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Old 03-06-2003, 01:24 PM   #1
Lord Demerol
Dungeon Master
 

Join Date: October 4, 2002
Location: Caribbean Island
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Hi everybody. I need one of the gurus out there to help me clarify this...

1.- Is there a "Spell Inmunity" that counteracts those "green blob" traps? I have tried a few (evocation, alteration) but I still get hit unless I make a successful save. And playing on "Insane", this trap scan make a LOT of damage. BTW, is it acid damage?

2.- In ShadowKeeper, there's a variable that shows the spells you have stored in a sequencer or trigger. Is there any in-game option to view this? (like you do with the "contingency" spells). I'm asking this one because in my current game I just shot myself with three 'Flame Arrows' instead of the 3 'Sunfires' I thought I had... really funny. [img]smile.gif[/img]

3.- If you cast "Spell Inmunity - Evocation" inmediately followed by a "Spell Inmunity - Divination", are you protected from both schools or just the last one?

4.- I put this in a Trigger:

1- Lower Resistance
2- Greater Malison
3- Death Spell.

When I fire it, sometimes I get messages like this one:

Rock Golem - Resistance Lowered by ___%
Rock Golem - Dead
Rock Golem - Saving Throws Lowered

The question is, will the spells hit the target in the same order you store them? In the example, it seems the "Saving Throws Lowered" was a "Post-Mortem" effect...

5.- In my previous game I started playing an Invoker. I was truly surprised when I found out that "Greater Malison" is an "Enchantment/Charm" spell. IMHO, it should be "Alteration" (like "DOOM"), "Abjuration" (like "Lower Resistance") or even "Necromancy". But, "Enchantment"? Naaah. I think this is a mistake from the BioWare people. What do you think?

In the same fashion, "Enchanted Weapon" is labeled as "Enchantment Spell". But just read the description:

"This spell conjures forth a +3 enchanted weapon that..."

Clearly, this can't be an "Enchantment"...

There was another question, but I can't remember it right now... Thanks in advance. [img]smile.gif[/img]
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Old 03-06-2003, 01:34 PM   #2
daan
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2. Not sure, but I believe ToB gets you the option to view whats in your triggers .. only if you have ToB though

3. Both effects apply

4. well, the spells come out in the order you store them ..
But every spell goes at its own speed ( flame-arrow goes faster than Greater Malison ). F.e. A spell-trigger with : Greater Malison - Doom - spook
is better than one with : Spook - greater malison - doom.

Spook is a save vs. spell .. so both Greater Malison and Doom should be flying ahead of it. Doom is fastest usually, so make him go second but still before Spook to ensure an extra save vs. penalty for the spook. ( A very effective trigger by the way .. only cleric/mages get to have it .. but it makes the save vs. Spook go at a whopping -12 penalty )

Also, if you store 2 skull-traps and a flame-arrow ... make sure you cast the trigger at such distance that you can cast the skull-trap. A flame-arrow can be cast from a greater distance .. but if you do .. the skull-trap will fail.
Always take into account the "normal" range you can cast a spell from.

[img]tongue.gif[/img] Not sure about the rest .. hope it helpz [img]smile.gif[/img]

[ 03-06-2003, 01:36 PM: Message edited by: daan ]
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Old 03-06-2003, 01:56 PM   #3
Alson
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Quote:
Originally posted by Lord Demerol:
1.- Is there a "Spell Inmunity" that counteracts those "green blob" traps? I have tried a few (evocation, alteration) but I still get hit unless I make a successful save. And playing on "Insane", this trap scan make a LOT of damage. BTW, is it acid damage?
I assume you mean the trap in the Slavers Ship, right? No, you can't counter it with Spell Immunity, as it is a "melee trap" and not a "magic trap". It does not deal acid damage, neither -- just pure, mean, 14D6 piercing damage. It also causes a Hold effect.

Quote:
2.- In ShadowKeeper, there's a variable that shows the spells you have stored in a sequencer or trigger. Is there any in-game option to view this? (like you do with the "contingency" spells).
Nope. It's a well-known, annoying problem.

Howeveeeer...

Cirerrek made a mini-mod to fix it. [img]smile.gif[/img] You can find it here. Be sure to read the README file.

Quote:
3.- If you cast "Spell Inmunity - Evocation" inmediately followed by a "Spell Inmunity - Divination", are you protected from both schools or just the last one?
Both.

Quote:
4.- I put this in a Trigger:
...
...
The question is, will the spells hit the target in the same order you store them?
The order in which the spells are cast is the order in which they have been placed in the trigger, though casting appears instantly. The order in which the effects are applied depends on the types of spells put in:

  • Area spells take effect after everything else except spell protection removal. Fireball and Protection from Fire in that order still means you don't get hurt. Mordenkainen's Sword and Mass Invisibility in that order still gets you invisible Swords.
  • Spell protection removal will take effect last, only after previous spells have been negated.
Hope this helps. [img]smile.gif[/img]
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Old 03-06-2003, 04:56 PM   #4
Lord Demerol
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Thanks for the replies, daan and Alson! It sure helps.

Any thoughts on the "Greater Malison" question?

[img]smile.gif[/img]
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Old 03-06-2003, 10:48 PM   #5
Dundee Slaytern
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To add on the trap question. Such traps are easily countered with... Stoneskin. [img]tongue.gif[/img]

As for Greater Malison, it makes the target(s) feel crummy.
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Old 03-07-2003, 02:26 AM   #6
Lord Demerol
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Are you sure? My char is always stoneskinned, and even with the 'StoneSkin + Mirror Image' combo he sometimes takes a lot of damage from these traps... specially the one at Neb's house (Illithium Quest).

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Old 03-07-2003, 02:47 AM   #7
Dundee Slaytern
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That should not happen if you have had Stoneskins on. The Hold effect will still take place, but the physical damage is ignored.
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Old 03-07-2003, 03:12 AM   #8
Rataxes
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Those traps do deal pure acid damage, so stoneskin should not protect you from them. Not sure about the Slaver ship trap since I always go there pretty early, but equipped with Sanchuu, I've never taken any damage whatsoever from similar traps.
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Old 03-07-2003, 04:34 AM   #9
Dundee Slaytern
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????

It can't be acid, or it won't explain why Stoneskins block the trap. According to Alson above, it deals piercing damage.
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Old 03-07-2003, 04:40 AM   #10
Amnesty
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I have a question regarding spell slingers too. My mages I create dont seem to be getting any bonus spells for high wisdom, just clerics. Is that just the way it is? IIRC mages got bonus spells in PnP AD&D
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