If the caster harms or attempts to harm the charmed person by some overt action or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. The caster may give him orders and the charmed individual will carry them out as quickly as possible. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. spell with a +3 modifier to avoid the effect. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller. It also pauses the caster for only 5 game ticks (0.166 seconds) instead of 2 full seconds, making it a much better option to use in melee range.Ĭharm Person Schoolĭescription: This spell affects any single person it is cast upon. Now you can catch multiple trolls with it. With patch 2.6 on the EEs, Burning Hands is mildly more useful now that it's an actual AoE spell as advertised. Burning Hands will also hold you in place and freeze your aura for 2 seconds after casting, which is another reason to avoid it. If you want level 1 damage spells, avoid this one unless fighting trolls. The total possibly top-end damage with the spell is 24 and that isn't until level 10 anyway. It also requires the mage be in melee range of enemies which is generally to be avoided. The spell does 1d3 + 2/caster level (max 1d3+20) fire damage now.Ĭomments: The area of effect is so small that it's actually single-target and the effects are not terribly damaging to begin with. Blinded thieves can also set traps in plain sight as long as any enemies are outside the thief's almost-nonexistent visual radius.īurning Hands School By the same token, you could cast this on your party's thief and do the same thing to enemies. Attacking from stealth cancels out the -4 THAC0 penalty from blindness. Do not cast this on enemy thieves in SCS, as they will be able to stealth in plain sight as if they were a Shadowdancer and backstab you. This is one of the very few offensive Illusion spells, so Illusionists should load up on this because of the -2 save penalty when cast by them. Even when playing with SCS, blinded enemies will not be able to respond to anything hitting them from outside their almost-zero visual range, so they will wander around at random in hopes of finding you. The effects of the spell are rather nice as a blinded enemy is likely to miss and won't be able to dodge you worth spittle. If a victim is blinded he receives -4 to hit on his attack rolls and has a 4 point armor penalty.Ĭomments: Blindness is seriously good and is capable of completely neutralizing most threats. A saving throw is allowed and if successful, there are no harmful effects. Once you have Robes of the Archmagi you never prepare this spell again, but you will use this every time you travel across the world map until you get to that point, and this spell will do wonders to keep you alive to get the money to buy the robes that replace it.ĭescription: This first level spell temporarily blinds its target. The quickest way to die in Baldur's Gate 1 is to be a Mage and get ambushed by 8 bandits or 8 hobgoblins who will shoot you to death in the blink of an eye. What Armor does that Shield doesn't is provide a good AC boost for 9 hours of traveling. The Shield spell is 50% better than this spell in AC and lasts 50 rounds, which even the most cautious player will only need to cast twice to get through a dungeon. Armor sets your Base AC to 6, meaning it cannot be stacked with the base AC of actual armor, robes that have a base AC, or the superior Shield spell. It lasts until successfully dispelled or until the duration runs out.Ĭomments: This spell teaches one of the core Baldur's Gate concepts that not all D&D knowledge translates to BG. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It is cumulative with dexterity and in the case of fighter/mages, with the shield bonus. As such, they tend not to be very powerful and the vast majority do not scale well later into the game.ĭescription: By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The only thing they cannot do is heal themselves (and in the case of Limited Wish, you can still do that anyway!) so having an arcane spellcaster or two is paramount to your success throughout the Baldur's Gate saga.Īvailable immediately upon rolling a mage or dual-classing into one, level 1 spells are your most numerous casts. Generally speaking they are vastly more versatile than Divine spells because at every spell level there are buffs, debuffs, damage and utility spells. General Information Īrcane spells are those castable by mages, sorcerers and bards. 4.25 Wraithform (Enhanced Editions Only).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |