Prot. from Magical Weapons overpowered
Prot. from Magical Weapons overpowered
The description for Prot. from Magical Weapons is accurate. It protects from ALL magical and normal weapons. This means that nothing goes thru, not even +5 or +6 weapons. It's like a improved Stoneskin that lasts for a round or so. Isn't this overpowered for a lvl. 6 spell?
If you have this, then why bother with Mantle, Imp. Mantle, or Ab. Immunity?
Aren't the spells supposed to progress like this:
prot. from normal weapons - normal weapons
prot. from mag. weapons - protect from +1 weapons or lower
mantle - protect from +2 weapons or lower
imp. mantle - protect from +3 weapons or lower
ab. immunity - +4 weapons or lower
If you have this, then why bother with Mantle, Imp. Mantle, or Ab. Immunity?
Aren't the spells supposed to progress like this:
prot. from normal weapons - normal weapons
prot. from mag. weapons - protect from +1 weapons or lower
mantle - protect from +2 weapons or lower
imp. mantle - protect from +3 weapons or lower
ab. immunity - +4 weapons or lower
You know, that is a pretty good question. It doesn't make sense to have Improved Mantle protecting you from +4 of lower weapons when you have Protection from Magical Weapons at level 6 that protects against any and all magical weapons no matter the enchantment.
I suppose the only explanation for that is with Protection from Magical Weapons you can still be hit by mundane weapons which are very common, easily accessible to any lowlife that would dare challenge you. While with Mantle, Improved Mantle, and Absolute Immunity. You're protected from normal weapons as well as most of the magical weapons. Face it, how many people you run into carries around a +5 or better weapon?
I suppose the only explanation for that is with Protection from Magical Weapons you can still be hit by mundane weapons which are very common, easily accessible to any lowlife that would dare challenge you. While with Mantle, Improved Mantle, and Absolute Immunity. You're protected from normal weapons as well as most of the magical weapons. Face it, how many people you run into carries around a +5 or better weapon?
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"Never in my life could I have afforded to be raised!" -Fezhak
"I don't want to meet someone who shares my interests. I hate my interests." - Steve Buscemi Ghost World
I agree I don't think it makes much sense at all. Personaly I don't like those spells very much I use them rarely and it really pisses me off when ennemies use then against me. But I thought well it's apart of the game so live with it... But now that you've mentionned it at least I know i'm not the only one who thinks that...
[ 09-19-2001: Message edited by: Isis ]
[ 09-19-2001: Message edited by: Isis ]
-If the world would be perfect, i'd be knocking at hell's gates.-
I called it a bug ever since it caught my attention, but I thought Bioware would eventually fix it with ToB or some other patch. Guess I was wrong.
Actually instead of fixing it, Bioware goes and makes sure now every NPC caster in ToB has this broken spell, just to make things a little harder for you.
Actually instead of fixing it, Bioware goes and makes sure now every NPC caster in ToB has this broken spell, just to make things a little harder for you.
I really wouldn't call it a bug since it does make sense in the pencil and paper world of AD&D. Since it's very common to run into others with normal weapons, having Protection Against Magical Weapons would not hold as much sway in battles. And it's MUCH more unlikely to run across and +3 or higher weapons in PnP than it is in Baldur's Gate 2. Making the Mantle line of spells much more powerful in a natural situation.
This isn't so much of a bug as it is the computer cheating. Since the programmers knew that you'll be getting very powerful magical weapons right from the get go, and highly improbable that someone will have the foresight, or the space to be lugging around normal weapon back-ups for every character.
I guess what I'm saying that it all depends on the situation. For example I use Melf's Minute Meteor alot more than I use Delayed Blast Fireball, even though the latter is a higher level spell. But for most battles in BG2, Melf's Minute Meteor is just a better spell strategically. And in pencil and paper AD&D, where all this lore originated, Mantle is just a more useful spell in more situations.
[ 09-19-2001: Message edited by: Yuusuke ]
This isn't so much of a bug as it is the computer cheating. Since the programmers knew that you'll be getting very powerful magical weapons right from the get go, and highly improbable that someone will have the foresight, or the space to be lugging around normal weapon back-ups for every character.
I guess what I'm saying that it all depends on the situation. For example I use Melf's Minute Meteor alot more than I use Delayed Blast Fireball, even though the latter is a higher level spell. But for most battles in BG2, Melf's Minute Meteor is just a better spell strategically. And in pencil and paper AD&D, where all this lore originated, Mantle is just a more useful spell in more situations.
[ 09-19-2001: Message edited by: Yuusuke ]
"Gentlemen! You can't fight in here! This is the war room!" -Dr. StrangeLove
"Never in my life could I have afforded to be raised!" -Fezhak
"I don't want to meet someone who shares my interests. I hate my interests." - Steve Buscemi Ghost World
"Never in my life could I have afforded to be raised!" -Fezhak
"I don't want to meet someone who shares my interests. I hate my interests." - Steve Buscemi Ghost World
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its a mediocre spell, to my mind. quite frankly, stone skin gets more my vote for a true power spell. only elemental damage will get thru, and protects both mundane and magical weps. and it casts so fast...
prot from magic weps is only really usefull on fighter mages. they can use it for 4 rounds of whilrwinds.
for a regular mage, stoneskin is more a norm.
prot from magic weps is only really usefull on fighter mages. they can use it for 4 rounds of whilrwinds.
for a regular mage, stoneskin is more a norm.
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(Improved) Mantle casts much quicker, which may be considered an important advantage because these spells only last for 4 rounds. Having your protection spell disrupted is not a good way to start a battle... Of course, you should have Stoneskin 24/7 whether you use these or not.
For the record: I think Protection from Magical Weapons rocks, but never use it. Mantle, Improved Mantle and Absolute Immunity are not worth their slots.
[edit] I just remembered the reason I never use Protection from Magical Weapons... I use Mislead instead, which protects you even better.
Now that's an overpowered spell!
[ 09-20-2001: Message edited by: Xyx ]
For the record: I think Protection from Magical Weapons rocks, but never use it. Mantle, Improved Mantle and Absolute Immunity are not worth their slots.
[edit] I just remembered the reason I never use Protection from Magical Weapons... I use Mislead instead, which protects you even better.
Now that's an overpowered spell!
[ 09-20-2001: Message edited by: Xyx ]
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
I find stone/iron skins very overpowered , especially when you have a ranger/cleric wearing the amulet of power which reduces casting times by one , makeing ironskin cast instantly. Ranger cleric duel class also ends up getting NINE 5th level spells so you can put him out in melee all alone with little fear. They should really not allow ranger clerics, its very overpowered IMO.
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The really nasty thing about Prot from magical weapons is when a lich casts it. They are immune to normal weapons and also to breach. Fortunately they can be turned.
If a mage casts prot from magical weapons and I don't have breach I just switch to fists.
Howcome Liches aren't immune to Keldorns dispel magic? Does it not count as a third level spell?
If a mage casts prot from magical weapons and I don't have breach I just switch to fists.
Howcome Liches aren't immune to Keldorns dispel magic? Does it not count as a third level spell?
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Well, what makes you think they're not?Originally posted by Dimon:
<STRONG>what makes you think liches are immune to breach?</STRONG>
They have an item that should make them immune to level 1-5 spells (which include Breach), and I've never been able to do much good casting Breach on them.
If your experiences are different, I'd be interested in hearing them.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.