Aller au contenu

Photo

Clarifying the spells


  • Veuillez vous connecter pour répondre
24 réponses à ce sujet

#1
VelvetV

VelvetV
  • Members
  • 263 messages
After reading the manual, I still don't understand how spells Minor Spell Sequencer and Minor Spell Deflection function.

For example, Minor Spell Deflection, copied from the manual:

"This affects a total of 4 spell levels."
"This spell will only affect up to 7th level spells, but if it tries to absorb a spell that goes over its limit, it will fail and be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will NOT be absorbed while canceling the spell deflection."

I don't get it. Does it affect spells up to 4 levels or up to 7 levels? And how can there be "one level left"?

Another question is caused by a spell called Sunfire. When I click it, nothing happens. I don't get to choose where to place it, and nothing happens on its own, either. Could it be that it only works outdoors?

Modifié par VelvetV, 08 décembre 2012 - 02:30 .


#2
goblinsly1

goblinsly1
  • Members
  • 174 messages
I think this topic could be used for all spells, there are many spells that need clarifying, great idea.

Good thing you began with easy questions. Spell deflection. If a spell of level 7 or less is pointed at you ( bad spell like mental domination ), it will be absorbed. Total of 4 spells means if a level 3 spell is cast at you, there is 1 spell left. And if level 1 spell is cast ( like magic missile ), it will be absorbed and the spell will end. However if level 3 spell is cast and then level 5 spell is cast, it will NOT be absorbed and the spell will end ( because level 5 spell was cast and u only had 1 spell protection level left ), If you cast minor spell deflection and right away someone cast a level 5 spell at you, the spell will affect you and not only that, but also cancel minor spell deflection and therefor you lost a round basicly. Spell deflection however ( 6 level spell ) WILL protect you from level 7 spell even if you only have 1 spell level left.

Minor spell sequencer is easy. I will give you an example. When you cast it u get to choose 2 spells of level 2 or less. For instance 2x magic missile. And then spell sequencer icon will be added to your special ability menu ( far right ). When you click on it and choose a target, it will send 2 magic missiles instantly to the target.

Sunfire should work inside aswell. When you click it you dont get to choose a place. It it centered on your character ( but char casting it wont get damaged since he temporary gets resistance to fire ). Are you sure its memorised ? It could be a bug....maybe u could make a video or screenshot...

Modifié par goblinsly1, 08 décembre 2012 - 02:48 .


#3
VelvetV

VelvetV
  • Members
  • 263 messages
Of course, this topic topic can be used for all spells, not only for those that I do not understand!

I still am not sure that I understand spell deflection, though. So only 4 spells means that if level 7 spell is pointed at the char, it is absorbed and spell deflection is cancelled, right? Because level 7 exceeds 4 spell levels. But in that case it shouldn't get absorbed, because a spell of level 7 exceeds 4 levels *puzzled*

Sunfire worked in that room with wooden bridges and void all around them (with mephits, on the first floor of the dungeon). It didn't work in other places, but what sort of screenshot can I do if nothing happens and there's no message in the console? :)

#4
goblinsly1

goblinsly1
  • Members
  • 174 messages
Minor spell deflection: If you have 4 spell levels left and level 7 spell is cast at you, it will NOT protect you from that spell and also it will stop protecting you from further spells.

spell deflection: If you have 4 spell levels left and level 7 spell is cast at you, it WILL protect you from that spell and then it will stop protecting you.

As for Sunfire....are you sure you have it memorised ? As you know after you cast a spell you have to rest to re-memorise it. Use Fraps to record the process, maybe we will be able to spot something. Other then that all i can say, either its not memorised or its a bug. Sunfire can be cast anywhere. Oh, make sure you can cast other spells ( meaning make sure you are not inteligence drained or silenced ). Also, damn you, my heart rate goes up anytime i chat about BG2. And i dont have time to install and play it, even as it is im not doing to great in college, gaaaahhh. :))))

#5
VelvetV

VelvetV
  • Members
  • 263 messages
Sunfire was memorized so it must be a bug. I also found a problem with Magic Missile, when I clicked on it via the lower slots in the menu as usual, it wouldn't work. When I clicked on the moon symbol to access all spells and clicked on it from the sub menu, it worked. Strange. Same with Oracle, it wouldn't work if I tried to cast it from the main slots, but it worked when I chose it from the submenu.

I think you should find time to play BG2, after college there won't be any time for sure :)

Modifié par VelvetV, 08 décembre 2012 - 03:12 .


#6
goblinsly1

goblinsly1
  • Members
  • 174 messages
Actualy i think the oposite, when i am done with college i will have time to play it. 2 years ago i worked for a whole year and played many games. Right now i cant do it because bg2 always obsessed me soo much that i barely did anything else. Like studying. As for the job....that is different, you dont skip job because of games. You go to work because you HAVE to and when you come home you can play bg2.

As for the spells. Try to do this. Remove spells from your spell book slot ( dont delete them entirely, just remove them from those squares ) and incase they dont automaticly vanish from your spell menu on the bottom remove them from there. Rest. Then add them back to spellbook and try again.

I hope you are using the latest patch and also unofficial bug fixes.

#7
Grond0

Grond0
  • Members
  • 6 497 messages

goblinsly1 wrote...
Minor spell deflection: If you have 4 spell levels left and level 7 spell is cast at you, it will NOT protect you from that spell and also it will stop protecting you from further spells.

spell deflection: If you have 4 spell levels left and level 7 spell is cast at you, it WILL protect you from that spell and then it will stop protecting you.

Actually the manual description of MSD is incorrect - it acts in the same way as spell deflection.  Thus if you cast dire charm (3rd level) and then finger of death (7th level) at MSD it will stop them both as there's still 1 level of protection left after stopping dire charm.  However, if FOD is cast first that would cancel MSD and dire charm would then take effect (subject to saving throw as normal).

The description is also misleading about area spells.  Anything with an area of effect (such as fireball) will be unaffected by MSD even if it is cast directly at it.

You might find it helpful to play around with spells in the game.  An easy way to make the spells you want available is to start a sorceror and then use the console to increase XP - CLUAConsole:SetCurrentXP(8000000) and then choose which spells you want to try out.  You could also use CLUAConsole:CreateCreature("merlin") to bring in Merlin the magician who knows all spells (arcane and divine) and use ctrl + Q to add him into your party.

#8
morbidest2

morbidest2
  • Members
  • 390 messages
As long as we are spelling out in great detail how Minor Seq (lvl 4) works, I think it is worth pointing out that these permanently stored spells can also be saved for an instant defense when a mage finds that an easy battle has suddenly turned into a suicidal battle. For instance you could store a combo of Blur or Invisibility or Mirror Image as your two spells, and then direct them at yourself, or an ally, when in deep ****, instead of using MS as an offensive weapon. Just remember to Rest again after you set up your MS star, so that you have the spells back for normal, non-emergency use. The same. of course, applies to Spell Sequencer (lvl 7) and Spell Trigger (lvl 8) and to a lesser extent to Contingency (lvl 6) which only lasts for a day. While you can't have more than one of each at a time, I think some of the different types ARE stackable, which can come in handy in the hairer parts of ToB.

#9
goblinsly1

goblinsly1
  • Members
  • 174 messages
I would say Mirror image and invisibility is the best combo, blur sounds pretty useless with mods where mobs hit mages no matter their AC. Early in the game good combo is 2xweb, 2xglitterdust, 2xacidarrow for spellcasters.....and my favourite which i plan to test oneday, 2xhold for cleric/mage.

Usefullness of MSD is greatly improved if it blocks spells even if 1 spell level is remaining...

If i am correct, you can have 3 different sequencers and 2 different contingencys ( i think contingency and spell trigger can be cast at the same time.. ).
This can be a huge advantage, even more because it doesnt mean you trade 1 level 4 spell for 2 level 2 spells. You store your sequencer, then delete it from your memory book, put another spell in its place and rest. Voila, extra spells. Just keep in mind, sequencers dont act as spells. Many times during time stop + alacricity i thought sequencer will act like spell and be cast right away. Lost some precious seconds and died for that. :)))

Ahhh, cant wait...when i do play, i will find a nice ground in town and practice my spells and create new combinations. I still wanna try something....offcourse its not intended as powerfull combo but as a fun combo. First, summon 5 fire elementals or other creatures who are not only immune to fire but wont attack you if it hits them ( i think elementals are best because they are completely loyal and they stay around for a long long time, which is the point here ). Ok, my main fire immune char and 5 elementals find a pack of enemies who are not immune to fire. contingency fires 3xIncendiary Cloud in their direction, fire elementals attack them. I cast fire stop and alacricity and start casting fire fire fire spells, everything i have, sunfire, fireball, delayed blast fireball, and also during timestop they keep getting damaged from incendiary cloud. If i remember correctly during time stop there is no saving throw soo they get hit by the full blast of incendiary cloud, also i add some greater malison for the bonus. Now if those enemies have less then 50% Fire resistant, they are now some finne roasted enemies. ;)

#10
ussnorway

ussnorway
  • Members
  • 2 349 messages
The idea has some comic value but if an arcane type tries to cast a fire elemental then s/he will have to enter into a mind control test in order to gain their loyalty (unlike Druids where it is automatic)... you could bypass that by using an item to summon them but IMO you would be better off with the level 7 ‘Summon Hakeashar’;
1. They are completely loyal.
2. Immune to normal weapons.
3. The fire damage from your own spells will actually ‘heal’ them & this heal ability makes them perfecta for tanking inside of your AOE attacks... makes fighting beholders much simpler.

‘Minor Sequencer’ – I like to put ‘Web’ and ‘Glitterdust’ inside it because these spells DON’T make neutral targets go hostile. I can target say an inn keeper in order to reveal/ trap any creepy ambusher types without running the risk of a town lynching... Cleric – Mages can replace the ‘Web’ with ‘Silence 15' Radius’.

‘Contingency’ – My Blade just loves to put ‘Protection From Magical Weapons’ set to go off on enemy seen but ‘Otiluke's Resilient Sphere’ set to trigger on helplessness has saved many a no-reload contestant!

‘Spell Trigger’ – Aerie loves to put 3 ‘Bolt of Glory’ into this spell and go dragon/ demon hunting in Tob.

All Contingency types of spells can be cast instantly, so in a heavy combat situation you can pause your game and they are accessible while paused... for example, 3 ‘Abi-Dalzim's Horrid Wilting’ set to trigger on enemy seen will fire from a ‘Chain Contingency’ the instant that you un-pause your game.

Modifié par ussnorway, 09 décembre 2012 - 01:35 .


#11
goblinsly1

goblinsly1
  • Members
  • 174 messages
Druids and Clerics summon the fire elementals for this job, i am not soloing. :)
I thought about Hakeashar but there are a couple of things about them i dont like. First of all, i am afraid to get near them with any character for fear of losing spells or charges. Also i am afraid to send them to atack any enemy because i am afraid they will "kill" some of the items the enemy has, like wands...
As for incendiary cloud healing them, this could be extremely good. If you do 20 damage to them, it heals them for 20 ? Extremely powerfull indeed !!

I thought about glitterdust and silence 15 radius but web is simply superior. First of all, there is barely any enemy immune to it. And second of all, not only that its effect is better then glitterdust and silence 15 radius combined, it has a -2 saving throw modifier and it lasts ! When a creature is stuck this way, its easy to snipe him from the safe distance. Also i have been wondering which spells beside free action ( and spell with same effect ) will grant you the imunity to web. If you shapeshift into a spider ? What about summon spider ? They have bad thaco but can you imagine what a bunch of 4 atacks per round sword spiders do to a held enemy ? And their poison ?? And haste ? Fun indeed....

Contingency on enemy seen....what about contingency on being hit ? Might buy you a few extra seconds...If you cast otilukes sphere on you or your allies there is no saving throw ? This sounds extremely powerfull !! Soo you are helpless, get trapped in this sphere and the only way to get out of the splere ( besides time running out ) is a succesfull dispel magic. And if it is succesfully dispeling the sphere, it will also dispel fear, confusion or whatever got you into the state of helpless, right ? Extremely powerfull !!

Dont think i like the idea of 3x bolt of glory. Or even 3x horrid wilting. I guess i like to be more, erm....special. I like to play with my enemy. Get them into a state of "helpless", like stunned, slowed, etc. And then slowly reduce their health. In the past i used contingencies and triggers for attack, but in reality it is much better used for defence. The point is to have a good control over the field, and as long as you do, you dont need any quick enemy kills. But when 1 of ur chars goes helpless, that is when you quickly lose control and one of 5 thingys might get the control back.

As i really hate the last tob battle my plan for the next play is using project image. I will have 4 chars capable of casting time stop, 3 of them able to cast alacricity and all of them will be able to cast project image. Soo right away all 4 cast project image and now their images begin casting time stop. First they remove every ounce of magic resistance from all enemies ( exept sendei, we have to wait for her protections to wear off ). And then i might play with them, see whos immune to what ( for elemental resistances i might check with the program but for immunity to hold, fear, etc. i have to try it ). Then i will slowly get all 5 of them to near death and then my great plan comes into action. They are all near death, all of them standing together exept for maybe sendei and ilasera but they both have low health anyway soo 1 or 2 spells and they die. Soo, i have yaga, serevoc and abazigal together and i just unleash a few horrids and other things on them. Soo the plan is that when time stop ends, they all die in 1 shot.

Btw, project image...you summon it, time stop, cast the spells you want, time stop ends...you hit your char ( the original, not the image ) with someone, which breaks the image. You wait for 6 more seconds and you can cast another project image, right ?

#12
morbidest2

morbidest2
  • Members
  • 390 messages

ussnorway wrote...

The idea has some comic value but if an arcane type tries to cast a fire elemental then s/he will have to enter into a mind control test in order to gain their loyalty (unlike Druids where it is automatic)... you could bypass that by using an item to summon them but IMO you would be better off with the level 7 ‘Summon Hakeashar’;
1. They are completely loyal.
2. Immune to normal weapons.
3. The fire damage from your own spells will actually ‘heal’ them & this heal ability makes them perfecta for tanking inside of your AOE attacks... makes fighting beholders much simpler.

‘Contingency’ – My Blade just loves to put ‘Protection From Magical Weapons’ set to go off on enemy seen but ‘Otiluke's Resilient Sphere’ set to trigger on helplessness has saved many a no-reload contestant!


You learn something new every day! Image IPB I never noticed that Hakeashars love fire, and I've never found a BG2 Bestiary that pointed that out. Congrats on figuring out how to use Otiluke's Sphere as a defensive spell Image IPB 

#13
ussnorway

ussnorway
  • Members
  • 2 349 messages
FYI I used fire as an example because goblinsly1 stated that in the above post... they actually love ANY magic attack; ‘Cloudkill’, Beholder rays & ‘Fireball’s all look alike to them but don’t drop a ‘Deathfog’ because that would dispel your pet.

‘Otiluke's Resilient Sphere’ & ‘Web’ both need patches in order to work as intended but I’ll just point out that ‘Glitterdust’ has no effect on friendly/ neutral targets so you could close the distance without fear of disabling your own troops... ‘Web’ is less of an issue with range attacks as goblinsly1 already avowed.

‘Contingency’ – {fire on being hit} does assume that you get hit; as opposed to one of your other party or an AOE spell effect like ‘Abi-Dalzim's Horrid Wilting’... it does have its uses but IME {fire on enemy seen} is the reliable & faster trigger in that example.

What does and doesn’t bypass ‘Web’ will depend on your setup, for example I play that Avengers form; Baby Wyvern and Beholder both fly/ float over ‘Web’ and from memory SCS Improved Spiders are immune to it but mods like that Fixpack will mess with lots of items which previously allowed passage so it’s trial and error in the end.

p.s. Yes ‘Dispel’ should drop ‘Otiluke's Resilient Sphere’ unless you also have 'SI: Abjuration' because you travel with a certain Pally that likes to fling it around perhaps?:wub:

#14
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 558 messages

goblinsly1 wrote...
Also i have been wondering which spells beside free action ( and spell with same effect ) will grant you the imunity to web. If you shapeshift into a spider ? What about summon spider ?


Minor Globe of Invulnerability stops Web (as well, as other 1,2,3 lvl spells) just fine. And enemies' mages (the most vile opponents in SCS) love that spell. Besides, if not in heavily modded setup, shapeshifting into a spider doesn't protect you from your own Web by default...:

Image IPB

Modifié par Serg BlackStrider, 10 décembre 2012 - 10:01 .


#15
goblinsly1

goblinsly1
  • Members
  • 174 messages
Hmm, soo nishru and hakeashar cannot be damaged by beholder exept in melee ? For instance nishru running away from beholders avoiding melee cant ever be killed by them ?

#16
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 558 messages
Beholders have Death Ray...

#17
goblinsly1

goblinsly1
  • Members
  • 174 messages
And that would be ? :D

#18
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 558 messages
... a Death Sentence to all of your summons (except of those, who are gated - Fiends, Devas, Planetars).

#19
goblinsly1

goblinsly1
  • Members
  • 174 messages
How often can they cast this ? How rude of them..

#20
VelvetV

VelvetV
  • Members
  • 263 messages

Serg BlackStrider wrote...

Besides, if not in heavily modded setup, shapeshifting into a spider doesn't protect you from your own Web by default...:

That's really funny, a spider caught into his own web :lol:

Modifié par VelvetV, 10 décembre 2012 - 08:19 .


#21
goblinsly1

goblinsly1
  • Members
  • 174 messages
Maybe hes just not the brightest spider on the sky. xD

#22
ussnorway

ussnorway
  • Members
  • 2 349 messages

goblinsly1 wrote...

Hmm, soo nishru and hakeashar cannot be damaged by beholder exept in melee ? For instance nishru running away from beholders avoiding melee cant ever be killed by them ?


I don’t use Nishru but Hakeashar are not hurt by (the basic scs) death, paralyse or sleep rays however a ‘Death Spell’ will dispatch them in the same way as it will other summons and the larger SCS Beholders will sometimes use that spell. I assume that ‘Imprisonment’ would work but I’ve never witnessed a Beholder targeting my pet with that spell... as for melee damage, yes the bigger eyes count as magic attacks and in theory they could bash your pet to death but IME only the Unseeing Eye will regularly use melee and bear in mind that other damaging spells; ‘Magic Missile’, damage rays, ‘Cloudkill’ etc will be healing your domesticated buddy at the same time.

Practical example:

1.    Have your Cleric use ‘Farsight’ to display the area that the beholders are occupying... The divine spell is better than the arcane version because it also shows the critters instead of just the landscape.

2.    Have two Hakeashar spells ready but only send the first one in to get their attention then flood the area with ‘Cloudkill’ (wands are fine) and try not to let them see your caster or they might change targets.

3.    Just watch the show... If they cast a ‘Death Spell’ you have a backup and sometimes a badly damage eye will stumble out of the mist but that shouldn’t prove too challenging for your fresh party to deal with whilst inside the narrow passages.

This screenshot from Valandos no-reload run shows my Hakeashar tanking the eyes for me. :wub:

Image IPB

#23
Jianson

Jianson
  • Members
  • 377 messages

Minor Globe of Invulnerability stops Web (as well, as other 1,2,3 lvl spells) just fine


Are you sure this is true for Stinking Cloud as well? I am quite sure the following has happened to me:
I thought I was really smart one time when I had Thief->Mage Imoen cast Minor Globe on herself, then trigger the Stinking Cloud trap at the false exit of the Durlag's Tower -2 (aka Great Many Doors level). The reason I triggered the trap was to fight the three Skeleton Warriors for the experience. Imoen fell unconscious and got killed...

I am not quite sure about my setup. I think it was EasyTutu but with no altered rules for spells.

#24
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 558 messages

Jianson wrote...

Minor Globe of Invulnerability stops Web (as well, as other 1,2,3 lvl spells) just fine


Are you sure this is true for Stinking Cloud as well? I am quite sure the following has happened to me:
I thought I was really smart one time when I had Thief->Mage Imoen cast Minor Globe on herself, then trigger the Stinking Cloud trap at the false exit of the Durlag's Tower -2 (aka Great Many Doors level). The reason I triggered the trap was to fight the three Skeleton Warriors for the experience. Imoen fell unconscious and got killed...

I am not quite sure about my setup. I think it was EasyTutu but with no altered rules for spells.


Aye, I'm sure. And just now I've tested that once again with Imoen in the Underdark casted Stinking Cloud and then walked in it within MGoI - nothing happened and she doesnt' even made a save-or-else rolls.

My setups are below but I'm sure that is how it sould be by default.
 

Modifié par Serg BlackStrider, 11 décembre 2012 - 01:59 .


#25
Grond0

Grond0
  • Members
  • 6 497 messages
This may be an issue with the coding of the trap. Some traps are coded as physical, even though the effect is equivalent to magic - the MGoI would not then offer protection. The same thing can happen with creature attacks - I still find it difficult to believe that the basilisk stoning attack is not magical in nature for instance!