 22, 2001 9:56 am

Has anyone noticed with ToB (or the patch maybe?) that even if an opponent saves vs. spell against Chromatic Orb, the damage still gets dealt? In the spell description it says that damage and the side effect are both canceled if a save is made.

I just looked and in the manual it says that a save cancels the damage and effect (the same as in PnP) but in the game description (right clicking on the icon) it says the damage is dealt no matter what! My sorcerer has a new favorite spell. This spell is how I kill dragons. :D :rolleyes:

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Mr Sleep
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Postby Mr Sleep » Wed Aug 22, 2001 10:13 am

:cool: Chromatic Orb should be good anyway but the darn thing always gets saved against, so you have found an unitentional solution, bravo to you :D
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Postby UserUnfriendly » Wed Aug 22, 2001 1:07 pm

aerie is absolutely killer with this spell. a little cheese here...

dooms can stack, and unless you play cleric mage, she is the only npc who can spell sequnece 3 dooms then unload a double shot of chromatic orbs. instant giant hunk of chicken in the road!!!
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Postby Xyx » Wed Aug 22, 2001 2:18 pm

Did you install the Baldurdash Game Text Update? That corrects a butt-load of in-game spell descriptions (though not nearly all... see my doc :D ).
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Postby HighWatcher Zubie » Wed Aug 22, 2001 6:41 pm

Originally posted by UserUnfriendly:
<STRONG>and unless you play cleric mage, she is the only npc who can spell sequnece 3 dooms then unload a double shot of chromatic orbs. instant giant hunk of chicken in the road!!!</STRONG>


Your wrong there my friend, Avangers get CO at first lvl (as well as one mage spell per lvl, i can only remember chain lightning right now) and druids can cast doom.

This spell really rocks, I killed the Shade Lord in the first round with one of these!

Edit:
And I din't notice any change in the spell since I installed the patch but that might be 'cause I'm still in SoA

[ 08-22-2001: Message edited by: HighWatcher Zubie ]
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Postby fable » Wed Aug 22, 2001 7:22 pm

Originally posted by HighWatcher Zubie:
<STRONG>Your wrong there my friend, Avangers get CO at first lvl (as well as one mage spell per lvl, i can only remember chain lightning right now) and druids can cast doom.
</STRONG>


I think what he's saying (and I don't mean to put words in his mouth; however...) is that only Aerie among your NPC party members can learn and cast both spells--which I think is accurate. I know that CO is one hell of a good spell with lowered enemy resistance. It's the kind of thing that can actually take out a powerful enemy with a single cast.

What bothered me in the game was the way MM could be negated, although nothing of the sort was mentioned in the spell's description. MM is supposed to be one of those spells from which there's no save, or so I recall in a variety of previous CRPGs and PnP sets.
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Meerlight
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Postby Meerlight » Wed Aug 22, 2001 8:15 pm

Yea an Avenger can cast doom and Chromatic Orb but Aerie can load Doom, Greater Malison and a Chromatic Orb into a spell trigger. Thats instant death for all who fail their save vs spell. (which is the weakest save on most enemies I believe.) :eek:

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Postby fable » Wed Aug 22, 2001 8:29 pm

Originally posted by Meerlight:
<STRONG>Yea an Avenger can cast doom and Chromatic Orb but Aerie can load Doom, Greater Malison and a Chromatic Orb into a spell trigger. Thats instant death for all who fail their save vs spell. (which is the weakest save on most enemies I believe.) :eek: </STRONG>


Wouldn't a pair of Dooms and a CO be better than a GM in lowering spell resistance of a victim?
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General
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Postby General » Wed Aug 22, 2001 8:45 pm

GM drops saving throws though, I believe
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Postby HighWatcher Zubie » Thu Aug 23, 2001 6:41 am

Yeah Greater Malison reduces saving by 4 and Doom by 2. But I don't think GMs stack while dooms do.
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