Battle Magic with Magic, Dispeller spells (Spoiler?)
Posted: Mon Apr 29, 2002 2:08 am
For my own reference but I though I might share, some spoilers ahead.
Dispellers spells:
Lvl 3 Dispell Magic
Dispell low level spells effects, seldom used at high level game like BG2, but needed.
Lvl 3 Spell Thrust
Dispells ALL spell protections of lvl 5 and below, pretty useless.
Lvl 4 Secret Word
Dispells one spell protection of lvl 8 and below including Spell Turning, a powerful dispeller at lvl 4, but most importantly, it dispells lvl 5 SpellShield. Because Spellshield hinders dispeller spells, it blocks even powerful dispeller such as Lvl 9 Spellstrike. Cheapest spell protection dispeller, a must have.
Lvl 5 Breach
Dispells ALL magical combat protections, it means start hacking after casting this spell. Cheap and good, a must have.
Lvl 5 Lower Resistance
Lowers Magic Resistance. A must have to fight Dragons and other creatures with high magic resistance.
Lvl 5 Oracle
Dispell illusion of lvl 5 and below, such as improved invisiblity. So the lvl 6 Mislead spell is not included.
Lvl 6 True Sight
Dispells ALL illusions. A must have.
Lvl 6 Pierce Magic
Dispells one spell protection of lvl 8 and below including Spell Turning, lowers some magic resistance at the same time.
Lvl 7 Khelben's Warding Whip
Dispells one spell protection of lvl 8 and below per round for 3 round. Lousy spell at lvl 7.
Lvl 7 Ruby Ray of Reversal
Dispells one spell protection of lvl 9 and below, including lvl 9 Spell Trap. The lowest lvl spell available to counter Spell Trap, at lvl 7 it doesnt come cheap, but it's a must have.
Lvl 8 Pierce Shield
Dispell one spell protection of lvl 9 and below including lvl 9 Spell Trap, lowers some magic resistance at the same time. A waste of lvl 8 spell slots.
Lvl 9 Spellstrike
Dispells ALL spell protections. Good, but a waste of lvl 9 spell slots.
Other necessary related spells:
Lvl 1 Cleric spell Doom
Target receives a -2 penalty to all his rolls including THAC0 and saving throws. Must have.
Lvl 4 Greater Malison
Area effect enemies receives -4 penalty to saving throws. Must have.
Lvl 5 Cleric spell Magic Resistance
Target receive magic resistance at 2% per lvl of caster, if target already have higher magic resistance, it is lowered to the value the spell confers.
Lvl 7 Spell Sequencer, Lvl 8 Spell Trigger, Lvl 9 Chain Contingency, for "3 hit combos"
Alway have this spells memorised to be ready for anything:
At the least:
1 Dispel magic (lvl 3)
2 Secret Word (lvl 4)
1 Ruby Ray of Reversal (lvl 7)
3 Breach (lvl 5)
1 Lower Resistance (lvl 5)
1 True Sight (lvl 5)
1 Greater Malison (lvl 4)
2 Doom (lvl 1)
Two Secret Word because Liches and mages are often armed with Spell Triggers and Chain Contingencies, so 2 Secret Word is needed, one for his Spell Trigger, and one for his Contingency. Also, if he have Spell Shield up, first Secret Word to dispell his Spell Shield, second Secret Word to dispell his Spell Protection. If he has the lvl 9 Spell Trap up, use Ruby Ray of Reversal instead. Either way, have 3 spell protection dispellers at disposal.
Three Breach because as mentioned, to deal with Triggers and Contingencies.
Against Liches and Mages, they will activate their Spell Trigger or Chain Contingency, oftenly with a spell protection like Spell Turning or Spell Trap, together with a combat protection like stoneskin, Fire Shield, improved mantle, or immune to magical weapons. The third spell usually is dispell magic or true seeing.
Cast Secret Word/Ruby Ray of Reversal first to remove his Spell Protection like Spell Trap or Spell Turning, then cast Breach to remove his combat protection. Then attack. When his
second Trigger or Contingency activates, repeat accordingly. If he casts Mislead in his Trigger or Contingency, counter it with True Sight first before casting Secret Word and Breach.
Against Dragons(60% magic resistance), and other mightlys with high magic resistance, casts Magic Resistance, then Lower Resistance, follow by Breach, Doom, and thereafter, deadly spells.
Good defensive spells are:
Illusions
Mislead, Mass Invisibility, Improved Invisibility
Spell Protections
Spell Deflection/Turning/Trap
Protection from Magic Energy/Elements/Energy
Spell Immunities (for liches)
Set to Abjuration/Conjuration/Divination/Necromancy
Chaotic Command, Death Ward, Remove Fear/Paralysis, and Dispell Magic, to counter Symbols of Fear, Stun, Death and Confusion .
Dispellers spells:
Lvl 3 Dispell Magic
Dispell low level spells effects, seldom used at high level game like BG2, but needed.
Lvl 3 Spell Thrust
Dispells ALL spell protections of lvl 5 and below, pretty useless.
Lvl 4 Secret Word
Dispells one spell protection of lvl 8 and below including Spell Turning, a powerful dispeller at lvl 4, but most importantly, it dispells lvl 5 SpellShield. Because Spellshield hinders dispeller spells, it blocks even powerful dispeller such as Lvl 9 Spellstrike. Cheapest spell protection dispeller, a must have.
Lvl 5 Breach
Dispells ALL magical combat protections, it means start hacking after casting this spell. Cheap and good, a must have.
Lvl 5 Lower Resistance
Lowers Magic Resistance. A must have to fight Dragons and other creatures with high magic resistance.
Lvl 5 Oracle
Dispell illusion of lvl 5 and below, such as improved invisiblity. So the lvl 6 Mislead spell is not included.
Lvl 6 True Sight
Dispells ALL illusions. A must have.
Lvl 6 Pierce Magic
Dispells one spell protection of lvl 8 and below including Spell Turning, lowers some magic resistance at the same time.
Lvl 7 Khelben's Warding Whip
Dispells one spell protection of lvl 8 and below per round for 3 round. Lousy spell at lvl 7.
Lvl 7 Ruby Ray of Reversal
Dispells one spell protection of lvl 9 and below, including lvl 9 Spell Trap. The lowest lvl spell available to counter Spell Trap, at lvl 7 it doesnt come cheap, but it's a must have.
Lvl 8 Pierce Shield
Dispell one spell protection of lvl 9 and below including lvl 9 Spell Trap, lowers some magic resistance at the same time. A waste of lvl 8 spell slots.
Lvl 9 Spellstrike
Dispells ALL spell protections. Good, but a waste of lvl 9 spell slots.
Other necessary related spells:
Lvl 1 Cleric spell Doom
Target receives a -2 penalty to all his rolls including THAC0 and saving throws. Must have.
Lvl 4 Greater Malison
Area effect enemies receives -4 penalty to saving throws. Must have.
Lvl 5 Cleric spell Magic Resistance
Target receive magic resistance at 2% per lvl of caster, if target already have higher magic resistance, it is lowered to the value the spell confers.
Lvl 7 Spell Sequencer, Lvl 8 Spell Trigger, Lvl 9 Chain Contingency, for "3 hit combos"
Alway have this spells memorised to be ready for anything:
At the least:
1 Dispel magic (lvl 3)
2 Secret Word (lvl 4)
1 Ruby Ray of Reversal (lvl 7)
3 Breach (lvl 5)
1 Lower Resistance (lvl 5)
1 True Sight (lvl 5)
1 Greater Malison (lvl 4)
2 Doom (lvl 1)
Two Secret Word because Liches and mages are often armed with Spell Triggers and Chain Contingencies, so 2 Secret Word is needed, one for his Spell Trigger, and one for his Contingency. Also, if he have Spell Shield up, first Secret Word to dispell his Spell Shield, second Secret Word to dispell his Spell Protection. If he has the lvl 9 Spell Trap up, use Ruby Ray of Reversal instead. Either way, have 3 spell protection dispellers at disposal.
Three Breach because as mentioned, to deal with Triggers and Contingencies.
Against Liches and Mages, they will activate their Spell Trigger or Chain Contingency, oftenly with a spell protection like Spell Turning or Spell Trap, together with a combat protection like stoneskin, Fire Shield, improved mantle, or immune to magical weapons. The third spell usually is dispell magic or true seeing.
Cast Secret Word/Ruby Ray of Reversal first to remove his Spell Protection like Spell Trap or Spell Turning, then cast Breach to remove his combat protection. Then attack. When his
second Trigger or Contingency activates, repeat accordingly. If he casts Mislead in his Trigger or Contingency, counter it with True Sight first before casting Secret Word and Breach.
Against Dragons(60% magic resistance), and other mightlys with high magic resistance, casts Magic Resistance, then Lower Resistance, follow by Breach, Doom, and thereafter, deadly spells.
Good defensive spells are:
Illusions
Mislead, Mass Invisibility, Improved Invisibility
Spell Protections
Spell Deflection/Turning/Trap
Protection from Magic Energy/Elements/Energy
Spell Immunities (for liches)
Set to Abjuration/Conjuration/Divination/Necromancy
Chaotic Command, Death Ward, Remove Fear/Paralysis, and Dispell Magic, to counter Symbols of Fear, Stun, Death and Confusion .