Posted: Fri Mar 25, 2011 5:42 am
That's...... that's just not right.Ode to a Grasshopper wrote:Flesh to Stone
I like to Feeblemind the Ore Merchant in Waukeen's Promenade annd turn her into a statue with it after the Sir Sarles quest.
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That's...... that's just not right.Ode to a Grasshopper wrote:Flesh to Stone
I like to Feeblemind the Ore Merchant in Waukeen's Promenade annd turn her into a statue with it after the Sir Sarles quest.
Well, if there would be problems one can always use the thievery potion, which boosts everything by 40. I think it also stacks with itself, but im not 100% sure.Ode to a Grasshopper wrote:Open Lock skills it's worth having one or two scrolls and they're pretty common - I recall there being one or two chests that Immy couldn't open without equipment, for which Knock is a viable solution.
I don;t think you can do anything while in sphere. I may check it out, but i doubt it,On a related note, do you know if Shadow Door lets you escape Otiluke's Resilient Sphere?
It's immobile.And if you can move while in Otiluke's?
I'd say that m. swords are better than Planetars. Sure they have vorpal swords, and high level spells, but their health pools are very small and their spells take very long time to cast. In vanilla BG they kick butts and ask questions later, but i prefer the never-dying swordsSummon Planetar/Dark Planetar - best mage summons in the game, practically a high-level Fighter/Mage/Cleric in their own right.
There are only three ways to kill m swords. Magical damage (magic missile & horrid willing), Instant-death spells and effects (vorpal, death spell, inprisonment) and stat drain.Mordenkainen's Sword - great summons, totally immune to physical damage so make great meat shields - mages can take them down without too much fuss though. A bit slow so haste them if you can.
It ignores magic resistance. It's much better than it seems.Sunfire - Nice but hurts your fellow PCs. If you have a spare slot it's worth having.
Never useful. Never. You have stoneskin and mirror image for that. Besides only the weakest enemies use non magical weapons.Protection from Normal Weapons - useful for SoA, but I usually don't bother.
Whip's main problem is that it does not affect Spell Trap, and by the time you get it, enemy mages will be using Spell Trap all the time.Khelben's Warding Whip - good for enemy casters who cast a lot of spell protections and can last a while. Worth having on memorised when you have a few slots, but only after you have space for a Project Image or two.
You'll get the same effect ig you choose the right moral options in hell. One of the rewards is normal weapon immunity.Protection from Magical Weapons - great protective spell with short duration. If your mage is multiclass and can wear the Aslyferund Elven Chain s/he will be immune to all weapons for four rounds.
It does stack.Stworca wrote:Well, if there would be problems one can always use the thievery potion, which boosts everything by 40. I think it also stacks with itself, but im not 100% sure.
The advantage of Planetars over Mordy Swords (which are really good) IMO is that Planetars have lots of nice spells, including 3x Heal, which saves your own healers from having to use their own Heals. For major battles I quite like having both summoned, along with a Shambling Mound and Juggernaught Golem in ToB if possible, and for minor battles any summons from a Skelly Warrior or 2 up will do fine since they're largely there as extra targets.Stworca wrote:I'd say that m. swords are better than Planetars. Sure they have vorpal swords, and high level spells, but their health pools are very small and their spells take very long time to cast. In vanilla BG they kick butts and ask questions later, but i prefer the never-dying swords![]()
There are only three ways to kill m swords. Magical damage (magic missile & horrid willing), Instant-death spells and effects (vorpal, death spell, inprisonment) and stat drain.
I forgot about that - next time I do a run-through I might put 3 in a sequencer as a present for Abazigal. The trouble is it still requires your mage to get in close (less of a risk for a Projected Image or Simulacrum), and for most normal battles it's just as easy to toss in a disabling spell and let your fighters loose.Stworca wrote:It ignores magic resistance. It's much better than it seems.
True. Happily most enemies only have one or two Spell Traps available in my (vanilla) experience, and Whip will still take down Spell Turning. It's no Pierce Shield to be sure, but it has its place.Stworca wrote:Whip's main problem is that it does not affect Spell Trap, and by the time you get it, enemy mages will be using Spell Trap all the time.
Good for the PC, less good for, say, Imoen, Aerie, or Jan. Not that many enemies use normal weapons in ToB anyway...you have to wonder just how much gold does Tethyr have if it can deck out whole armies with +2 swords and armor?Stworca wrote:You'll get the same effect ig you choose the right moral options in hell. One of the rewards is normal weapon immunity.