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about Spell Immunity (¿spoiler?)

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tamenrot
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about Spell Immunity (¿spoiler?)

Post by tamenrot »

I have a doubt: I'm playing Tactics and I'm learning a lot about mage combat tactics. Combination of SI:divination with improved invisibility, for example :) So I tried to use SI:alteration to avoid the effect of a Time Stop... but it didn't work. Any idea about this? :confused:
Another thing, I wonder why playing Tactics mages (al least the mindflayers) can cast non-area spells upon me when I'm invisible :rolleyes: .

Thanks! :)
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Thrifalas
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Post by Thrifalas »

Never played tactics, but can't it be that Time Stop doesn't affect you, but time? or something like that. Never tried that in the regular game, but I'm sure that we would've heard something about it if it works...
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Post by dj_venom »

Are you sure that the mages aren't casting true sight or other such spells, I can't say I remember what spells are cast, but they could be casting those spells in a contingency, because that would allow them to cast spells on you when you were invisible.

As for the time stop, I'll have to think about that one.
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Post by tamenrot »

I think the mages are not casting true sight because I read the spells and hits, and that spell doesn't appear. Other divination spells... I don't know. But mindflayers doesn't cast any of that spells and they can see me (ok, powerful minds, hehe, but I thought that thing of "you cannot cast a spell on invisible or sanctuared creatures" was of common use :p Maybe the Tactics is modifying some thing, I don't know :)
About SI:alteration, I tried it against a "teleport field" and I think it doesn't work either... :)
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Post by stramoski »

Mind Flayers

I think the tactics mod allows mind flayers to see right through invisibility, just as Tanari, Dragons, and many powerful enemies do.

As far as the other question, I never bother with spell immunity, except for cheese and Kagnaxx
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Post by lompo »

In Tactics MF do see invisible (check readme file).
As for mages, if the spell are in contingency they can hit you even if you are invisible (you can do that too!!!).
You can avoid to be Timestopped only if you have a special ability that let you be immune to it.
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tamenrot
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Post by tamenrot »

Lompo, which spell is "see invisible"? I've checked the gamebanshee spell list but didn't find it :)

About Time Stop and other spells (teleport field, for example), why does a spell immunity not work against them? I know this is a bit fool question and maybe the only answer is "so the game is made", but I'm curious about it. Maybe because they're area spells? :)
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Post by lompo »

There is no spell "see invisible", it's just a characteristics (a power) of certain creature to be able to see invisible persons: demons, dragons etc.
In Tactics that power is given to Mind flayers too.
As for the second question probably you guessed right, the game is made this way AFAIK.
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Deadalready
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Post by Deadalready »

Well I'll try and answer the questions if no one else will try properly.

1: Mindlflayers were apparently originally able to see invisible monsters in Baldur's Gate 1 and so were given back their ability to perceive the invisible; the benefits of seeing invisible is being able to target them reguardless of protections.

2: Spell Immunity unfortunately does not protect against area effect spells not centered on the caster, even then protection against an area effect spell targeted directly against the caster is still dubious. Timestop, Cloudkill, Fireball, Skull trap and many other area effect spells are examples of spells that are not negated by spell immunity(!).
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Post by Sytze »

Yet it protects against True Sight, so your explanation doesn't quite make it. I don't have an explanation for it myself, perhaps UU does, but yours isn't correct, either.
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SP101
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Post by SP101 »

True Sight seems to be... in the game engine... a "Target-everyone-in-th-area-of-effect-each-round" spell...

So basically, when you cast True Sight (or when it's auto-activated after the 1st cast), theirs 1 "true sight effect" spell cast at everyone (not at Party Members though)...

Dunno if it's clear enough, but it seems to make sense.. for me at least.
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Post by Sytze »

That I need to check. There's a good chance you're correct, but even then the explanation 'area effect spells do not count' is flawed.
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SP101
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Post by SP101 »

True...

Maybe a modder.. or anyone with the basics on how to check the game files could help us to understand True Sight...

Anyone's fitting the description out there?
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Post by Sytze »

I know Andyr, Icelus, Littiz and JC visit these boards, but whether they visit it in the next couple of days is always the question...
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Post by UserUnfriendly »

[QUOTE=Deadalready]Well I'll try and answer the questions if no one else will try properly.

1: Mindlflayers were apparently originally able to see invisible monsters in Baldur's Gate 1 and so were given back their ability to perceive the invisible; the benefits of seeing invisible is being able to target them reguardless of protections.

2: Spell Immunity unfortunately does not protect against area effect spells not centered on the caster, even then protection against an area effect spell targeted directly against the caster is still dubious. Timestop, Cloudkill, Fireball, Skull trap and many other area effect spells are examples of spells that are not negated by spell immunity(!).[/QUOTE]

spell immunity does protect from skulltrap.

time stop is in a special class by itself.

the only way to protect from timestop is to cheat. :p
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Post by Astafas »

[QUOTE=Deadalready]Well I'll try and answer the questions if no one else will try properly.

1: Mindlflayers were apparently originally able to see invisible monsters in Baldur's Gate 1 and so were given back their ability to perceive the invisible; the benefits of seeing invisible is being able to target them reguardless of protections.
[/QUOTE]

There were mindflayers in BG1?! :eek:
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Post by Thomas77 »

[QUOTE=Astafas]There were mindflayers in BG1?! :eek: [/QUOTE]

If there were, I didn't see 'em....
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