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Chaotic Commands - Spoiler

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davfrahen
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Chaotic Commands - Spoiler

Post by davfrahen »

I`m soloing with a F/M/T and I`m really missing the chaotic commands spell.
Is there any equivalent in the mage`s spellbook?
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Deadalready
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Post by Deadalready »

Spell Immunity - Enchantment is probably your best bet. However having your manual handy and preparing for the rught spell will help.
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Saros
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Post by Saros »

SI: Enchantment is somewhat bugged and doesn't work as planned. So I'd say, use items and potions + protective spells in order to keep your saving throws low enough against any psionic/enchantment enemy spell.
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davfrahen
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Post by davfrahen »

" However having your manual handy and preparing for the rught spell will help."

So nothing really then, in spite of having the manual handy!
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Silvanerian
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Post by Silvanerian »

Try finding a Greenstone Amulet. It's a charge per used item (sell-steal/buy back gives it 50 charges, which should be enough, though) which works as Chaotic Command. The charge lasts for 1 turn, I believe, which is a fair duration.

I don't recall if you are able to find one prior the Underdark though, but if Mindflayers, Charms etc give you problems, this is the amulet you wanna get your hands on.

Edit: Prior the Underdark you won't find many Mindflayers, so a Helm of Charm Protection is good against all disablers except chaos and stun. For stun, I suggest a certain short sword available very early (Arbane) or the ring of free action. Against Chaos, believe your only option except a Greenstone Amulet is the Potion of Clarity, which some of the fences throughout the city sell. Specifically, I believe at least Roger and that Lady in the Brigde District sell them.

Lastly, remember that as a f/m/t, you should have access to Improved Invisibility. Great spell against enemy casters, as you cannot be targeted while 'partly visible'. If they try casting True Sight or the like, try backstabbing them beforehand, interrupt their casting or use Spell Immunity (level 5 spell).


Edit 2: If you wanna go really cheap, remember that gulping down an invisibility potion while an enemy caster is chanting will result in that particular spell being wasted. Of course, the next offensive move you make renders you visible again, but if you learn the animation of enchantment spells, it can be a quick and easy way to get 'out of trouble' if you find yourself without protection against a certain spell and don't want to rely of saving throws. As a thief, an added bonus is another backstab, hehe.
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Deadalready
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Post by Deadalready »

Hrm... I suppose should've elaborated.

What I meant is having your manual handy is pretty important so you can cast the right type of spell immunity. Many mind control spells are covered under Enchantment, however there are a few strange ones that require protection from illusion or some other type of spell class.

For example:
Natures Beauty ~ Alteration
Spook ~ Illusion
Horror ~ Necromancy
Holy Word ~ Conjuration
Maze ~ Conjuration

All of these spells are devastating to a soloer and the reason you should have your manual handy is so when you get taken out by a control affecting spell, you can consult your manual and see what type of spell class it is and take appropriate action on reload.

Spell Immunity is probably THE best protection spell in the game, it's strength however lies in the execution. Also note that multiple Spell Immunities can be cast and active simutaniously.

If you're not keen on having your manual around you can watch spell casting animations carefully, each of the (8?) schools of magic have unique colours and animations.

As far as I know there shouldn't be any bugs with Spell Immunity...
Warning: logic and sense is replaced by typos and errors after 11pm
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