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#1 |
Dungeon Master
![]() Join Date: October 4, 2002
Location: Caribbean Island
Age: 61
Posts: 85
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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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#2 |
Silver Dragon
![]() ![]() ![]() Join Date: August 25, 2001
Location: -
Age: 40
Posts: 1,644
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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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#3 | ||||
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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Quote:
Quote:
![]() 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:
Quote:
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#4 |
Dungeon Master
![]() Join Date: October 4, 2002
Location: Caribbean Island
Age: 61
Posts: 85
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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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#5 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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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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#6 |
Dungeon Master
![]() Join Date: October 4, 2002
Location: Caribbean Island
Age: 61
Posts: 85
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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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#7 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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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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#8 |
Symbol of Cyric
![]() Join Date: November 17, 2002
Location: Sweden
Age: 39
Posts: 1,359
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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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#9 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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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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#10 |
Elite Waterdeep Guard
![]() Join Date: February 23, 2003
Location: MI, USA
Age: 45
Posts: 14
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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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