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spell licence

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Willow
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spell licence

Post by Willow »

where do you exactly go to get a licence to cast spells ,what district,what building ,who do I see and how much does it cost. How do I attain this if it expensive.
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Aegis
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Post by Aegis »

Talk to Tolgerias (I believe) in the government building. The license costs 5000 gold, so I hope you got a heavy wallet.
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Sabre
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Post by Sabre »

Talk to the mage near Tolgerias, I think his name is Corneil.
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Xyx
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Post by Xyx »

Or don't get it. There are several cheesy and less cheesy workarounds. Killing the Cowled Wizards is not impossible, not casting wizard spells in the main streets (buildings and alleys are OK) doesn't make the game much harder either.
[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.
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HighLordDave
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Post by HighLordDave »

Don't get the license. Kill Cowled Wizards instead. Get their stuff. Get XP. Save your money.
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Skeelo
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Post by Skeelo »

Yea paying them off is the cheesy way out. They are kind of difficult to fight, unless you weaken them down with a wand of cloudkills!
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Xyx
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Post by Xyx »

or Gate a Pit Fiend and run away :D
[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.
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mikeheitz
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Post by mikeheitz »

The first time through, I paid the $5K... But I think the next time through, I will play a Chaotic aligned Mage, and just wipe out some Cowled Wizards. It would definitley be in character for me to try and clean up some filth!
"Think on this, arrogant mageling: even the mightiest archmage has no spells strong enough to let him cheat death. Some take the road of lichdom... a living death. The rest of us find graves, and our dust is no grander than that of the next man. So when next you lord it over some farmer with your fireballs, remember: we all master spells enough to die"

Ithil Sprandorn, Lord Mage of Saskar, said to prisoner wizard Thorstel
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HighLordDave
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Post by HighLordDave »

We had a discussion on this earlier-you don't even have to be chaotic to take joy in killing Cowled Wizards. They are a corrupt, power-hungry and oppressive organization. Kill all the Cowled Wizards you like. Take joy in it. Strike a blow for oppressed mages everywhere!
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fable
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Post by fable »

Um, @Willow, don't pay overmuch attention to suggestions that you start up a vendetta against the Cowled Wizards, particularly if this is your first run-through. :D They're damned hard to deal with, and most of those who puff out their chests and proclaim going toe-to-toe with the Wizards only did so after reading hundreds of battle and gaming tips in this forum. ;)

Basically, when you can do it, pay for the license. It's only steep during the early part of the game, before you go out on many quests; and it will come in handy, especially if you go out looking for adventure in the town at night. Remember, the Wizards regard *any* magic, including priestly magic, as falling under their domain, so don't expect to get away with using a priest's spells to help in battle, either.

[ 07-17-2001: Message edited by: fable ]
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Rodo
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Post by Rodo »

Uhhh, no they don't. Divine magic and magic in the form of innate abilities do not get the attention of the Cowled Wizards (at least it never did for me, on a patched game).
You can never hope to grasp the source of our power. We are forever.
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mikeheitz
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Post by mikeheitz »

Rodo is right... I can pray all day with no probelms from the Cowled Wizards... As soon as I cast a blur though, they are all over the place. Also, after paying the $5K, and casting a couple magic missiles in town, they came and told me they would revoke my license if I continued my rogue ways... Needless to say, i didn't want to see my $5K go to waste, so I casted, but sparingly... not sure if they would actually revoke it or not. :(
"Think on this, arrogant mageling: even the mightiest archmage has no spells strong enough to let him cheat death. Some take the road of lichdom... a living death. The rest of us find graves, and our dust is no grander than that of the next man. So when next you lord it over some farmer with your fireballs, remember: we all master spells enough to die"

Ithil Sprandorn, Lord Mage of Saskar, said to prisoner wizard Thorstel
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fable
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Post by fable »

In my first run-through, I saved rescuing Viconia until pretty late in the day. Jaheira cast an Insect Plague--it was the only spell used in public--and it brought out the Cowled Wizards and their warning.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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Xyx
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Post by Xyx »

Odd... Mike, Rodo: did you cast out in the streets of some main area? The Cowled ones do not monitor the random encounter alleys or inside buildings (which should account for 90% of the battles).
[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.
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Astafas
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Post by Astafas »

I've always been able to cast cleric and druid spells as well as using innate abilities and wands, at day or night, throughout the entire city, without interference from the Cowled Wizards. This despite the fact that I haven't paid the 5000 gold. BUT, as soon as I cast one single mage spell, I get a warning. And the next time they attack.
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fable
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Post by fable »

Hmm. Well, next new game I start up, @Astafas, I'll try a druid spell, again, and see what happens.

Mind, I still wouldn't suggest any first time player, or any relatively low level party, take the Cowled Wizards on. They've got one track minds: they'll keep coming for you. And they've got a lot of medium-level mage power to throw at you. In the later game, certainly, it's a nice way to blow off steam, but they're quite dangerous, otherwise. :D
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Xyx
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Post by Xyx »

Originally posted by fable:
<STRONG>Mind, I still wouldn't suggest any first time player, or any relatively low level party, take the Cowled Wizards on.</STRONG>
But don't get the licence either, or you lose the chance to play with 'em once you're suitably powerful.

It's not really a big deal to go without it anyway. Battles in the main areas' streets can be counted on one hand, and in a pinch you can run into a building to cast stuff like Stoneskin, then run back out and continue the fight (if they won't follow you in).
[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.
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fable
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Post by fable »

Well, true, @Xyx, though personally I find magic very useful outside. There are several potential encounters down in the Bridge District (with the Fallen Paladins, with a simple party of mercenaries) where magic really helps. And if you're out at night and have sided against Bodhi, magic is a must-have. I wouldn't think to jump into a house to avoid the Wizards--after all, if it were reallife, they'd come in after me. :D

But you're right: they can be fun to attack, especially later in the game. You just have to learn how to do without magic outdoors in the meantime.
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Post by Weasel »

Originally posted by fable:
<STRONG>

Mind, I still wouldn't suggest any first time player, </STRONG>
I agree. :) The first time thru the game I paid. All the other times.... :D :D roasted wizards :D :D
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Rodo
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Post by Rodo »

The spells I used?
I used Larloch's Minor Drain unique ability (plus all of the Inquisitor's specials) and on several occasion I had Viconia cast gate and unholy word.

Btw, does anyone use those spells? I mean, holy word and unholy word seem like such a waste of a slot. Better filled with something like finger of death or gate. Sure, you don't get a save but the effects aren't that good.
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