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Tier I: Cure Light Wounds/Larloch's Minor Drain
Tier II: Slow Poison/Horror Tier III: Draw Upon Holy Might/Vampiric Touch There's really nothing wrong with having 'evil' powers per se. The spell Horror isn't even evil. Imagine you're sending your foes a'running with your divine radiance. By the way, what exactly is your alignment? |
Gain of evil or good powers is based upon your rep at the time. So if it was 17-20, you would gain good ones.
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Only 10 and up. Anything below that yields evil powers. I was replying in respect of the 17-20 rep post.
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I'm True-Neutral.
So is it also tied to my alignment too? Or is it a bug within BGT? I thought it was only tied to my Rep, but I've never really considered my alignment. Hence why I assumed it was a bug. "Evil" powers aren't bad to have, but I'd rather have the "good" curative spells as Bhaal powers. I'm not sure if it's true, but the Bhaal powers seem to cast a lot faster than than normal spells. No words or anything, just boom, the spell is cast. In the thick of battle it's nice to have an instant heal or cure poison spell handy. But maybe I'm wrong and it takes the same amount of turns to cast either. I don't know, it seems faster to me. Thanks everyone! |
Spells are cast from memory (Mage Book or Priest Scroll), have their stated Casting Time, and can be disrupted if the caster takes damage or fails a Saving Throw while casting.
Scrolls and Wands use items placed in Quickslots. They have Casting Time (the Casting Time for all Wands is 0, but you still have to wait for the start of a new round to use them), but cannot be disrupted unless the caster is rendered helpless (Held, Unconscious, etc). Abilities are accessed through the Special Abilities icon. They almost always have a casting time of 0, and therefore cannot be interrupted unless the caster is under some sort of Spell Failure (some abilities cannot be interrupted at all). |
thanks. I thought so. [img]smile.gif[/img]
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