They had 2% magic resistance per level in BG2, and in ToB after level 20 they gained 1% to 5% every level...
With a level cap of 40... They gained 40% at 20, then the last 20 levels they could get, they got an 20% to a 100% more... so it was actually possible to be fully immune to magic.
Trying to find the source book again, it's one of the 3rd party books, can't remember the name but it's not one of the Complete books, it had a lot of magic-using and anti-magic themed kits for a variety of classes, items and spells in it. I found it awhile ago but didn't think to download the PDF.
The anti-magic thing though is pretty much the same as the paladin's holy sword class feature (not currently implemented in BG) (except the paladin's only works vs spells and items cast/carried by evil enemies, and is a constant effect as long as they're conscious and actively wielding (not sheathed) a Holy sword), the wizard slayers is limited to once per day for a so many rounds, but is otherwise identical to an anti-magic field, except creatures higher level then the WS get a save to negate the effect (but have to re-save if they exit and re-enter the field).
They had 2% magic resistance per level in BG2, and in ToB after level 20 they gained 1% to 5% every level...
With a level cap of 40... They gained 40% at 20, then the last 20 levels they could get, they got an 20% to a 100% more... so it was actually possible to be fully immune to magic.
They only get 2% MR every level if TOB is not installed.
With TOB installed, the Wizard Slayer gets 1% MR per level. Starting with level 20 and at every even-numbered level, they get 5% MR instead. He only reaches 80% MR at level 40.
Non-Wizard Slayers, on the other hand, can reach 100% MR from items.
They had 2% magic resistance per level in BG2, and in ToB after level 20 they gained 1% to 5% every level...
With a level cap of 40... They gained 40% at 20, then the last 20 levels they could get, they got an 20% to a 100% more... so it was actually possible to be fully immune to magic.
They only get 2% MR every level if TOB is not installed.
With TOB installed, the Wizard Slayer gets 1% MR per level. Starting with level 20 and at every even-numbered level, they get 5% MR instead. He only reaches 80% MR at level 40.
Non-Wizard Slayers, on the other hand, can reach 100% MR from items.
Well, I don't currently have BG2 or ToB installed as I recently reinstalled my OS and I don't remember their bonuses and went by what I found online as to what they gain...
His ability is not, and never should apply to ranged weapons. In every incarnation, even PnP, it requires a melee weapon, in melee combat. (though yes...thrown axes and daggers are considered melee, even when thrown, at the moment and will apply it....)
That said, Bioware GROSSLY underpowered that kit (and over-buffed the berserker beyond all reason...but that's a whole separate issue) from what it's supposed to do. No magical items at ALL, but every 3 levels the effective enhancement bonus of their equipped weapons/armor/shield increases by 1 to a max of +5 each (only applies to what they can hit (not damage) or all saves (yes...+10 to all saves at 15+ if they have body armor and shield equipped) (not AC), respectively), 50% chance per melee hit of dispelling magic equal to their class level, any target hit in melee must save or suffer a spell failure chance equal to their magic resistance for 5 rounds (doesn't stack, but can be extended). Magic resistance starts at 22% and increase 2% per level (1% above 20), but applies to both hostile and beneficial spells. Healing and damaging magical effects are only 50% effective (before saves). And at level 10 or above, once per day they can create an anti-magic aura for 1 round per 2/levels, that extends out 10 feet +1/level and moves with them that completely prevents all magic from working, negates all spells currently in effect (if the caster is equal or lower level then the WS, otherwise they get a save), and renders non-artifact items non-magical as long as they remain within the aura.
Any class can solo just fine (except the shapeshifter..it's do-able...but not in anyway fun or enjoyable unless you're a masochist), some just do it easier then others.
The wizard slayer solo isn't really hard...it's just boring since you're limited to literally just beating the enemy to death (without the huge numbers and frequent 1 hit chunking a Kensai has), with no magic items to use to spice things up.
OK, so I found the Wizard Slayer kit in the Barbarian's Handbook (that's right Barbarian), and at least in that text, it is nothing like that. They get no magic resistance, no spell disruption:
Wizard Slayer Description: Wizard Slayers are obsessed with destroying practitioners of evil magic. They come from cultures where the practice of magic is reserved for an elite group of elders. The elders examine every baby born to the tribe, looking for omens. An unusual birthmark, a head of white hair, or a complete set of teeth may be interpreted as a sign that the gods have selected the baby to become a Wizard Slayer. The elders take the child from his mother and raise him as their own. Three concentric circles are tattooed on his forehead to indicate his status. When the child reaches maturity, the elders bathe him in magical oils and direct him to inhale the fumes of a sacred incense. These treatments provide him with special powers to detect evildoers and resist their magic. The elders then send him into the outworld to exterminate evil wizards and priests on the tribe's behalf.
Requirements: A Wizard Slayer must be of good alignment.
Homeland Terrain: Any.
Role: The Wizard Slayer has few interests aside from destroying evil magic. He cooperates with his companions as circumstances dictate, but he is always seeking evil practitioners of magic. His single-mindedness discourages friendship. He keeps his companions at arm's length and prefers solitude. Grim and brooding, he may go for days without saying a word, brightening only at the prospect of encountering one of his hated foes. Wary of all forms of outworld magic, he avoids associating with the magic-wielding members of his party unless forced by circumstance.
Secondary Skills: Butcher, Forester, Hunter.
Weapon Proficiencies: Required: Short bow.
Non-weapon Proficiencies: Recommended: Crude Weaponsmithing*, Danger Sense*, Endurance, Hunting, Light Sleeping*, Survival, Tracking, Weapon Improvisation*. Barred: All proficiencies from the shaman list (Table 31, Chapter 4).
Economic System: Both simple barter and animal products barter.
Wealth Options: The Wizard Slayer begins with 3d4 gp worth of tradeable goods.
Armor and Equipment: He begins with hide armor, a small shield, and a leather quiver of 3d4 spirit arrows; gifts from his tribal elders. (See Chapter 5 for more about spirit arrows.)
Special Benefits:
Protection from Evil: As a result of the treatments from his tribal elders, a Wizard Slayer radiates a Protection from Evil aura to a distance of one foot. The aura is constant and permanent; it otherwise acts exactly as the 1st-level priest spell of the same name.
Know Alignment: A Wizard Slayer can use this ability at will by touching the targeted creature, character, or object. Casting times and spell components aren't necessary; the ability is otherwise similar to the 2nd-level priest spell. The creature is entitled to a saving throw to resist the ability.
Detect Illusion: A Wizard Slayer has a 5% chance per level of determining that a phenomenon with illusory, visual, auditory, or other sensory components is actually an illusion. This chance can't exceed 75%. He may use this ability twice per day, but only once per phenomenon.
Detect Magic: A Wizard Slayer has a 25% chance at 1st level of detecting magic; this ability increases by 5% per level, up to a maximum of 90%. The ability works at will, providing the Wizard Slayer does nothing but concentrate for a full round. He perceives the presence of magic as a dull throb in his head(dim, faint, moderate, strong, or overwhelming). He can't determine the sphere or type of magic; otherwise, this ability works as the 1st-level priest spell. If successful, the barbarian has a 50% chance to determine the general bent of the spellcaster who cast the spell (good or evil).
Attack Magical Creatures: A Wizard Slayer can strike at creatures normally immune to non-magical attacks. At 4th level, he can make attacks against creatures that normally can only be hit with a +1 or better weapon. At 6th level, he can attack creatures requiring a +2 weapon. At 8th level, he can attack creatures requiring a +3 weapon. At 10th level, he can attack +4-weapon creatures, and at 12th level he can attack +5-weapon creatures. This ability does not give the Wizard Slayer any special combat bonuses; he makes normal attack and damage rolls against these creatures.
Experience Point Bonus: If a Wizard Slayer destroys or disposes of a magical item, he earn 150% of its experience point value. For example, if he tosses a ring of shocking grasp into a crevasse, he earns 1,500 experience points instead of the normal 1,000. This benefit applies only to magical weapons of an evil alignment, or those created or wielded by an evil wizard or priest. In addition, for the experience point bonus to occur, he must make certain that no one else can easily recover the item, certainly not a member of his own party. Generally, items recovered by other PCs negate the experience point bonus. The barbarian earns twice the normal number of experience points for slaying an evil wizard or priest.
Special Hindrances:
No Magical Items: A Wizard Slayer can't use magical items of any kind. If the barbarian allows a wizard to cast a spell on him, he loses all special benefits for 24 hours or until an atonement spell absolves the violation.
Combat Compulsion:
In combat situations, a Wizard Slayer must seek out an evil wizard or priest in preference to all other potential opponents. If the party encounters a horde of ogres and an evil priest, the Wizard Slayer directs his attacks against the priest. If the barbarian hears rumors of an evil wizard in a mountaintop castle, he feels compelled to track him down unless his companions convince him otherwise or forcibly restrain him. This compulsion doesn't necessarily interfere with his common sense or his responsibilities to his friends. If a companion dangling from a cliff calls for the Wizard Slayer's help, the barbarian will interrupt his attacks against an evil priest to rescue him, then resume his attacks when his companion is safe.
i don't agree pfmw + stoneskin = useless warrior and miscast magic from normal weapon of wizard slayer wizard slayer/thief or mage is pretty much like fighter/thief or fighter/mage really powerfull dual
i know there are spells like incendiary cloud that damage everything not immune to fire that always disrupting spellcasting but this is 8th level spell not 4th or 5th
No! A Halfling wizard slayer, without doubt, is regarded as one of the most powerful classes in the entire Sword Coast...
I played one of those in the Black Pits. He went around with Boots of Speed and, eventually, Grand Mastery in Short Bows. He actually made the enemy mages QUITE miserable, so he did his job.
i don't agree pfmw + stoneskin = useless warrior and miscast magic from normal weapon of wizard slayer
The readily available spell/wand of breach easily solves that problem. Or fire/acid arrows. So wizard slayers are restricted to being useful against non-lich/bosses with pfmw + stoneskin + pfnm + immunity:abjuration.
There are very few such enemies in the game. Nothing like enough to overcome the huge drawbacks of the class.
i don't agree pfmw + stoneskin = useless warrior and miscast magic from normal weapon of wizard slayer
The readily available spell/wand of breach easily solves that problem. Or fire/acid arrows. So wizard slayers are restricted to being useful against non-lich/bosses with pfmw + stoneskin + pfnm + immunity:abjuration.
There are very few such enemies in the game. Nothing like enough to overcome the huge drawbacks of the class.
and that is about half wizards in scsii moded game
Comments
With a level cap of 40... They gained 40% at 20, then the last 20 levels they could get, they got an 20% to a 100% more... so it was actually possible to be fully immune to magic.
The anti-magic area could be an protection from magic scroll with an lower time of duration, for example.
A shame that no one cares enough to change the WS class, cos the complains against this class is older than time itself.
The anti-magic thing though is pretty much the same as the paladin's holy sword class feature (not currently implemented in BG) (except the paladin's only works vs spells and items cast/carried by evil enemies, and is a constant effect as long as they're conscious and actively wielding (not sheathed) a Holy sword), the wizard slayers is limited to once per day for a so many rounds, but is otherwise identical to an anti-magic field, except creatures higher level then the WS get a save to negate the effect (but have to re-save if they exit and re-enter the field).
They only get 2% MR every level if TOB is not installed.
With TOB installed, the Wizard Slayer gets 1% MR per level. Starting with level 20 and at every even-numbered level, they get 5% MR instead. He only reaches 80% MR at level 40.
Non-Wizard Slayers, on the other hand, can reach 100% MR from items.
Well, I don't currently have BG2 or ToB installed as I recently reinstalled my OS and I don't remember their bonuses and went by what I found online as to what they gain...
Wizard Slayer
Description: Wizard Slayers are obsessed with destroying practitioners of evil magic. They come from cultures where the practice of magic is reserved for an elite group of elders. The elders examine every baby born to the tribe, looking for omens. An unusual birthmark, a head of white hair, or a complete set of teeth may be interpreted as a sign that the gods have selected the baby to become a Wizard Slayer. The elders take the child from his mother and raise him as their own. Three concentric circles are tattooed on his forehead to indicate his status. When the child reaches maturity, the elders bathe him in magical oils and direct him to inhale the fumes of a sacred incense. These treatments provide him with special powers to detect evildoers and resist their magic. The elders then send him into the outworld to exterminate evil wizards and priests on the tribe's behalf.
Requirements: A Wizard Slayer must be of good alignment.
Homeland Terrain: Any.
Role: The Wizard Slayer has few interests aside from destroying evil magic. He cooperates with his companions as circumstances dictate, but he is always seeking evil practitioners of magic. His single-mindedness discourages friendship. He keeps his companions at arm's length and prefers solitude. Grim and brooding, he may go for days without saying a word, brightening only at the prospect of encountering one of his hated foes. Wary of all forms of outworld magic, he avoids associating with the magic-wielding members of his party unless forced by circumstance.
Secondary Skills: Butcher, Forester, Hunter.
Weapon Proficiencies:
Required: Short bow.
Non-weapon Proficiencies:
Recommended: Crude Weaponsmithing*, Danger Sense*, Endurance, Hunting, Light Sleeping*, Survival, Tracking, Weapon Improvisation*.
Barred: All proficiencies from the shaman list (Table 31, Chapter 4).
Economic System: Both simple barter and animal products barter.
Wealth Options: The Wizard Slayer begins with 3d4 gp worth of tradeable goods.
Armor and Equipment: He begins with hide armor, a small shield, and a leather quiver of 3d4 spirit arrows; gifts from his tribal elders. (See Chapter 5 for more about spirit arrows.)
Special Benefits:
Protection from Evil: As a result of the treatments from his tribal elders, a Wizard Slayer radiates a Protection from Evil aura to a distance of one foot. The aura is constant and permanent; it otherwise acts exactly as the 1st-level priest spell of the same name.
Know Alignment: A Wizard Slayer can use this ability at will by touching the targeted creature, character, or object. Casting times and spell components aren't necessary; the ability is otherwise similar to the 2nd-level priest spell. The creature is entitled to a saving throw to resist the ability.
Detect Illusion: A Wizard Slayer has a 5% chance per level of determining that a phenomenon with illusory, visual, auditory, or other sensory components is actually an illusion. This chance can't exceed 75%. He may use this ability twice per day, but only once per phenomenon.
Detect Magic: A Wizard Slayer has a 25% chance at 1st level of detecting magic; this ability increases by 5% per level, up to a maximum of 90%. The ability works at will, providing the Wizard Slayer does nothing but concentrate for a full round. He perceives the presence of magic as a dull throb in his head(dim, faint, moderate, strong, or overwhelming). He can't determine the sphere or type of magic; otherwise, this ability works as the 1st-level priest spell. If successful, the barbarian has a 50% chance to determine the general bent of the spellcaster who cast the spell (good or evil).
Attack Magical Creatures: A Wizard Slayer can strike at creatures normally immune to non-magical attacks. At 4th level, he can make attacks against creatures that normally can only be hit with a +1 or better weapon. At 6th level, he can attack creatures requiring a +2 weapon. At 8th level, he can attack creatures requiring a +3 weapon. At 10th level, he can attack +4-weapon creatures, and at 12th level he can attack +5-weapon creatures. This ability does not give the Wizard Slayer any special combat bonuses; he makes normal attack and damage rolls against these creatures.
Experience Point Bonus: If a Wizard Slayer destroys or disposes of a magical item, he earn 150% of its experience point value. For example, if he tosses a ring of shocking grasp into a crevasse, he earns 1,500 experience points instead of the normal 1,000. This benefit applies only to magical weapons of an evil alignment, or those created or wielded by an evil wizard or priest. In addition, for the experience point bonus to occur, he must make certain that no one else can easily recover the item, certainly not a member of his own party. Generally, items recovered by other PCs negate the experience point bonus. The barbarian earns twice the normal number of experience points for slaying an evil wizard or priest.
Special Hindrances:
No Magical Items: A Wizard Slayer can't use magical items of any kind. If the barbarian allows a wizard to cast a spell on him, he loses all special benefits for 24 hours or until an atonement spell absolves the violation.
Combat Compulsion:
In combat situations, a Wizard Slayer must seek out an evil wizard or priest in preference to all other potential opponents. If the party encounters a horde of ogres and an evil priest, the Wizard Slayer directs his attacks against the priest. If the barbarian hears rumors of an evil wizard in a mountaintop castle, he feels compelled to track him down unless his companions convince him otherwise or forcibly restrain him. This compulsion doesn't necessarily interfere with his common sense or his responsibilities to his friends. If a companion dangling from a cliff calls for the Wizard Slayer's help, the barbarian will interrupt his attacks against an evil priest to rescue him, then resume his attacks when his companion is safe.
pfmw + stoneskin = useless warrior and miscast magic from normal weapon of wizard slayer
wizard slayer/thief or mage is pretty much like fighter/thief or fighter/mage really powerfull dual
the only problem would be liches and boss
more sensible people simply poison/acid casters or use one of the other tricks out of the endless anti-magic arsenal in the game.
tell me those epic poison tricks
i know there are spells like incendiary cloud that damage everything not immune to fire that always disrupting spellcasting but this is 8th level spell not 4th or 5th
There are very few such enemies in the game. Nothing like enough to overcome the huge drawbacks of the class.
Also, dispelling Spell Immunity is just as easy, especially with a decent amount of mages.