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Level 3 Spell Enchanted Weapon

[Deleted User][Deleted User] Posts: 3,675
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  1. Level 3 Spell Enchanted Weapon54 votes
    1. Yes. Enchanted Weapon should create more mage friendly weapons
      27.78%
    2. No. Leave it as it is
      31.48%
    3. *Mystery Bonus Option*
      40.74%
Post edited by [Deleted User] on

Comments

  • BigfishBigfish Member Posts: 367
    I'm voting no, because you can toss the +3 weapons to your team mates.
  • FardragonFardragon Member Posts: 4,511
    The idea is, the mage has other spells to give themselves enchanted weapons. This one is for allies.

    The PnP version enchants existing weapons, rather than creating new ones.
  • AranthysAranthys Member Posts: 722
    Enchanted Weapon should create all kind of weapons.
    See the Spell Revision mod for what Enchanted Weapon should look like :D
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  • lunarlunar Member Posts: 3,460
    edited February 2013
    Umm, wasn't it a lvl 4 spell? ^^'

    Anyway, I like what Spell Revision mod does with the spell, it can create +3 ammo: +3 arrows, bolts, bullets and darts. Very useful for a dedicated archer type character in your party, saves up a lot of gold when expensive, magical ammo is needed.

    If your mage has sling proficiency, you could create a sling+3 and bullets +3 by casting it twice. When employed together, it will be +6 to hit and 1d4+7 damage for your mage. Add improved invisibility for further +4 to hit, 18 DEX for further +2, and you will be able to hit most anything with total +12 to hit! But at a measly 1 att/round, unless you Haste yourself. Melf's Minute Meteors is worlds better, but it creates less 'ammo' to play with.

    Then again casting a single Emotion or Confusion spell disables a lot more enemies, which seems generaly more useful than trying to hit a single target with your magical sling. Except in rare cases where you face magic resistant foes, ofcourse. Against flesh golems, Enchanted Weapon spell is gold when compared to Emotion/Confusion.

    In its vanilla state, the spell has very limited use. I still haven't found a scroll in BG, though. And I think it might be useful, then again why create a +3 longsword when my party fighter already has Varscona+2 with +1 cold damage. A mere +1 bonus to hit does not make it worth the effort IMHO. But if it could create +3 ammo, it would be one of the best spells, esp. in BG1, where magical ammunition is rarer and expensive.
  • BigfishBigfish Member Posts: 367
    Bhaaldog said:

    An error on my part, I was suggesting an additional weapon to what it already offers, hence you would still be able to give the current weapons to other party members.

    I'm thinking more along the lines of "Do we really need another buff for mages?". You give your mage his +3 staff or dagger... and then what? He runs up and starts stabbing things with it? If we're talking an expansion in to all weapon types, sure, whatever, but I like the spell as a buff for other party members, not another mage fun button.

  • O_BruceO_Bruce Member Posts: 2,790
    I'm really confused which option I should choose. If mage is given abillity to make to himself any weapon +3 as he pleases, then spells like Spectral Blade (was it called like this in English) are losing their meaning (if mage can create Staff +3 at whim...). Then again, making more weapons avalible by Enchanted Weapons would result in new tactical possibilities.

    I don't know how should I vote.
  • XaenorXaenor Member Posts: 34

    I'm really confused which option I should choose. If mage is given abillity to make to himself any weapon +3 as he pleases, then spells like Spectral Blade (was it called like this in English) are losing their meaning (if mage can create Staff +3 at whim...). Then again, making more weapons avalible by Enchanted Weapons would result in new tactical possibilities.

    I don't know how should I vote.

    That's what we have the mysterious option for!
  • AHFAHF Member Posts: 1,376
    I am struggling to come up with the situation where melf's meteors wouldn't be better than this.
  • Son_of_ImoenSon_of_Imoen Member Posts: 1,806
    The Enchanted Weapon spells (it's level 4) is the ultimate party-help when the party's items are taken away from them in Spellhold (an option of the Sword Coast Stratagems II mod).
  • IkMarcIkMarc Member Posts: 552
    Mystery bonus option: keep your pure mage out of melee range :)
  • SchneidendSchneidend Member Posts: 3,190
    Uh, no, the game is already "friendly" enough to mages. Use Phantom Blade and Black Blade of Disaster or whatever.
  • ZanianZanian Member Posts: 332
    Can't hurt. I don't see the immediate need for it though tbh.
  • DjimmyDjimmy Member Posts: 749
    It is good as it is but it will probably be better if more weapons are added.
  • JTMJTM Member Posts: 70
    I wouldn't mind seeing more weapon varieties, though it's not necessary imo.

    The 4th level spell conjures forth a longsword (slashing), Axe (slashing), Mace (crushing), or Short Sword (piercing). In one of the battles in The Black Pits, for example, It's important to have the mace for sure as without that type of crushing damage...the clay golems are hard to kill without lowering their magic resistance. So even though you might not have proficiency with the summoned weapons, it's great for getting you through some tough spots...
  • LemernisLemernis Member, Moderator Posts: 4,318
    I would say leave as is and perhaps a modder will take it up.
  • LuigirulesLuigirules Member Posts: 419
    What's behind the mystery door option!? Is it a new car?
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