Big Changes In How Some Spells Work
Posted: Tue Jun 20, 2006 11:05 am
I just completed IWD II with my first party. I should have months ago but got sidetracked by other games and trying out some different starting parties in this one. It wasn't until the final fight that I realized how powerful Improved Invisibility had become in this game. Wish I had been using it more earlier in the game. In IWD I and BG II, Improved Invisibility is not anywhere NEAR as powerful as in IWD II, IMHO.
**Spoiler**
Isair cast Imp Inv on himself and I didn't have anything to take it down. My cleric didn't have Inv Purge memorized and I couldn't target him with anything else, spell or weapon. As he stayed close to one of my party members to whack them I couldn't really throw any area spells against him. I had 2 potions of See Invisibility but they did not work (bug maybe?). I ended up taking the character he had "targeted" and just had them run around in circles (with him pursuing) while the rest of the party worked on Madae. Since she could cast heal on herself it took me a while to win the fight.
This is huge difference from BG II where enemies can still target and hit you, at a reduced chance albeit, but still they have chance. It is not like the near total invulerability it gives in IWD II.
Another spell I noticed a big change in (this time wimping it out) Find Traps. It adds a whole whopping "+4" to the caster's Search skill. How many are going invest their Cleric's precious skill points which are few to start with in Search. Adding +4 to (usually 0 or 1) still leaves them behind the average rogue even at 3rd level when you get it. Why bother memorizing it? Granted that in the other games it is quite powerful (perhaps overly so) by being able to find just about any and every trap. But this change virtually neutered it.
I know there are about 300 spells in IWD II. I realize too that some changes may be due to the change from AD&D ver.2 to ver.3 (or 3.5) Anyone else noticed some spells that are significantly different from the other Bioware IE games?
**Spoiler**
Isair cast Imp Inv on himself and I didn't have anything to take it down. My cleric didn't have Inv Purge memorized and I couldn't target him with anything else, spell or weapon. As he stayed close to one of my party members to whack them I couldn't really throw any area spells against him. I had 2 potions of See Invisibility but they did not work (bug maybe?). I ended up taking the character he had "targeted" and just had them run around in circles (with him pursuing) while the rest of the party worked on Madae. Since she could cast heal on herself it took me a while to win the fight.
This is huge difference from BG II where enemies can still target and hit you, at a reduced chance albeit, but still they have chance. It is not like the near total invulerability it gives in IWD II.
Another spell I noticed a big change in (this time wimping it out) Find Traps. It adds a whole whopping "+4" to the caster's Search skill. How many are going invest their Cleric's precious skill points which are few to start with in Search. Adding +4 to (usually 0 or 1) still leaves them behind the average rogue even at 3rd level when you get it. Why bother memorizing it? Granted that in the other games it is quite powerful (perhaps overly so) by being able to find just about any and every trap. But this change virtually neutered it.
I know there are about 300 spells in IWD II. I realize too that some changes may be due to the change from AD&D ver.2 to ver.3 (or 3.5) Anyone else noticed some spells that are significantly different from the other Bioware IE games?