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Misleading spell descriptions


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#1
Hello there friend

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Hi, friends.

 

This post was inspired by the spell, "Chilling Touch", which has a spell description that doesn't mention how the spell actually summons a weapon that lasts for a very long time. That made me think there must be other spells with inaccurate or plain wrong ingame descriptions (I know there are, I just can't name them off the top of my head). Can all you seasoned veterans think of any? Or does a (correct!) guide to the spells exist somewhere on the internet?

 

I know of xyx' guide, but that one is ALSO incorrect on at least some fronts.

 

Thank you, everyone! I know it's a lot to ask, but I feel like correct information is the most important prerequisite for a winning strategy.



#2
corey_russell

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Unfortunately there quite a few spell descriptions that are just inaccurate (missing information) or even just flat out wrong. Far too many for a post like yours, and certainly far too many to do off the top of our heads. A lot of us veterans just know from experience or when when we run across the spell, remember what happened to other players of Baldur's Gate.

 

Since I have no hope of giving all of them, let me just give one.

 

Minor Spell Deflection (MSD from hereonin) claims that it will counter any single target spell or area effect centered on the caster. But in the game, that isn't how it works. Yes single target spell is countered, but ANY area effect will work on the caster, even if centered on the caster. The cleric spell Hold Person is an excellent example of this - when the cleric casts it, it's clearly centered on the caster, but because it's an area effect (albeit small one) it is not foiled by MSD. As a result, several solo no-reloaders have died, thinking the MSD would protect them from Hold Person spell, but finding out it doesn't.

 

There's lots of other examples, Trial and error as well as just experience is the best way to discover them.


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#3
Hello there friend

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Hm. That's a little disappointing, that seems like quite the QA oversight. But thank you very much for your reply :-)


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#4
Grond0

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This is actually a huge subject for discussion given the number of differences between versions.  I've also found the behaviour of chill touch annoying.  This had an undocumented +4 THAC0 modifier in vanilla, which always seemed reasonable to me on the grounds that the spell should make it easier to hit.  However, in the Enhanced Edition this modifier has been dropped and replaced with the spell ignoring other existing modifiers (such as proficiencies) - with the result that chill touch actually reduces your THAC0 in most cases rather than increasing it.  That turns that spell from an automatic choice for a sorcerer limited to melee to one with very little benefit.

 

You could try looking at http://www.sorcerers...erence/Main.htm for information on spells.


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#5
Aasim

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This had an undocumented +4 THAC0 modifier in vanilla, which always seemed reasonable to me on the grounds that the spell should make it easier to hit. 

This is actually true for PnP as well, given that touch attacks should ignore armor. 



#6
GrimJim

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Here are some that stand out to me:

 

The in-game description and the spell reference both significantly understate the power of blindness. Blinded enemies are pretty much harmless as long as you have ranged damage, so given its long duration it's basically a save-or-die at level 1.

 

If you aren't playing with EE or TobEx, then dispel/remove magic aren't random like the description says. They always succeed if the caster is higher level than the target and never succeed if the caster is lower level than the target. I forget what happens if the caster and target have the same level.

 

Non-detection has probably the most useless description in the game. What the spell and the cloak actually do is prevent non-illusionary invisibility from being removed by divination spells. Non-illusionary invisibility almost always means thief/ranger/monk stealth, but without a fixpack it may also include the invisibility from the Staff of the Magi and the Ring of Air Control.

 

It's mentioned in the spell reference, but it's worth emphasizing that spell immunity: abjuration does not protect you from spell protection removers like spellstrike or secret word.

 

Sphere of chaos is inconsistent about whether its effects can be stopped by magic resistance. Most notably, the disintegration effect ignores MR.

 

In addition to not having allowing a save, teleport field ignores MR as well.


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