My 15th level mage has been using chromatic orbs for a while. According to the spell description, chromatic orb turns into a save-or-die spell at level 12, that paralyzes even if the save succeeds.
The problem is that when I fire off an orb, one of two things happen:
1) The monster saves, neither being held, or dying.
2) The monster gets held for a while.
Someone know what's going on here? The spell is still rather good, but it doesn't appear to be doing what the description says it should be doing.
High-level Chromatic Orb Wierdness
- Thrasher91604
- Posts: 117
- Joined: Wed Oct 26, 2005 3:05 pm
- Contact:
- Thrasher91604
- Posts: 117
- Joined: Wed Oct 26, 2005 3:05 pm
- Contact:
Well, whatever. It's a long paralysis, so anything that gets hit should be dead before it wears off.
CO always gives a save, and the save always prevents status effects and damage. If it didn't, CO would be a massively overpowered 1st lvl spell. As it is, it's probably the most useful, or has the potential to be on any given casting.
Part of the reason why enemies are saving against it is because they have better saves. Try casting Recitation and/or Prayer and Curse before spells that allow saves.
CO always gives a save, and the save always prevents status effects and damage. If it didn't, CO would be a massively overpowered 1st lvl spell. As it is, it's probably the most useful, or has the potential to be on any given casting.
Part of the reason why enemies are saving against it is because they have better saves. Try casting Recitation and/or Prayer and Curse before spells that allow saves.
When your back is against the wall... the other guy is in a whole lotta trouble.
Don't get me wrong, it still takes up half my first-level slots (MM in the other half, used for monsters with good saves), and 1st-level "save-or-sit-there-while-my-summoned-monsters-nibble-on-your-face" spells are always fun. It's just wanting something *more*, you know.
Anyway, off to kill Poquelin.
Anyway, off to kill Poquelin.