A neglected spell?
A neglected spell?
Who here uses the 3rd level druid spell 'Call Lightning'? Outside, it is a spell whose offensive prowess cannot be beat, doing 60-80 damage, regularly. I ask because I dont see it mentioned often, and I would think it a shame if others passed up this awesome spell.
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-Homer Simpson
"For all sad words of tongue or pen, the saddest are these:
It might have been"
-John Greenleaf Whittier
Didn't usewd it much, because most fights are not outside. In Bg1 I used it very much, I think I killed around a 100 knobfloblins with it... 
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yes the spel does very much damage but (as vegeta said)
Not much battles are outside, i only used the spel in the early begin of the game because later on u don't need the spel anymore to over come the outside encouters.
I used the spel alot in the druid grove (lot of druid/fighters really anoying in a early game) and Windspear Hills.
Not much battles are outside, i only used the spel in the early begin of the game because later on u don't need the spel anymore to over come the outside encouters.
I used the spel alot in the druid grove (lot of druid/fighters really anoying in a early game) and Windspear Hills.
Holy Smite is still good if you have Evils in your party; you just have to aim it like you would aim a Fireball.
Call Lightning has the same damage potential as a Flame Strike every round. Who wouldn't like that?
Call Lightning has the same damage potential as a Flame Strike every round. Who wouldn't like that?
[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.
You sure that's just the staff and not the regular spell as well? Perhaps it was the area you were in... Baldurdash has a fix for a number of areas that were incorrectly flagged as in-/outside.Originally posted by Rodo:
<STRONG>This is a definite bug in the game but if you like Call Lightning so much...
The Staff of Thunder and Lightning can cast call lightning indoors.</STRONG>
[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.
It's a good question Underdog. I never ever use up all of my spells with my party of six (partly because I have the mages and clerics memorize a bunch of utility spells in order to be prepared for any situation). But when I'm playing my solo game with my illusionist thief, I have frequently used up every single spell available to him plus his items that summon creatures once per day and all of his traps. The battles are just so hard that I sometimes go through half of his spell book preparing for a battle and then fighting it out.
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I've tested every spell in the game at least a couple of times, even the really sucky ones.
IMNSHO, the "just in case" spells should be used sparingly. If you rest for spells with a lot of spells still in memory, you've apparently chosen the wrong ones (this, of course, is one of the Sorcerer's strong points). Most of the "just in case" stuff is only marginally better than the generic stuff.
Take False Dawn for example. Very good against undead, useless against the rest. Instead of lugging that around in memory just in case you run into nasty undead, you could memorize Heal or Conjure Animals. Those may be slightly less useful should you encounter undead, but they'll still get the job done and are useful in other battles as well.
"Just in case" stuff you can't get around would be True Sight, Breach and Dispel Magic. You might not run into nasty Mages, but if you do, you need these (you don't need False Dawn to deal with undead).
Stuff like Protection from just about everything except Magical Weapons is really specific and will clog your spell slots like nothing else. Even if you do run into some big bad acid monster, think of what else you could have put in that (level 5) Protection from Acid slot...
IMNSHO, the "just in case" spells should be used sparingly. If you rest for spells with a lot of spells still in memory, you've apparently chosen the wrong ones (this, of course, is one of the Sorcerer's strong points). Most of the "just in case" stuff is only marginally better than the generic stuff.
Take False Dawn for example. Very good against undead, useless against the rest. Instead of lugging that around in memory just in case you run into nasty undead, you could memorize Heal or Conjure Animals. Those may be slightly less useful should you encounter undead, but they'll still get the job done and are useful in other battles as well.
"Just in case" stuff you can't get around would be True Sight, Breach and Dispel Magic. You might not run into nasty Mages, but if you do, you need these (you don't need False Dawn to deal with undead).
Stuff like Protection from just about everything except Magical Weapons is really specific and will clog your spell slots like nothing else. Even if you do run into some big bad acid monster, think of what else you could have put in that (level 5) Protection from Acid slot...
[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.