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Cloak of Fear

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Heidrek
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Cloak of Fear

Post by Heidrek »

This spell seems really good, forcing multiple saves per round against will or flee for 1 turn against anthing in striking distance of you seems really good. The perfect answer to all those swarms of enemies that flood in to overwhelm you by sheer numbers!

Problem is my cleric of mask can't seem to cast it. I can memorise it and even cast the spell, but it doesn't seem to actually do anything. I get no animation when the spell completes, not little icon on my character portrait, and certianly no enemies fleeing in terror (or even saving for that matter)!

Does anyone else have trouble with this? If not, is Cloak of Fear actually as good as it sounds?
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silverdragon72
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Post by silverdragon72 »

.


hmmm...-...never used that spell - as it's exactly the opposite I want - cause my clerics are my main tanks! ;-))

...so I can't tell you if the spell is bugged or not - but the reasons I never used it are:

- only 5-feet radius (not that much)
- only fear for one round (AFAIK the enemies can lock on a new target after they run away)
- my clerics have the best AC of my party - so it's quite good when enemies lock on them and not on other PCs!


.
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Ellester
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Post by Ellester »

Clerics do have a little difference in what spells they can cast. But it doesn’t show up in your list if you are not allowed to cast it. On top of that clerics of Mask are allowed to cast this spell. So there should be no problem with casting this spell. Although I can’t speak from experience as I’ve never played a cleric of mask before.

This spell is only useful if your cleric is a tank, because like Silverdragon mentions it is only a 5 foot radius, which is real small. So if your casting it at the back of your group its not going to effect anyone. Also, if a spellcaster starts an animation and it doesn’t finish, then you’ve been hit, lost your concentration roll and your spell fizzled. Or you made another action before it finished, like you attacked someone, which can happen automatically.

The spell could be bugged for Mask clerics, but my guess it’s one of the explanations above.
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Dedigan
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Post by Dedigan »

It does do what's advertised, but like SD, I fail to see the need to have enemies running away from the character I want them to run toward. So I don't use it.

I don't know why it isn't working for you.
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Heidrek
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Post by Heidrek »

Yes, I'm sure it worked on my Battleguard of Tempus in another earlier game, maybe because I now have the ease of use and bonus merchant mods installed? I've also noticed that I can't complete the River Caves quest to kill all the monsters (Circle of Bones works REALLY well against the fire bettle swarms!) once I installed this. Doesn't really matter though as I just killed all the dwarves anyway, but still annoying as the XP reward would have been nice.

I'm playing a Solo game with my Human Cleric17/Fighter3/Rogue2/Wizard3 at the moment (eventually she'll be c17/f4/r4/w5) on Insane difficulty (all monsters do double damage per hit including spells) so the cleric is my tank. With her Greater Command and Symbol: Hoplessness she can normally handle anything she comes up against, but I had big trouble at lower levels with the swarms of Orc's, Barbarians and other hordes that show up to mob you. Being able to make some or all of them run away so I can sling them to death, or concentrate on the archers would have been great.

Actually, I could use some advice on how to develop from here, I have all the cleric levels I want (can cast 9th level cleric spells and Executioners Eyes as my domain). I was going to go for 5 wizard levels so I could get Haste and Blink, but by the time I have all my levels I'll have 5 attacks per round as standard, so Haste won't give me that much. I have also puchased the Shifters Boots, so I can cast Blink anyway. Do I really need 5 Wizard levels or should I go for F4/rog3/wiz3/and 3 levels of something else? perhaps f4/r5/w4?
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