I don't get all the fuss over Chromatic Orb
PugPug
Member Posts: 560
Yeah, it gets some mean effects at higher levels, but with a +6 bonus to the target's saving throw, you're not going to see them happen.
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It's more useful in IWD2, in my opinion, since in that ruleset it is dodged rather than resisted. This means that, while it doesn't work well on humanoids, it's almost a guaranteed stun/paralyze/stone/kill on giantkin and other large foes.
Magic Missiles is actually very much the stronger in BG1, so take that and you should be fine. Sleep is alright, but easily replaced by many more useful spells after chapter 1.
I don't use CO because of that save bonus..yes, if you slap glitterdust, doom, and GM on something, it has a decent chance of working....if not...it only works on enemies who probably would've died from the damage anyway. And that's a lot of spells and work just for the CHANCE at a instant-kill. Damage-wise MM blows it out of the water, and in reliability too. (still prefer blind or spook myself though).
Early in the game my essential level 1 wizard spells are Sleep, Blindness, and Charm Person (and Armor when playing a Fighter-Mage). But by the end of BG1 I'm ready to start using Magic Missile and Chromatic Orb at level 1 in addition to Blindness. At some point in BG2 enemies usually save against Sleep and Charm Person anyway, and the higher level versions of those spells make them irrelevant.
Horror doesn't have a hit dice limit either, of course, but that's a level 2 spell.
Still, at any level, it's hard to beat the reliability of Magic Missile. It's just a little vanilla, you know?
I think OP has won a small victory here.