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Spells!

So I've played Baldur's Gate II almost exclusively as a spellcaster for near on three years now, so i have a fair bit of experience with magic. So, hear are my suggestions/pointless ranty opinions on it.

*Stoneskin scales too well. Make it cap at 8 skins @ level 16 and only apply to +3 or lower. Introduce a "Magical Ward" spell at level 8 that protects against +4 or lower and doesn't cap in the number of skins you can accumulate.

*No (useful) element spells at higher levels! There should be Improved Fireball around level 8, Lightening Apocolypse level 9, etc. You get the idea.

*There needs to be a Greater Magic Missile. If the animations in BG2: EE will be anything like Icewind Dale II then all the better. Level 5, 1 missile every 5 levels, 3d3+5 per missile. Obviously tweak the numbers around if you like but you get the idea.

*Quadrupple the price of Robe of Vecna but have useful lower-level robes, since the ones at the moment are pretty awful. Increased casting time, +10% damage to elemental/death robes.

*The current wizardry rings are pretty crappy atm. Buff the current rings to make them more useful, also at least one high-tier magic ring granting bonus high level slots and reduced casting time.

*Greater elemental spheres, castable at higher levels, that give a meaningful damage resistance and deal decent damage.

*Minor weaken magic resistance. Even if it's only 1% per level, you need something at the lower end to help with yuan-ti et al.

I'm sure there will be more as and when i think about it. Feedback and critisism welcome!

Comments

  • elminsterelminster Member, Developer Posts: 16,317
    edited September 2013
    Robe of Vecna costs like 21,000 or so. Thats a fair price. Quadrupling it would just make it considerably more difficult to get for low reputation parties.

    I don't find anything crappy with the wizardry rings in BG2. Extra spells are always welcome regardless of their level.

    Otherwise they are interesting suggestions.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    Keep in mind stoneskin is actually WEAKER then it's supposed to be. It's supposed to be 10 skins +1 per caster level. Perfectly protecting against any physical attack is the trade off that ANY physical attack shatters a skin, no matter how weak and it can't stop elemental/magical damage. (you could literally throw a handful of small pebbles at a mage to take out several skins at once despite them being too weak to actually deal damage).

    I'd personally cap RoV to only affect spells of 6th level and lower, as per the Alacrity spell (7th: reduces cast times by 4 to a minimum of 1, of spells 6th level and lower, for 4 rounds), and cap cast speed to a minimum of 1. Weapon speed can reach 0, but cast speed never can (or at least isn't supposed to), except for spells activated by a contingency.


    The wizardry ring does exactly what it's supposed to. At least the BG1 version..the BG2 version is made-up.

    There are stronger versions though, one for each spell level up to 5th. And 3 combo rings that affects 1-2, 1-3, and 4-5. The combo rings though are so rare they might as well not exist as are the 4th and higher rings.

    50% chance of 1st level (01-50)
    27% chance of 2nd level(51-77)
    10% chance of 3rd level(78-88)
    4% chance of 1-2 level (89-92)
    3% chance of 4th level (93-95)
    2% chance of 5th level (96-97)
    2% chance of 1-3 level (98-99)
    1% chance of 4-5 level (100)

    I wouldn't mind them being added, and then when you get the Ring of Wizardry in BG2, it rolls from the table to see which one you get.


    There are already plenty of low level spells for dealing with magic resistant creatures...they're called summons and buffs (or buffed summons for extra fun). Magic resistance exists purely to inconvenience spell casters, and only truly powerful spells can lower or by-pass it by design. Consider it fair, since even level 1 spells can massacre non-magic resistant creatures easily.


    The only caster who is lacking in spell variety are druids. Arcane casters and clerics get so much spell variety it's hard deciding exactly which spells you want to use, since all but a couple spell levels have WAY more good spells then you have slots to cast them (or slots to pick them, in the case of sorcerers).

    Now that said....Illusion and Enchantment and Necromancy did get screwed a little on spell variety, Illusion especially, lacking basically all the spells that make the school actually good except Simulacrum. Necromancy is lacking some of their lower level reanimation spells and other niceties. And Enchantment lacking their higher level spells.

    Also Abjuration is missing Mind Blank, which is a travesty, since it's a core-book spell, where as Chaotic Commands is not.

    (they basically gave Chaotic Commands Mind Blank's ability, in place of it's own...even though CC's real ability was pretty bad ass. Prevent Commands, Suggestions, Charms, Domination, confusion, Power-Words spells/effects, and any of those spell/effects cast on the warded creature are reflected back on the caster, with no reflection limit).
  • JoeyJoey Member Posts: 201
    edited September 2013
    Robe of Vecna is possible to get about an hour after leaving Irenicus' Dungeon. It seems over-powered for that point in the game, maybe quadruple is a bit much though. It is definitely too cheap at its current price however.

    The rings of wizardry feel a bit redundant once you're unlocking 8th and 9th level spells. I always find myself swapping out mage rings for other more useful buffs, Ring of Gaxx or Protection. It'd be cool if there was a high-tier ring, maybe you could keep ROV at current cost, make it -3 to casting time and stick -1 to spellcasting on a Ring of Mastery, along with +5% damage on all spells and +10% Magic Resistance.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Gear as powerful as the Robe of Vecna shouldn't be for sale, period. It should be in the clutches of something actually challenging to defeat, like a lich or whatever. Alchra Diagott maybe? Always found him underused.

    I agree that there should be some more spells for the underused schools, and a lot more love for druids. Never quite found a use for them except for insects and maybe elemental princes; that doesn't seem terribly convincing on its own.

    The main reason the rings aren't so powerful, I think, is that resting is super easy in BG2 and carries practically no penalties/inconveniences. I don't know how it is handled in PnP, but I'm pretty sure that resting in a hostile dungeon every second fight is not how it's intended to work.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    RoV isn't really overpowered at all.....IA not doing what it's supposed to is what breaks RoV (All IA is supposed to do is reduce the cast time of 9th level and lower spells by 6 to a minimum of 1, for 4 rounds, not remove the 1 spell per round limit).

    Pre-ToB, the RoV was just ok and was fine for it's price.

    Chain Contingency having an instant cast time instead of it's proper 2 turn (not round..TURN) cast time, IA having a made-up effect, and Chaos-shields stacking are what breaks RoV.


    Resting in a dungeon in PnP is about like resting in a dungeon in ToEE. Suicide (or close to it).
  • LateralusLateralus Member Posts: 903
    pffft spell casters. Imma sneak up ya and play wack a mage wit yo heeeedddz!!!
  • Night_WatchNight_Watch Member Posts: 514
    edited September 2013
    Isn't there mordenkainen's force missiles in BG? Or is that exclusively an IWD spell? I think that would cover the stronger magic missile issue.

    Personally I'd like to see more variations of the Bigby hand's spell. How about Bigby's Bitchslap? Pretty please =p
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    @ZanathKariashi: it's true that IA & Co. make it even better, but the Robe is still the best mage robe in the game by a huge margin. Even without other effects, casting faster is an incredible benefit in many situations.

    By the way: I don't find IA overpowered in its current form, but rather necessary. Without it, mages would pretty much never be able to compete with the damage output of melee classes, simply because they have 1 spell per round and fighters have up to 10 attacks. There's other problems involved that cause this disparity of course, but I find IA to be an acceptable remedy a lot of the time. I guess PnP works differently on so many levels that there's just problems upon problems compounding errors in BG, resulting in weird configurations and interactions that shift relative power so much.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    Keep in mind..almost none of the HLA work correctly anyway...so that isn't even really an excuse. They just tossed some stuff together and threw it out the door and called it done. No play testing at all. Which is why some HLA are stupidly OP and some are completely useless. Despite there being NO REASON for them to work the way they do.


    Well...do keep in mind, only a handful of people were ever supposed to get Deidre in the first place....and it's pretty clear that most of her gear is just flat broken (I do agree that the Robe is FAR too easy to get).



    Joluv on the other hand is actually pretty well balanced stuff.



    Without WWA, a GM'd fighter is capped to 3 attacks single, 4 attacks DWing, 5 with 1 speed weapon, 6 with 2.



    Haste and IH are mage spells...and you can attribute those extra attacks directly to the mage, instead of the fighter, since the mage's spell is what caused that extra damage. Mages are fine with 1 spell per round. It's why Contingencies and Spell triggers exist.
  • JoeyJoey Member Posts: 201
    Improved Alacrity is pretty OP. If the player charector uses he can rattle off say 5 horrid wiltings - at lvl 18 that's 90d8, assuming they save (which is a given really), that's on average 216 points of damage. Against hordes of enemies he can use Greater Malison to make a few of them fail their saves, and literally anything with magic resist can be stripped of it instantly, so there's no protection against it whatsoever.

    Add in that you can always rest and repeat in the next battle and it becomes an auto-win for late game mages. I don't know how, or if, that could be balanced. Banning people from resting in dungeons would break wizards since they simply don't have enough spells to be useful in all battles, whereas your tanks can simply get healed and march on.
  • sarevok57sarevok57 Member Posts: 6,002
    edited September 2013
    I find robe of vecna to more of a convenience than being OP, I've played many ToB runs where I started at the beginning of ToB, ( so no robe of vecna) and was still able to massacre baddies no sweat with ridiculous spells, I think chain contingency is what is broken, if I recall correctly, without ToB installed, it actually took a round to cast the spell, now with ToB installed, you can cast the spell while paused and it brings you to the chain contingency menu, this is especially great with Edwin, since he gets a pile of spells per day, robe of vecna not required ( and yes back in the day I used to unload a whole spell book onto enemies, but in reality its just not necessary anymore, infact I never have improved alacrity memorized anymore, not even wish, just all chain contingencies, and if im ever in a pickle> nearest enemy, enemy sighted, horrid wilting x3 ) so yes in SoA its quite convenient ( especially casting breach very quickly to get rid of protection from weapon spells) but in ToB with chain contingency and wands of spell striking ( which there is more than enough for, for the entire expansion) the robe of vecna can lose its shine and just become mediocre, or at least that is what it seems like for me
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    No......banning Wizards from resting would force them to learn to play a friggin' wizard properly, and stop getting their Diablo in my DnD.

    My own rest limits require resting in an inn, and only when the party is fatigued.

    The main issue about mages is knowing when magic is needed and when it isn't. And wands and ability to cast from scrolls exist for a reason you know.
  • JoeyJoey Member Posts: 201
    Banning wizards from resting would simply mean that nobody took pure spellcasting classes...
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    Oh you mean they don't already do that now? News to me.

    In a less snarky tone, a moot point since NO ONE, except probably me, plays a single class, if a dual/multi is available. BG just makes it so easy, even for fairly extreme builds to be attained, that there's really no reason not to unless you're using a class that has uninterrupted scaling or roleplaying. (since I stopped modifying/rerolling my stat rolls, it's become extremely rare to end up with the stats needed to dual)


    From a PnP standpoint, down time for dual-classing is HORRIBLE, because it could be weeks or months, or maybe even years before you got anywhere near being able to use your old class without penalty if you were a higher level build, such as a 9 dual or 13 dual. Now, unlike BG though, you never lose your old abilities, you simply gain no xp for any encounter/situation you rely on them, until you've surpassed your old class. (assuming you even had the stats to dual in the first place).

    Demi-humans though had little reason to not take a multi. They were race capped the same as if they were single class (though if they had REALLY high scores the single class could go a up to 3 levels higher). And the leveling rate was almost negligible. And unlike a dual, you didn't need godly stats and had no downtime. Though your options for kits were limited, since a kit had to be specifically mentioned as a valid combination or it wasn't available.

    BG though, a 9 dual is a joke. And a 13 isn't too awful, especially if you play with a smaller party. And if you have no qualms about abusing the hell out xp sources (kicking out partymates, scribe/erase/rescribe, ambush farming, etc) you can do it even sooner.

    And the issue with Fighter>X dual proficiencies.
    Post edited by ZanathKariashi on
  • XerxesVXerxesV Member Posts: 187
    A good upgrade would be to eliminate the extra spell per level for specialists and let them either quicken or maximize spells from their school. I know it's not exactly by the rules, but it would encourage people to play each school and adjust their strategies. It would make an abjurer fun to play.

    I'd also like to see some more novelty spells to prank your enemies. Stuff that wild mages get on occasion, but you can control them. Like cantrips, summon squirrels, or alter appearance (change enemies to shimmer like the guy in nashkel carnival). It would be useless in battle but fun to play with.
  • SionIVSionIV Member Posts: 2,689
    Joey said:

    So I've played Baldur's Gate II almost exclusively as a spellcaster for near on three years now, so i have a fair bit of experience with magic. So, hear are my suggestions/pointless ranty opinions on it.

    *Stoneskin scales too well. Make it cap at 8 skins @ level 16 and only apply to +3 or lower. Introduce a "Magical Ward" spell at level 8 that protects against +4 or lower and doesn't cap in the number of skins you can accumulate.

    *No (useful) element spells at higher levels! There should be Improved Fireball around level 8, Lightening Apocolypse level 9, etc. You get the idea.

    *There needs to be a Greater Magic Missile. If the animations in BG2: EE will be anything like Icewind Dale II then all the better. Level 5, 1 missile every 5 levels, 3d3+5 per missile. Obviously tweak the numbers around if you like but you get the idea.

    *Quadrupple the price of Robe of Vecna but have useful lower-level robes, since the ones at the moment are pretty awful. Increased casting time, +10% damage to elemental/death robes.

    *The current wizardry rings are pretty crappy atm. Buff the current rings to make them more useful, also at least one high-tier magic ring granting bonus high level slots and reduced casting time.

    *Greater elemental spheres, castable at higher levels, that give a meaningful damage resistance and deal decent damage.

    *Minor weaken magic resistance. Even if it's only 1% per level, you need something at the lower end to help with yuan-ti et al.

    I'm sure there will be more as and when i think about it. Feedback and critisism welcome!

    1.) Stoneskin is a backup defense in your spell collection. You'll have more important spells (PFMW, etc) that will make you immune to damage, and the stoneskin is there if they somehow get through your defenses. It's fine as it is.

    2.) Many enemies are immune to one or several elements in the game, so they wouldn't be used that much to start with. It's a great idea and i'm all for having more of them in the game, but i'll still go with spells like skull trap instead.

    3.) I think greater magic missile would be over the top. There is already ways to make the normal magic missile very powerful and get a crap loud of damage out of them, so the greater version would end up being disgustingly powerful.

    4.) The robe of Vecna isn't hard to get to start with. There is so much money floating around in BG2 that the only limit to it is yourself. I pay 120 000 to gaelen (mod) to get any help from the thiefs, and that amount you can get quite early.

    5.) The high level spell slots are so powerful that giving you any more of them will just make the gap between an arcane caster and the other classes just bigger. 1 extra level 9 spell can mean that you can refresh your whole arsenal of spells in combat (wish)

    6.) Elemental spheres would be nice for flavor, but i don't see any use for them.

    7.) This isn't needed. You get lower magic resistance early, and those few % won't make much of a difference. And you have some great summoning spells that should easily take care of the enemies that are immune or have magic resistance.
  • LadyRhianLadyRhian Member Posts: 14,694
    @ZanathKariashi I play pure class, usually human characters. My first playthrough is almost always a pure class human (unkitted) fighter. Then I played a pure class human (also no kit) Paladin. Now I am playing a pure class half-elven Mage (Generalist).
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    I also play single classes most of the time, with the exception of the occasional half-elf cleric-mage. I think that the single class character has a more even set of abilities for every stage of the game, rather than going for some kind of exponential break point of power that will only come very, very late in the game. I prefer that more even play experience.

    With mages and clerics, I find that being one spell level behind their pure-classed counterparts if they take another class, is an unwanted handicap through significant portions of the game's story material, and that handicap is a strong disincentive for me to multi. Dualing makes the handicap even worse.

    As for the mage's magic system itself, I think it's pretty good as it is. It's certainly the best and most interesting of any crpg I've ever played.
  • Nic_MercyNic_Mercy Member Posts: 420
    I like my single class Sorcerer... of course sorcerers can't multi or dual >_>
  • TorinTorin Member Posts: 229
    edited September 2013
    I just want better spells for Druids for Spell levels 1 and 2. Level 1 is even useful(but not great with my spells being Doom and Cure Light Wounds) but lvl 2... I caried Slow poison and Goodberry :/
  • elminsterelminster Member, Developer Posts: 16,317
    Torin said:

    I just want better spells for Druids for Spell levels 1 and 2. Level 1 is even useful(but not great with my spells being Doom and Cure Light Wounds) but lvl 2... I caried Slow poison and Goodberry :/

    You could always use charm person or mammal. If only to have a charm spell (or spells) memorized at all times.
  • DurenasDurenas Member Posts: 508
    edited September 2013
    Joey said:

    So I've played Baldur's Gate II almost exclusively as a spellcaster for near on three years now, so i have a fair bit of experience with magic. So, hear are my suggestions/pointless ranty opinions on it.

    *Stoneskin scales too well. Make it cap at 8 skins @ level 16 and only apply to +3 or lower. Introduce a "Magical Ward" spell at level 8 that protects against +4 or lower and doesn't cap in the number of skins you can accumulate.

    It's one of the primary means of mage protection. If they make the changes you propose, then we'll effectively lose level 8 spell slots. That wouldn't be fun at all.
    *No (useful) element spells at higher levels! There should be Improved Fireball around level 8, Lightening Apocolypse level 9, etc. You get the idea.
    Delayed Blast Fireball, Dragon's Breath, Storm of Vengeance. They do essentially the same thing. There's plenty of high level aoe spells.
    *There needs to be a Greater Magic Missile. If the animations in BG2: EE will be anything like Icewind Dale II then all the better. Level 5, 1 missile every 5 levels, 3d3+5 per missile. Obviously tweak the numbers around if you like but you get the idea.
    I agree, but IMO it needs to be at a spell level where taking it requires choosing between offense and defense.
    *Quadrupple the price of Robe of Vecna but have useful lower-level robes, since the ones at the moment are pretty awful. Increased casting time, +10% damage to elemental/death robes.
    I agree that robes in general have very bad variety and relative power is skewed wildly between them. I don't agree with messing with the Robe of Vecna's price, though. It's a collector's edition item.
    *The current wizardry rings are pretty crappy atm. Buff the current rings to make them more useful, also at least one high-tier magic ring granting bonus high level slots and reduced casting time.
    I disagree! The rings are actually quite good.
    *Greater elemental spheres, castable at higher levels, that give a meaningful damage resistance and deal decent damage.
    I don't think they're needed.
    *Minor weaken magic resistance. Even if it's only 1% per level, you need something at the lower end to help with yuan-ti et al.
    I'm not sure it's a large enough problem to require a spell just for that.
    I'm sure there will be more as and when i think about it. Feedback and critisism welcome!
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